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Technical Discussion » UVFlatten preserve seams issue...
- ocalaf
- 21 posts
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You probably want to check this video, Fianna explains how to do it very well: https://vimeo.com/257188140 [vimeo.com]
Houdini Indie and Apprentice » About substance material sop
- ocalaf
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There's a pic in another reply which shows the syntax:
Acording to the documentation [www.sidefx.com [www.sidefx.com]] the relative paths should be using the opfullpath expression. For example, instead of op:/img/img1/gamma1{diffuse} you should use this expression:
You should also rename the diffuse plane to C then you can put a null called diffuse and just reference that null called diffuse.
I hope that helps.
Acording to the documentation [www.sidefx.com [www.sidefx.com]] the relative paths should be using the opfullpath expression. For example, instead of op:/img/img1/gamma1{diffuse} you should use this expression:
op:`opfullpath('/img/img1/gamma1/diffuse')`
You should also rename the diffuse plane to C then you can put a null called diffuse and just reference that null called diffuse.
I hope that helps.
Houdini for Realtime » More maps baker issues
- ocalaf
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I'm stuck with the same problem, I tried with a simple scene with a tourus and a sphere and upgraded the tools but I'm getting the same results, or even worst since now Houdini crashes when I try to preview udim maps under the maps baker (before it only look bad, but I think it wasn't crashing):
I attach the scene and some results.
Thanks in advance for any tips with normal maps using udim's and the maps baker.
- Houdini Indie Version: 18.0.391
- sidefxlabs_current_version: 425
I attach the scene and some results.
Thanks in advance for any tips with normal maps using udim's and the maps baker.
Edited by ocalaf - April 5, 2020 13:18:12
Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- ocalaf
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I have some problems with normals maps and UDIM's, in fact there's this other post with more information [www.sidefx.com], does anybody faced this situation?
thanks in advance!
thanks in advance!
Houdini Indie and Apprentice » About substance material sop
- ocalaf
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There is this post in substance forums where this topic was discussed. In the last v3.0 build it should be fixed. Basically redshift didn't like the rgba (32bit) cops used by substance plugin. There are some workarounds (swapping channels, or copying just the ones needed). It also should work exporting the images instead of referencing the COP nodes. Samples and screenshots can be found there: https://www.redshift3d.com/forums/viewthread/28861/ [www.redshift3d.com]
Houdini for Realtime » More maps baker issues
- ocalaf
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Hi Paul, I forgot to mention it, but after seeing last release notes I just updated Labs to 387 to check if it was fixed. It happens using that version too:
BTW I’m using last public release of Houdini Indie, does the last Labs release requieres any particular daily build or should be just fine with the last production build?
Houdini Version 18.0.348
sidefxlabs_current_version 387
Rough sample attached
Thx,
Òscar
BTW I’m using last public release of Houdini Indie, does the last Labs release requieres any particular daily build or should be just fine with the last production build?
Houdini Version 18.0.348
sidefxlabs_current_version 387
Rough sample attached
Thx,
Òscar
Edited by ocalaf - Feb. 21, 2020 12:06:43
Houdini for Realtime » More maps baker issues
- ocalaf
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Using the maps baker with UDIMs with proper syntax everything looks nice except the Normal Map. Somehow the different UDIMs are overlaped in all the exported images, it seems like they are computed together from 0-1 or something similar.
The normal maps seems overlapped, the other maps looks ok. I've added an attachment
Is that behavior expected? Any tips to figure out know what I'm doing wrong? Or could it be a “bug” or something not implemented yet?
Òscar
%(UDIM)d
The normal maps seems overlapped, the other maps looks ok. I've added an attachment
Is that behavior expected? Any tips to figure out know what I'm doing wrong? Or could it be a “bug” or something not implemented yet?
