I managed to solve it for redshift renderer by calling up the "basecolor_texture" attribute as a local string parameter on the Material node then referencing that inside on the RStexture node plugged into the base color...
I had to transfer the 'material_override' attribute back onto the geo after the material node as it overwites that attribute.
Also there is som issue with the UVs but they seem to get corrected if I merge it with a grid with UVs, I dont really understand whats going on. I tried promoting UVs from point to vertex but it didnt help.
I would love to get this working in Karma. I found this tutorial [www.youtube.com] which may be a part of the answer but it does not solve the matching per prim...
If anyone has any better ideas or want more detail into my hacky solution lmk
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Houdini Indie and Apprentice » Materials for Google Earth Mesh? Solved for Redshift not Karma
- polimpiado
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Houdini Indie and Apprentice » Materials for Google Earth Mesh? Solved for Redshift not Karma
- polimpiado
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Here is a screenshot diving inside the EarthMesh HDA.
He is using a loop and a Labs Quick material to generate the attributes
He is using a loop and a Labs Quick material to generate the attributes
Houdini Indie and Apprentice » Materials for Google Earth Mesh? Solved for Redshift not Karma
- polimpiado
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Hello,
I have been playing with Daniel Gallardo's Earth Mesh HDA: https://github.com/xjorma/EarthMeshHoudini [github.com]
It generates a mesh with three prim attributes: "material_name", "material_override", and "shop_materialpath". The material texture renders in the viewport but I do not understand the process of translating this to Karma or other renderer.
There are over 2000 separate materials
Is there a tutorial or relevant documentation that explains this?
See attached screenshots
Any advice is much appreciated.
Thank you
I have been playing with Daniel Gallardo's Earth Mesh HDA: https://github.com/xjorma/EarthMeshHoudini [github.com]
It generates a mesh with three prim attributes: "material_name", "material_override", and "shop_materialpath". The material texture renders in the viewport but I do not understand the process of translating this to Karma or other renderer.
There are over 2000 separate materials
Is there a tutorial or relevant documentation that explains this?
See attached screenshots
Any advice is much appreciated.
Thank you
Edited by polimpiado - Aug. 27, 2023 19:17:37
Houdini for Realtime » Houdini 19 Mapbox not functioning
- polimpiado
- 42 posts
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MaiAomonci
...
@MaiAo Any ideas of using 1024 or higher resolution for heightmap?
Mapbox confirmed that their new API only support up to 512 now. We can look into whether there is a good way to upres it. Overall fix for the bug ETA early next week if not sooner.
Has this been fixed? Is it a matter of updating the Lab Tools?
Thanks
Houdini Indie and Apprentice » Problem using a For-Loop Stop Condition to test Areas
- polimpiado
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Thank you Thomas! so much appreciated.
I have been using loops for a while but this is stretching my limits of the intricacies in the logic. Hopefully this challenge deepens my conception.
I have been using loops for a while but this is stretching my limits of the intricacies in the logic. Hopefully this challenge deepens my conception.
Houdini Indie and Apprentice » Problem using a For-Loop Stop Condition to test Areas
- polimpiado
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I have a set of floorplanes, I have a target area. I want to run a loop over the input floor planes and once they exceed the floor area I have a stop condition. If I look inside the loop I have the correct result but outside the loop the last prim is missing. Attached is an annotated hip file trying to explain the issue.
I think its a simple issue regarding how I am setting the stop condition or loop but I cannot figure it out
I think its a simple issue regarding how I am setting the stop condition or loop but I cannot figure it out
Houdini Indie and Apprentice » Can TOPs batch generate USD files using Component Builder?
- polimpiado
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@Latimerias. It worked! At least partially. I managed to use the USD Rop in TOPs to output the USD, the source I am working with as no textures and the next batch do and I think there are some issues with the process of exporting the textures.
Houdini Indie and Apprentice » Can TOPs batch generate USD files using Component Builder?
- polimpiado
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@Latimerias, Thanks for your response. Thats probably it.
It is quite an intimidating network but it will be worth sorting it out.
