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3rd Party » Renderman 23.2 and Ubuntu 19
- marvolo
- 8 posts
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For anyone else coming across this thread, the "RfH: Could not initialize Renderman" error when IPRing is due to conflicting PRMan and Houdini versions. The libtinfo5 dependency was satisfied but I was still getting this error. I was trying to render in Houdini 18.5.408 with PRMan for an older Houdini 18.5.351. Installing 18.5.351 for use with PRMan got everything working as expected.
Technical Discussion » Revert Parameter Interface by script
- marvolo
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For anyone else trying to find a way to do this and just coming across this thread. You can just get the parmTemplateGroup from the node's type definition and set the instance of the node to match:
ptg = node.type().parmTemplateGroup() node.setParmTemplateGroup(ptg)
Work in Progress » Rocket Migration - A Procedural Short Film
- marvolo
- 8 posts
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Hey guys!
We’re a small team working on a short sci-fi animated film, and we're taking a different approach than most by making the whole film with Houdini and redshift! We're committed to create as much as we can procedurally (modeling, animation and texturing). This is because we know how essential proceduralism is to making this film possible, without compromising the scope.
Here's an initial look at some of the work being done on the film. We'll share more soon!
Prototyping some things for planet Lush.
The four species of rocket in the film: Speeder, Tank, Dexter, and Acrobat.
There's more on the kickstarter campaign page, check it out here:
https://www.kickstarter.com/projects/rocketmigration/rocket-migration [www.kickstarter.com]
We’re a small team working on a short sci-fi animated film, and we're taking a different approach than most by making the whole film with Houdini and redshift! We're committed to create as much as we can procedurally (modeling, animation and texturing). This is because we know how essential proceduralism is to making this film possible, without compromising the scope.
Here's an initial look at some of the work being done on the film. We'll share more soon!
Prototyping some things for planet Lush.
The four species of rocket in the film: Speeder, Tank, Dexter, and Acrobat.
There's more on the kickstarter campaign page, check it out here:
https://www.kickstarter.com/projects/rocketmigration/rocket-migration [www.kickstarter.com]
Edited by marvolo - March 25, 2019 23:16:13
Technical Discussion » Packed and Instanced Copy to Maya Instances (Alembic)
- marvolo
- 8 posts
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Running through engine works well. I can either have regular Maya instances, or use a particle instancer, which is nice. Unfortunately what I'm doing requires a camera as input, which isn't supported by engine in Maya.
I also went ahead and built the latest Alembic from source, but unfortunately that doesn't seem to help for me. Same result as the plugin shipped with maya.. no instances
Another option I tried was to export “as instances” from houdini, which at least gets me a separate transform per copy, that I can then replace with actual Maya instances. Works fine under ~10000 instances but takes far too long to process outside of that. And trying to export transform data only with the Alembic ROP (“Create Shape Nodes” disabled) crashes Houdini (2 latest stable builds), so I haven't been able to test any workflow using that data yet.
I also went ahead and built the latest Alembic from source, but unfortunately that doesn't seem to help for me. Same result as the plugin shipped with maya.. no instances
Another option I tried was to export “as instances” from houdini, which at least gets me a separate transform per copy, that I can then replace with actual Maya instances. Works fine under ~10000 instances but takes far too long to process outside of that. And trying to export transform data only with the Alembic ROP (“Create Shape Nodes” disabled) crashes Houdini (2 latest stable builds), so I haven't been able to test any workflow using that data yet.
Edited by marvolo - Sept. 11, 2017 17:05:19
Technical Discussion » Packed and Instanced Copy to Maya Instances (Alembic)
- marvolo
- 8 posts
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Is there any way to actually get a Houdini-exported Alembic with instances to load as instances in Maya? I've been trying for hours and can't get anything to work.
For example, I'd expect a basic copy sop (set to pack and instance) + an alembic rop set to “use instances when possible”, to actually import as instances in Maya. All I'm getting are duplicates that aren't actually Maya instances.
It sounds like its a limitation with Maya's Alembic importer, but I thought it was worth checking here. Anyone have any ideas?
For example, I'd expect a basic copy sop (set to pack and instance) + an alembic rop set to “use instances when possible”, to actually import as instances in Maya. All I'm getting are duplicates that aren't actually Maya instances.
It sounds like its a limitation with Maya's Alembic importer, but I thought it was worth checking here. Anyone have any ideas?