Òscar
Edited by ocalaf - Feb. 20, 2020 17:36:58
Technical Discussion » Generate multiple UDIM UVs on a simple mesh
- ocalaf
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Using UV Layout from SideFX Labs you should be to spread the uv across mutiple udim with a lot of control. You should check all the Targets sections there. For example something like this, spreads the uv across 0-10 (u) to 0-3 (v):
You can also be more precise definig target islands under overrides:
Instead of colors (or additionally) you could add a primitive attribute (integer type)called udim and set it different for each colored region. This should be easy right after you're getting those colors. Then using this Target Assignment with udim as the Target Attribute will give you one UDIM for each region.
You can even combine both things and use for example two or thre UDIM for each colored region.
There are these nice tutorials about UV Layout, probably they will help too!
UV Layout Quickstart Tutorial [vimeo.com]
You can do plenty of things with the UV Layout node (Entagma) [vimeo.com]
You can also be more precise definig target islands under overrides:
Instead of colors (or additionally) you could add a primitive attribute (integer type)called udim and set it different for each colored region. This should be easy right after you're getting those colors. Then using this Target Assignment with udim as the Target Attribute will give you one UDIM for each region.
You can even combine both things and use for example two or thre UDIM for each colored region.
There are these nice tutorials about UV Layout, probably they will help too!
UV Layout Quickstart Tutorial [vimeo.com]
You can do plenty of things with the UV Layout node (Entagma) [vimeo.com]
Houdini Indie and Apprentice » About substance material sop
- ocalaf
- 21 posts
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I've been trying a bit more with Redshift and it seems like I'm getting closer, I don't know if there is some gamma mismatch regarding how should be configured the texture samplers of the redshift vopnet, and I also have to resolve some problem with the roughness I guess…
The “auto-refresh” of the textures gets a bit messy when using redshift, it's not easy to get all the cops working in the viewport.
And if you update the Labs tools, it seems like also heps to start with a fresh new project, I tried to load again the SOP Substance material in the project from yesterday and I couldn't get the textures loading properly.
Here is the progress:
The “auto-refresh” of the textures gets a bit messy when using redshift, it's not easy to get all the cops working in the viewport.
And if you update the Labs tools, it seems like also heps to start with a fresh new project, I tried to load again the SOP Substance material in the project from yesterday and I couldn't get the textures loading properly.
Here is the progress:
Edited by ocalaf - Dec. 13, 2019 18:43:56
Houdini Indie and Apprentice » About substance material sop
- ocalaf
- 21 posts
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I was doing some more tests and with the material used in the tutorial “medieval_tudor_brick.sbsar” it works ok when toggleing the display flag. The first try I did was with “car_iridescent_paint.sbsar” and that crashed Houdini systematically (some times even without a crash report generated properly).
I also experienced sometimes after loading the material that some of the channels are note loading properly, sometimes all looks black, or without difuse, needing to reload (which seems to fix that)
The other problem I noticed was during rendering it seems like the relative op: paths are not working:
Acording to the documentation [www.sidefx.com] the relative paths should be using the opfullpath expression. For example, instead of op:../../copnet/NORM using this expression seems to help:
Obviously this tool is still in Beta, but from all the last promotion I received from both SideFX and Adobe/SubstanceTeam I was expecting a bit more mature tool coming from this partership.
I'm not complaining, I know you guys at Houdini and specially Luiz is working hard and well to give us such nice tools! So this is just some feedback from a newbie.
Please let me know if there is a better place to report this kind of problems or even if you are opened to receive some help from the community in order to debug and polish this promising tool and well, Labs in general.
For example it would be very nice to implement a switch for different renders that automatically prepare the matnets. I'm trying to get it work using redshift and I got this weird result compared with the mantra one.