It is quite an intimidating network but it will be worth sorting it out.
Houdini Indie and Apprentice » Can TOPs batch generate USD files using Component Builder?
- polimpiado
- 42 posts
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Hello,
I had an idea to batch convert a large 3D library of OBJ files into USD. I have managed to import all the files using the TOPS file pattern, parse the groups, assign MaterialX Shaders, I have set the "Root Prim" using the @filename attribute from TOPs etc etc. Its all ready to go, but...
I cannot figure out how to get TOPs to trigger the "Save to Disk" or "Add to Asset Gallery". In Tops the is a USD Rop but it appears to have less settings. I am a quite new to USD.
Any advice is Appreciated... Or let me know if this is impossible...
Thanks
I had an idea to batch convert a large 3D library of OBJ files into USD. I have managed to import all the files using the TOPS file pattern, parse the groups, assign MaterialX Shaders, I have set the "Root Prim" using the @filename attribute from TOPs etc etc. Its all ready to go, but...
I cannot figure out how to get TOPs to trigger the "Save to Disk" or "Add to Asset Gallery". In Tops the is a USD Rop but it appears to have less settings. I am a quite new to USD.
Any advice is Appreciated... Or let me know if this is impossible...
Thanks
PDG/TOPs » SOLVED: Getting a File Number Integer from the @pdg_filename string?
- polimpiado
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Solution is to use Attribute from String, Add: to match input file pattern
Filename_{filenumber}
PDG/TOPs » SOLVED: Getting a File Number Integer from the @pdg_filename string?
- polimpiado
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Hello
I have a folder with non-sequentially numbered files, for example:
Filename_1.exr
Filename_10.exr
Filename_126.exr
Filename_8694.exr
Filename_90223.exr
I need to strip "Filename_" and convert the remaining numbers from string to int.
I can achieve this in a vex wrangle using this simple code:
- Removes the first 9 characters
- converts the string to integer
In TOPS I cannot find a way to achieve this... I tried to do it in Attribute Create using this in the integer attribute field:
but it returns an error.
Any advice as to how this issue can be resolved or approached in a different way is much appreciated
I have a folder with non-sequentially numbered files, for example:
Filename_1.exr
Filename_10.exr
Filename_126.exr
Filename_8694.exr
Filename_90223.exr
I need to strip "Filename_" and convert the remaining numbers from string to int.
I can achieve this in a vex wrangle using this simple code:
s@filename = @sourcefilename[9:];
i@filenumber = atoi(@filename);
In TOPS I cannot find a way to achieve this... I tried to do it in Attribute Create using this in the integer attribute field:
atoi(@filename[9:])
Any advice as to how this issue can be resolved or approached in a different way is much appreciated
Edited by polimpiado - Oct. 11, 2021 12:44:42
Houdini Indie and Apprentice » SOLVED!: Exporting SOP attributes to CSV spreadsheet in TOPs/PDG
- polimpiado
- 42 posts
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I think I solved it!
In the GeometryImport I needed to check the "Evaluate with Work Item Attributes".
Thanks for all your help
Maybe this is helpful for others
In the GeometryImport I needed to check the "Evaluate with Work Item Attributes".
Thanks for all your help
Maybe this is helpful for others
Houdini Indie and Apprentice » SOLVED!: Exporting SOP attributes to CSV spreadsheet in TOPs/PDG
- polimpiado
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Upon closer inspection I think the issue is in the geometryimport node inside TOPS in the data extraction it pulls from the detail class but for some reason it fetches it once only...
Houdini Indie and Apprentice » SOLVED!: Exporting SOP attributes to CSV spreadsheet in TOPs/PDG
- polimpiado
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Hello
I am trying to export a CSV spreadsheet from inside a TOPs network. I have provided a simplified network demonstrating the issue and my problem.
The actual project is quite complex but basically I am generating characters and each one has a randomly generated name that is imported from a list of names. Once these names are assigned to the generated geometry I would like to have a CSV file with the name and some other attributes written out to a CSV file.