Technical Discussion » Alembic + String Array Attribute
- marvolo
- 8 posts
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Is there a way to (properly) read alembic files with string array attributes without using “Load Houdini Geometry” in the Alembic SOP?
I'd prefer to use “Unpack Alembic Delayed Load Primitives”, but doing so imports my string array incorrectly. I only get one index per unique array element.
Let's say my Alembic object has a string array with 9 elements:
If I load this in Houdini with “Unpack Alembic Delayed Load Primitives”, I get a fixed-length string attribute, 5str:
It works fine with “Load Houdini Geometry”, I get all 9 elements matching the original array.
Any ideas?
I'd prefer to use “Unpack Alembic Delayed Load Primitives”, but doing so imports my string array incorrectly. I only get one index per unique array element.
Let's say my Alembic object has a string array with 9 elements:
['hello', 'world', 'hello', 'hello', '', '', 'houdini', 'sidefx', 'houdini']
If I load this in Houdini with “Unpack Alembic Delayed Load Primitives”, I get a fixed-length string attribute, 5str:
['hello', 'world', '', 'houdini', 'sidefx']
It works fine with “Load Houdini Geometry”, I get all 9 elements matching the original array.
Any ideas?
Edited by marvolo - May 16, 2017 09:48:11
Technical Discussion » [SOLVED] Alembic array attributes not importing as real arrays?
- marvolo
- 8 posts
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That's a good idea, I should have thought of that.
It actually works just with the basic detail(), point(), prim(), and vertex() functions:
Glad it's such a simple solution. Thanks!
It actually works just with the basic detail(), point(), prim(), and vertex() functions:
i[]@test2 = detail(0, "testAttr", 0);
Glad it's such a simple solution. Thanks!
Technical Discussion » [SOLVED] Alembic array attributes not importing as real arrays?
- marvolo
- 8 posts
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SOLVED
Let's say I've got an alembic exported from Maya with an integer array attribute.
When importing this alembic in Houdini, and checking the operator info panel, the array attribute isn't actually understood as an array, but instead as type Xint (where X is the number of indices in the array). In the geometry spreadsheet, each index of the array is in its own row:
testAttr | 5
testAttr | 2
testAttr | 11
…
What I would expect is a single array attribute, and for the operator info panel to show the attribute as type int. And to see something like this in the spreadsheet:
testAttr |
This is causing issues when trying to work with the array in a wrangle (VEX). VEX can't seem to understand this Xint attribute type. Trying to access it as you would with a normal array attribute:
Results in test2 being an empty array.
Trying this:
Always results in test2 being equal to 0.
Is this an alembic issue? Something to do with the way the attribute is created in Maya, or the Maya Alembic exporter itself? Or is it Houdini?
Is there some way to get Houdini to recognize these array attributes as real arrays?
My current workaround is to export from Maya with a string attribute, then in Houdini use an attrib wrangle to split the string and create a true array attribute, which I can then work with as usual further down my network. This seems like a pretty dirty hack and I am missing something or there is a better way.
Any ideas?
Let's say I've got an alembic exported from Maya with an integer array attribute.
When importing this alembic in Houdini, and checking the operator info panel, the array attribute isn't actually understood as an array, but instead as type Xint (where X is the number of indices in the array). In the geometry spreadsheet, each index of the array is in its own row:
testAttr | 5
testAttr | 2
testAttr | 11
…
What I would expect is a single array attribute, and for the operator info panel to show the attribute as type int. And to see something like this in the spreadsheet:
testAttr |
This is causing issues when trying to work with the array in a wrangle (VEX). VEX can't seem to understand this Xint attribute type. Trying to access it as you would with a normal array attribute:
i[]@test2 = i[]@testAttr;
Results in test2 being an empty array.
Trying this:
i@test2 = i[]@testAttr[2];
Always results in test2 being equal to 0.
Is this an alembic issue? Something to do with the way the attribute is created in Maya, or the Maya Alembic exporter itself? Or is it Houdini?
Is there some way to get Houdini to recognize these array attributes as real arrays?
My current workaround is to export from Maya with a string attribute, then in Houdini use an attrib wrangle to split the string and create a true array attribute, which I can then work with as usual further down my network. This seems like a pretty dirty hack and I am missing something or there is a better way.
Any ideas?
Edited by marvolo - May 12, 2017 13:46:21
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