I also experienced sometimes after loading the material that some of the channels are note loading properly, sometimes all looks black, or without difuse, needing to reload (which seems to fix that)
The other problem I noticed was during rendering it seems like the relative op: paths are not working:
[00:06:43] mantra: Unable to load texture 'op:/../../copnet/HEIGHT'
[00:06:45] mantra: Unable to load texture 'op:/../../copnet/NORM'
[00:06:45] mantra: Unable to load texture 'op:/../../copnet/DIFF'
[00:06:45] mantra: Unable to load texture 'op:/../../copnet/METAL'
[00:06:45] mantra: Unable to load texture 'op:/../../copnet/ROUGH'
Acording to the documentation [www.sidefx.com] the relative paths should be using the opfullpath expression. For example, instead of op:../../copnet/NORM using this expression seems to help:
op:`opfullpath('../../copnet/NORM')`
Obviously this tool is still in Beta, but from all the last promotion I received from both SideFX and Adobe/SubstanceTeam I was expecting a bit more mature tool coming from this partership.
I'm not complaining, I know you guys at Houdini and specially Luiz is working hard and well to give us such nice tools! So this is just some feedback from a newbie.
Please let me know if there is a better place to report this kind of problems or even if you are opened to receive some help from the community in order to debug and polish this promising tool and well, Labs in general.
For example it would be very nice to implement a switch for different renders that automatically prepare the matnets. I'm trying to get it work using redshift and I got this weird result compared with the mantra one.
Edited by ocalaf - Dec. 12, 2019 18:53:56
Houdini Indie and Apprentice » About substance material sop
- ocalaf
- 21 posts
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Is it working for you? I'm on Houdini Indie 18.0.287 and Labs 304 and I can load the SOP Substance Material but getting lots of crashes.
Without uv's houdini just crash, then with uv's I managed to load a material, but when I tried to enable channel basecolor also houdini crashed unexpectedly.
Maybe I just need a bit more practice with it, I recognize I'm totally new using houdini+substance…
Without uv's houdini just crash, then with uv's I managed to load a material, but when I tried to enable channel basecolor also houdini crashed unexpectedly.
Maybe I just need a bit more practice with it, I recognize I'm totally new using houdini+substance…
Houdini Indie and Apprentice » obj import issue
- ocalaf
- 21 posts
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LabMonster13
For anyone that comes across this issue. The issue seems to be with the .env file I think the quixel bridge, but still need to test to figure it out. I basically made Houdini make a fresh env file and the issue went away. Also of note, mantra rendering was not working as well but with a new env it works again. Hope this info can save someone some time and headaches.
Same happening here I was getting this error in mantra rop: Command Exit Code: -1073740791
I could fix it just commenting the quixel bridge line, so maybe they need to fix something for H17.5, or I will need to make some deeper tests, since I have different HOUDINI_PATH references in the env, and I remember some problems with the “;&” and the end of those path some versions ago (specially then with the GameDevTools).
Technical Discussion » GameDev SImple Baker - Error Running Callback
- ocalaf
- 21 posts
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I'm getting this error using GameRes SOP and this is the filepath I'm using: $HIP/render/${HIPNAME}_$(CHANNEL).tga, looking in simplebaker inside it seems like it resolve the path as expected. Is this normal?
I found it was Quixel Bridge messing around, so just commenting that houdini_path fix it in this case. More details could be found here: https://www.sidefx.com/forum/post/280912/ [www.sidefx.com]
I found it was Quixel Bridge messing around, so just commenting that houdini_path fix it in this case. More details could be found here: https://www.sidefx.com/forum/post/280912/ [www.sidefx.com]
Edited by ocalaf - April 16, 2019 17:47:50
Houdini Lounge » 17.5 Announcement
- ocalaf
- 21 posts
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Daryl Dunlap
Please download the RS 17.5 Alpha build here: https://www.redshift3d.com/forums/viewthread/24212/ [www.redshift3d.com]
I'll try it ASAP! Thanks!
Technical Discussion » Redshift for Houdini 17.5
- ocalaf
- 21 posts
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I just saw your response in another post…
Thanks!
Daryl Dunlap
Please download the RS 17.5 Alpha build here: https://www.redshift3d.com/forums/viewthread/24212/ [www.redshift3d.com]
Thanks!