I am new to TOPs but I have managed to make some progress. I can import the geometry into TOPS and it writes a CSV file but it seems to pick only one name and it writes that over and over, it does not get the name from each workitem.
The file attached is annotated and shows better the issue
It might be helpful for others as I can see this feature being quite useful
I appreciate any advice or insights
I am trying to export a CSV spreadsheet from inside a TOPs network. I have provided a simplified network demonstrating the issue and my problem.
The actual project is quite complex but basically I am generating characters and each one has a randomly generated name that is imported from a list of names. Once these names are assigned to the generated geometry I would like to have a CSV file with the name and some other attributes written out to a CSV file.
I am new to TOPs but I have managed to make some progress. I can import the geometry into TOPS and it writes a CSV file but it seems to pick only one name and it writes that over and over, it does not get the name from each workitem.
The file attached is annotated and shows better the issue
It might be helpful for others as I can see this feature being quite useful
I appreciate any advice or insights
Edited by polimpiado - Aug. 9, 2021 17:36:20
Houdini Indie and Apprentice » Is it possible to move or set keyframes procedurally?
- polimpiado
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Hello,
I was ran into an issue. I would like to define the frame/time of a keyframe using an attribute or parameter reference. Is this at all possible? Keyframes are not geometry so I guess it might be something for CHOPS...
This is the general problem.
In specific I have animated caches of various durations and I want to be able to drive a switch and timeshift to automatically detect and adjust to this.
Any advice is much appreciated
I was ran into an issue. I would like to define the frame/time of a keyframe using an attribute or parameter reference. Is this at all possible? Keyframes are not geometry so I guess it might be something for CHOPS...
This is the general problem.
In specific I have animated caches of various durations and I want to be able to drive a switch and timeshift to automatically detect and adjust to this.
Any advice is much appreciated
Houdini Indie and Apprentice » Why do Instanced lights not follow transform of Subnetwork?
- polimpiado
- 42 posts
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Hello,
I have a strange problem. When I instance lights onto points in a subnetwork they seem to multiply the transform when I move the entire subnet. In the scene view it appears correct but when its rendered the lights are out of position. Refreshing the render does not fix it.
It could be something to do with parenting, pre-transforms but I cannot seem to find the source of the problem.
I attach some screenshots and a simplified hip file that demonstrates the problem.
I am using Redshift…
I am trying to assemble a series of building models with lighting as a complete subnetwork and then be able to move place it anywhere in the scene but if the instanced lights dont move with it then its a bit pointless…
I have a strange problem. When I instance lights onto points in a subnetwork they seem to multiply the transform when I move the entire subnet. In the scene view it appears correct but when its rendered the lights are out of position. Refreshing the render does not fix it.
It could be something to do with parenting, pre-transforms but I cannot seem to find the source of the problem.
I attach some screenshots and a simplified hip file that demonstrates the problem.
I am using Redshift…
I am trying to assemble a series of building models with lighting as a complete subnetwork and then be able to move place it anywhere in the scene but if the instanced lights dont move with it then its a bit pointless…
Edited by polimpiado - July 5, 2020 15:33:58
Houdini Indie and Apprentice » Find, define & align transform pivot procedurally in a loop
- polimpiado
- 42 posts
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Houdini Indie and Apprentice » Find, define & align transform pivot procedurally in a loop
- polimpiado
- 42 posts
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@konstantin Here is your hip file altered a bit.
I suspect it works great when all walls are orthagonal but less so when walls are at an angle…
I suspect it works great when all walls are orthagonal but less so when walls are at an angle…
Houdini Indie and Apprentice » Find, define & align transform pivot procedurally in a loop
- polimpiado
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@konstantin I was able to set hinge using a attribute create in your file rather than the attribute randomize and it seems to get closer… I will import it to my main file and see what comes up, but it is promising.
Houdini Indie and Apprentice » Find, define & align transform pivot procedurally in a loop
- polimpiado
- 42 posts
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Also I want to be able to move the hinge as many windows the hinge is offset from the plane… That will come later… but I think I can figure that out if I can solve this.
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