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Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- seth_ro18
- 81 posts
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Hey Mike, thank-you for double checking that and submitting the fix! I will try out the conversion to UE4 again. I'm assuming then that the 2 nodes I'm connecting into the material function node (in the material) is all I need.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- seth_ro18
- 81 posts
- Offline
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- seth_ro18
- 81 posts
- Offline
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- seth_ro18
- 81 posts
- Offline
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- seth_ro18
- 81 posts
- Offline
Thanks for such a quick reply!
The texture compression is set to VectorDisplacementmap, and the instance values are set to the following in the UE4 material instance:
numframes: 25
positionmin: -10
positionmax: 246.4487
Those are the only values I get from the VAT node (where my method is set to Soft). Are there any others I should be setting? The Rigid method gives more.
In the debug, the sphere is skewing off in a diagonal direction instead of up and down. But if I can even reproduce that in UE4, I feel that I'll be a ways further on the right path.
Also, I have UVs on the sphere, a simple Polar mapping.
The texture compression is set to VectorDisplacementmap, and the instance values are set to the following in the UE4 material instance:
numframes: 25
positionmin: -10
positionmax: 246.4487
Those are the only values I get from the VAT node (where my method is set to Soft). Are there any others I should be setting? The Rigid method gives more.
In the debug, the sphere is skewing off in a diagonal direction instead of up and down. But if I can even reproduce that in UE4, I feel that I'll be a ways further on the right path.
Also, I have UVs on the sphere, a simple Polar mapping.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- seth_ro18
- 81 posts
- Offline
Mike,
Thanks so much for this great tool and tutorial.
I am testing out the Soft (deforming objects) option in UE4 with a simple test file, a bouncing sphere.
I went through the whole process, and the translation to UE4 is not working right. Here is the animation in Houdini followed by the results in Unreal Engine:
Looking at the Debug node provided in Houdini, it looks different (more correct) than what I see in UE4. I have tried combing through the tutorial, my guess is there's a disconnect with the way that I'm hooking up the texture object to my material function. There's a Normal Map and Color Map input that affects the customized UVs, but I'm not certain if that's necessary or not.
What could I be missing that causes the object to tear apart in UE4?
Thanks,
Seth
Thanks so much for this great tool and tutorial.
I am testing out the Soft (deforming objects) option in UE4 with a simple test file, a bouncing sphere.
I went through the whole process, and the translation to UE4 is not working right. Here is the animation in Houdini followed by the results in Unreal Engine:
Looking at the Debug node provided in Houdini, it looks different (more correct) than what I see in UE4. I have tried combing through the tutorial, my guess is there's a disconnect with the way that I'm hooking up the texture object to my material function. There's a Normal Map and Color Map input that affects the customized UVs, but I'm not certain if that's necessary or not.
What could I be missing that causes the object to tear apart in UE4?
Thanks,
Seth
Technical Discussion » H15 - Local Variables in PolyExtrude
- seth_ro18
- 81 posts
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I really like the new @attribute system, makes it much easier to teach too.
I'm a little confused with using attributes in the polyextrude node. The intuition is to put @extrudeamount (a prim attribute on our geometry) into the Distance parameter. But that doesn't work.
If we go to the Local Control and put extrudeamount into the Distance Scale parameter, it works.
However, it seems like it would be more consistent if we could just put attributes straight into the Distance parameter, not have separate local control parameters. Should that be working?
I'm a little confused with using attributes in the polyextrude node. The intuition is to put @extrudeamount (a prim attribute on our geometry) into the Distance parameter. But that doesn't work.
If we go to the Local Control and put extrudeamount into the Distance Scale parameter, it works.
However, it seems like it would be more consistent if we could just put attributes straight into the Distance parameter, not have separate local control parameters. Should that be working?
Technical Discussion » Anisotropy artifacts
- seth_ro18
- 81 posts
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Anisotropic problems
I have tried the following solutions, by setting up UVs and setting the Tangent Style to Compute from UVs, to no avail.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20693&highlight=&sid=3fada40b05c9700ff2f49b64d41b569b [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31378&sid=330543f06b02c0155095010dffb60f51 [sidefx.com]
In fact, nothing changes when I update the tangent style to anything.
Here is a picture of the UVs, and of the rendered image. It works okay but not great on a sphere, but has clear discontinuity artifacts on my object.
Any ideas as to what the issue might be?
