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Houdini Indie and Apprentice » Novice - How to properly UV map a Sphere?
- massta
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How about a hemisphere? I saw a video where they cut the sphere in half and map each separately. But even still, I'm getting distortion along the edges. My goal is to map video to a sphere so can't have any uv breaks. I'm thinking I could spend hours trying to uv edit. So far, vertices/polar is the best and will just have to live with distortion at the poles.
Houdini Indie and Apprentice » Why is not this working? (UV Flatten/Seams)
- massta
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Hello Island,
I'm realizing it is hard to correctly UV wrap a sphere with video. I'm actually trying to do so with a hemi-sphere (half a sphere) and still having trouble. I think there will always be some distortion, breaking seams won't work for me, needs to be continuous.
I'm realizing it is hard to correctly UV wrap a sphere with video. I'm actually trying to do so with a hemi-sphere (half a sphere) and still having trouble. I think there will always be some distortion, breaking seams won't work for me, needs to be continuous.
Technical Discussion » perfect uv's on sphere
- massta
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I'm also interested in this method. We want to projected seamlessly on this bass model.
I was thinking polar or cylindrical UV projection would be best. This way textures can keep wrapping around the body portion seamlessly.
I've experimented with UV Flatten but this has a seam. Maybe I'll try UV Pelt again.
I was thinking polar or cylindrical UV projection would be best. This way textures can keep wrapping around the body portion seamlessly.
I've experimented with UV Flatten but this has a seam. Maybe I'll try UV Pelt again.
Houdini Lounge » Do Houdini users need mocap software ????
- massta
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I'm wondering if there is a facial capture software that Houdini users like to use. Maybe Syntheyes?
https://www.ssontech.com/docs/SynthEyesUM/Body_and_Facial_Tracking.html [ssontech.com]
This looks promising:
http://facewaretech.com [facewaretech.com]
or
http://doc.faceshift.com/studio/2015.2/interfacing.html#interfacing [doc.faceshift.com]
Houdini Indie and Apprentice » MPEG Texture
- massta
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You have to bring in a sequence of images by frame number into your material. It's a pain but it works.
Using a File node inside of IMG Component.
Put this in the file field to reference a sequence of stills:
pictureName`padzero(4,$F)`.png
Inside a Point SOP, you can add color referencing the image sequence using a pic expression.
pic(“/img/img1/img_out”, $BBX, $BBY, CR)
pic(“/img/img1/img_out”, $BBX, $BBY, CG)
pic(“/img/img1/img_out”, $BBX, $BBY, CB)
Not sure if this is all correct but should get you close.
Using a File node inside of IMG Component.
Put this in the file field to reference a sequence of stills:
pictureName`padzero(4,$F)`.png
Inside a Point SOP, you can add color referencing the image sequence using a pic expression.
pic(“/img/img1/img_out”, $BBX, $BBY, CR)
pic(“/img/img1/img_out”, $BBX, $BBY, CG)
pic(“/img/img1/img_out”, $BBX, $BBY, CB)
Not sure if this is all correct but should get you close.
Technical Discussion » Houdini Fisheye lens for Hemispherical Projection
- massta
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The Nuke options sounds pretty good.
It would be great if you could share the file so I can see the cube-map generator your talking about.
Wondering if anyone has tried using Navegar by Dome3D:
http://www.dome3d.com/products/navegar-software [dome3d.com]
it's a plugin for After Effects
Also, I ran across this QuickStitcher:
http://pineappleware.com/sub/stitcher.html [pineappleware.com]
Not sure how recent it is.
~Shawn
It would be great if you could share the file so I can see the cube-map generator your talking about.
Wondering if anyone has tried using Navegar by Dome3D:
http://www.dome3d.com/products/navegar-software [dome3d.com]
it's a plugin for After Effects
Also, I ran across this QuickStitcher:
http://pineappleware.com/sub/stitcher.html [pineappleware.com]
Not sure how recent it is.
~Shawn
Houdini Learning Materials » Character Animation 3D Input Model
- massta
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Having a “doll” to pose would be much quicker than using a mouse.