Technical Discussion » Redshift for Houdini 17.5
- ocalaf
- 21 posts
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Is the redshift plugin already released? I know there was an alpha or beta released (that's for example how entagma guys tested it in their 17.5 series), but is this new plugin build public released?
How a regular indie user could get it? In the release notes of Redshift Documentation I can't find H17.5 build or support yet, the last public release seems to be 2.6.32
Regards,
Òscar
How a regular indie user could get it? In the release notes of Redshift Documentation I can't find H17.5 build or support yet, the last public release seems to be 2.6.32
Regards,
Òscar
Houdini Indie and Apprentice » Edit capture regions not working properly?
- ocalaf
- 21 posts
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And how should we refine biharmonic capturing results? It seems like any of the available tools is meant for the new method (Edit Capture Regions, Edit Capture Weights, Edit Capture Blends…)
Here's my problem, the autorig setup (which at the moment I don't know how can be modified or enhanced by making other face cage available) seems to be the perfect solution for a quick advanced facial rigging, it handles jaw lips, and eyelids pretty nice, but I can't make it work easily in our friend Pig Head since his face it isn't very human like and it becomes hard to fit the cage in there.
Then moving to the basic setup, I can't find an easy way of refining the biharmonic capture in order to for example make the proper eyelids selections.
Maybe I should define proper points groups in the first input geo, in fact it would be very nice if I could define point groups that matches the cage regions letting the autorig to fit the cage in the not so human-like face, wouldn't be?
Any advice on this common thing using the new tools available?
Regards,
ÒScar
Here's my problem, the autorig setup (which at the moment I don't know how can be modified or enhanced by making other face cage available) seems to be the perfect solution for a quick advanced facial rigging, it handles jaw lips, and eyelids pretty nice, but I can't make it work easily in our friend Pig Head since his face it isn't very human like and it becomes hard to fit the cage in there.
Then moving to the basic setup, I can't find an easy way of refining the biharmonic capture in order to for example make the proper eyelids selections.
Maybe I should define proper points groups in the first input geo, in fact it would be very nice if I could define point groups that matches the cage regions letting the autorig to fit the cage in the not so human-like face, wouldn't be?
Any advice on this common thing using the new tools available?
Regards,
ÒScar
Edited by ocalaf - April 10, 2019 15:19:53
Houdini Lounge » 17.5 Announcement
- ocalaf
- 21 posts
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Daryl Dunlap
In related Redshift news:
- Redshift will have support for 17.5 in the next Redshift release
- Redshift 3.0 is scheduled for release in April 2019 - that's right, next month!
How the guys at entagma did the last part of their PDG series tutorials? Are they already using a beta of Redshift 3.0?
I tried to manually set to the last available plugin with no luck, redshift4houdini.dll doesn't load because it's intended for another version of houdini.
So I guess we will have to wait until next month…
Edited by ocalaf - March 17, 2019 08:59:46
Houdini Indie and Apprentice » Maximum animation resolution not 1440x1440
- ocalaf
- 21 posts
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I'm trying to render 1080x1080 but I'm just getting 540x540 on the output? Any help fixing that? I was enjoying a trial and now I've just activated my new recent license for Redshift but I can't render square frames at 1080
Houdini Indie and Apprentice » Single license on dual boot machine?
- ocalaf
- 21 posts
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BabaJ
It's called a supplementary license. It's in the product description. https://www.sidefx.com/products/houdini-indie/ [www.sidefx.com]
Has anybody been able to redeem this supplementary license? I got a popup windows telling that a supplementary license will be available when I try to activate my Indie license, but then when I try to activate this supplementary license in the secondary machine the License Administrator doesn't show any available licenses.
I can only switch between machines returning and reactivating again my original Indie license, but I'm afraid there's a limit on this kind of moves.
If anybody knows how to obtain or redeem this supplementary license shipped with the new Indie EULA, I'd be very grateful.
Thanks!
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