Think about it: One 3D handle at a time or two real hands? There are many other advantages: like my eyes being the camera. The model(doll) can be in any orientation and space without me having to constantly gyro around it in 3D environment. Instead, I can keep hands on the model; much faster than traditional animation. I would set up a foot pedal to key frame and fly through some complex sequences. Secondary bones can be added later to refine 3D character. I like this approach over human motion capture, which can seem too refined. Houdini could use something like this to boost character animation. Would be great to create all sorts of models like this product. Think of a quadraped where you can animate each leg seperately. The only problem is getting the model back into a pose to continue where you left off. Which is why the servo model you linked is neat. I'm very interested in this new Japan product. Maybe they can lend some outputs to practice bringing into Houdini.
Think about it: One 3D handle at a time or two real hands? There are many other advantages: like my eyes being the camera. The model(doll) can be in any orientation and space without me having to constantly gyro around it in 3D environment. Instead, I can keep hands on the model; much faster than traditional animation. I would set up a foot pedal to key frame and fly through some complex sequences. Secondary bones can be added later to refine 3D character. I like this approach over human motion capture, which can seem too refined. Houdini could use something like this to boost character animation. Would be great to create all sorts of models like this product. Think of a quadraped where you can animate each leg seperately. The only problem is getting the model back into a pose to continue where you left off. Which is why the servo model you linked is neat. I'm very interested in this new Japan product. Maybe they can lend some outputs to practice bringing into Houdini.
Houdini Learning Materials » Character Animation 3D Input Model
- massta
- 61 posts
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Have you guys seen this:
http://www.clip-studio.com/quma/en/ [clip-studio.com]
http://quma.jp/en/quma/ [quma.jp]
A real pose able character to capture animation.
Do you think this could work for Houdini?
Would love to learn how to use this, only for sale in Japan at the moment.
It uses BVH format.
~Shawn
http://www.clip-studio.com/quma/en/ [clip-studio.com]
http://quma.jp/en/quma/ [quma.jp]
A real pose able character to capture animation.
Do you think this could work for Houdini?
Would love to learn how to use this, only for sale in Japan at the moment.
It uses BVH format.
~Shawn
Houdini Indie and Apprentice » Vex VopSop question.
- massta
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Sounds like a good question. I've started the same learning video but haven't gotten that far. I'm enjoying the VOP SOP at the moment and have this thread going right now:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27162 [sidefx.com]
I guess the vop sop is a local vex op, where as vex is independent of sops.
~Shawn
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27162 [sidefx.com]
I guess the vop sop is a local vex op, where as vex is independent of sops.
~Shawn
Houdini Indie and Apprentice » Color ramp on a polygon
- massta
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I've figured out a way to stretch the white circle by expanding the Z point position by the height/width ratio of the rectangle. I can do this procedurally but if the rectangle is taller than wide, I'll need to set up an if/then or something to differentiate between the two. In this later case, it will be increasing the X point position. Not quite sure how to do this yet.
I'm trying to make this VOP SOP works for a set up random sized rectangles so they all have the same color fade no matter it's size. I think I'll need to take into account the area of each rectangle so I can multiply it by the Parameter, or Max Range in the Fit VOP. This way I can increase the color effect (more white than red) on all rectangle tiles (only working with one right now and will update this thread when it's working on a plethora).
Also, can anyone can figure out a way to make this a white square instead of a circle. I think I'll need a second vector instead of just the centroid used before the distance vop.
~Shawn
I'm trying to make this VOP SOP works for a set up random sized rectangles so they all have the same color fade no matter it's size. I think I'll need to take into account the area of each rectangle so I can multiply it by the Parameter, or Max Range in the Fit VOP. This way I can increase the color effect (more white than red) on all rectangle tiles (only working with one right now and will update this thread when it's working on a plethora).
Also, can anyone can figure out a way to make this a white square instead of a circle. I think I'll need a second vector instead of just the centroid used before the distance vop.
~Shawn
Houdini Indie and Apprentice » Color ramp on a polygon
- massta
- 61 posts
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—
(Edit: 1:44am 11/6/12)
Originally wanted to make the white portion square instead of circular, but I'm still failing at this.
Instead, I was thinking I could make the circle look better on a rectangle if I could increase the short side (width or height) by the ratio between the two. This would stretch the circle into an oval to better match a rectangle instead of a square. Just not sure how to do this with distance. My attached file has the ratio ready but nothing to use it with. I think I need a smarter distance that adds overall height and width into account.
Thanks again for your help.
I understand the file better and where the color is coming from.
~Shawn
—
(Edit: 1:44am 11/6/12)
Originally wanted to make the white portion square instead of circular, but I'm still failing at this.
Instead, I was thinking I could make the circle look better on a rectangle if I could increase the short side (width or height) by the ratio between the two. This would stretch the circle into an oval to better match a rectangle instead of a square. Just not sure how to do this with distance. My attached file has the ratio ready but nothing to use it with. I think I need a smarter distance that adds overall height and width into account.
Thanks again for your help.
I understand the file better and where the color is coming from.
~Shawn
—
Houdini Indie and Apprentice » Color ramp on a polygon
- massta
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Because its a rectangle, I could try a bounding box
or centroid, but would still want a look-up to a color ramp
of some sort.
~Shawn
or centroid, but would still want a look-up to a color ramp
of some sort.
~Shawn
Houdini Indie and Apprentice » Color ramp on a polygon
- massta
- 61 posts
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Trying to get a color ramp across a rectanglular polygon,
Where the center is white and the edges are red.
I'd like to them base the red's thickness based on polygon size.
Should I be diving into VEX to accomplish this.
Thanks!
~Shawn
Where the center is white and the edges are red.
I'd like to them base the red's thickness based on polygon size.
Should I be diving into VEX to accomplish this.
Thanks!
~Shawn
Houdini Indie and Apprentice » Where is the default crash file location
- massta
- 61 posts
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Thanks guys,
I figured out the TEMP location soon after I posted (as always).
Just remember that it is in a different location and if you want to use this file, it's best to save it in the HIP directory so it can access any assets while being part of the work progress.
~Shawn
I figured out the TEMP location soon after I posted (as always).
Just remember that it is in a different location and if you want to use this file, it's best to save it in the HIP directory so it can access any assets while being part of the work progress.
~Shawn
Houdini Indie and Apprentice » Where is the default crash file location
- massta
- 61 posts
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It takes so long to search my computer to find anything so I was wondering if there is a default location for crashed files?
Thanks!
Thanks!
Houdini Indie and Apprentice » help rigging a robot
- massta
- 61 posts
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I downloaded some other models and this one seems to be working well.
The big difference is the polygon count. This model has about 60k polygons compared to the green robot with only 3k polygons.
Will keep testing this until I can get the original robot rigged.
The big difference is the polygon count. This model has about 60k polygons compared to the green robot with only 3k polygons.
Will keep testing this until I can get the original robot rigged.
Houdini Indie and Apprentice » help rigging a robot
- massta
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You can see here how I'm having trouble getting the proxy groups. Works so good in the tutorial but still having trouble with this robot.
Houdini Indie and Apprentice » help rigging a robot
- massta
- 61 posts
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I'm trying to rig this robot and I'm following the quadruped tutorial and also the help section but the proxy isn't finding more than 30 percent of the character.
Wondering if the proxy needs more points? The character is very box built with little points in most spots.
Maybe I should just create my own rig? but don't want to.
Also, the robot hands are claws with only two fingers. The rig won't let me delete other fingers, so I made the middle three fingers small to keep them out of the way.
But the biggest issue is the proxy.
Wondering if the proxy needs more points? The character is very box built with little points in most spots.
Maybe I should just create my own rig? but don't want to.
Also, the robot hands are claws with only two fingers. The rig won't let me delete other fingers, so I made the middle three fingers small to keep them out of the way.
But the biggest issue is the proxy.
Houdini Indie and Apprentice » decal shader: getting texture's alpha to work
- massta
- 61 posts
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ah ha!
Thanks for the help.
Although when ever I try to open people's files, I get all the nodes with nothing wired! Weird. Maybe I should try Houdini 12?
Thanks again,
~Shawn
Thanks for the help.
Although when ever I try to open people's files, I get all the nodes with nothing wired! Weird. Maybe I should try Houdini 12?
Thanks again,
~Shawn
Houdini Indie and Apprentice » decal shader: getting texture's alpha to work
- massta
- 61 posts
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Stuck inside the decal shader trying to get the texture's alpha to work on this grid so the sphere behind it unobstructed. Thought I could just pass the decal alpha along to the output, even tried multiplying it to the color and opacity to no avail. I'm a bit surprised this doesn't work right off the bat (Houdini 11).
~Shawn
“this is one of those situations where no question is stupid”
~Shawn
“this is one of those situations where no question is stupid”
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