I have tried the following solutions, by setting up UVs and setting the Tangent Style to Compute from UVs, to no avail.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20693&highlight=&sid=3fada40b05c9700ff2f49b64d41b569b [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31378&sid=330543f06b02c0155095010dffb60f51 [sidefx.com]
In fact, nothing changes when I update the tangent style to anything.
Here is a picture of the UVs, and of the rendered image. It works okay but not great on a sphere, but has clear discontinuity artifacts on my object.
Any ideas as to what the issue might be?
Technical Discussion » Ambient occlusion not showing up on shadow matte
- seth_ro18
- 81 posts
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Hi goldleaf thanks for the reply. Can you check the occlusion on the shadow matted grid object as well (in the alpha channel) to see if it shows up there?
Technical Discussion » Ambient occlusion not showing up on shadow matte
- seth_ro18
- 81 posts
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Hi,
I attached a shadow matte shader to a ground plane to collect an environment light's occlusions. When the environment light's rendering mode is set to “Direct Lighting”, shadow matte picks up the occlusions great. When I set rendering mode to “Ambient Occlusion”, the occlusions do not show up in the shadow matte shader (though the occlusions show up fine with a mantra surface shader).
Any ideas what might cause this or how to fix it? I'm attaching an example file. I figure it's best to use ambient occlusion for render time efficiency over direct lighting. I'm in Houdini 13, Windows 7.
Thanks,
Seth
I attached a shadow matte shader to a ground plane to collect an environment light's occlusions. When the environment light's rendering mode is set to “Direct Lighting”, shadow matte picks up the occlusions great. When I set rendering mode to “Ambient Occlusion”, the occlusions do not show up in the shadow matte shader (though the occlusions show up fine with a mantra surface shader).
Any ideas what might cause this or how to fix it? I'm attaching an example file. I figure it's best to use ambient occlusion for render time efficiency over direct lighting. I'm in Houdini 13, Windows 7.
Thanks,
Seth
Technical Discussion » Bullet solver breaking glue update
- seth_ro18
- 81 posts
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Good news, this was fixed in today's Houdini build.
It works great. Thanks SideFX!
Houdini 12.1.70: Improved the collision behaviour of glued objects, which now collapse more naturally instead of having the object bounce back with only the directly impacted pieces breaking off.
It works great. Thanks SideFX!
Houdini Lounge » Houdini 13 Wishlist.
- seth_ro18
- 81 posts
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It looks like Houdini is going in the direction of being a leader in fluid dynamics and cloth simulation. It would also be great to see something similar with particles – a big jump in the volume/speed of handled particles, whether rendered as points, sprites, volumes, or whatever.
Also, +1 for hair grooming/stylization.
Also, +1 for hair grooming/stylization.
Technical Discussion » Select objects by material
- seth_ro18
- 81 posts
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Thanks all for the pointers. My current shaders were not created with the material palette, so I may have to go with a scripting solution.
Technical Discussion » Select objects by material
- seth_ro18
- 81 posts
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How can I select all objects that are assigned a given material? I could write a script to do this, but I'm guessing there's a simpler way, I just can't find it in the docs.
Seth
Seth
Technical Discussion » Bullet solver breaking glue update
- seth_ro18
- 81 posts
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I didn't replace the old one (in fact, I use the original in default cases). I just gave the plugin a different name.
Technical Discussion » HOM How to retrieve DOP matrix field data
- seth_ro18
- 81 posts
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That makes sense, I'll want to get each component of the volume separately. In DopData, I can't see a way to get those though… Thanks for taking a look at this!
Technical Discussion » HOM How to retrieve DOP matrix field data
- seth_ro18
- 81 posts
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Thanks, the main question I have from there is how to access that volume data, as the matrix field does not have any geometry to call geo.prim() to get the volume. What function will return to me the volume data from the DopData?
Technical Discussion » HOM How to retrieve DOP matrix field data
- seth_ro18
- 81 posts
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I have a DOP object with a matrix field attached to it. How can I access the field's voxel data with Python? I assume there's a Volume object stored there, but I'm not sure how to retrieve it. For example, if my matrix field data is called “vgradient”, I have the following:
data = obj.findSubData('vgradient')
<hou.DopData of type SIM_MatrixField at obj0/vgradient>
data.recordTypes()
('Basic', ‘Options’)
I would like to be able to do something such as:
volume = data.getVolume()
value = volume.voxel(x,y,z)
How do I do the “getVolume()” step?
data = obj.findSubData('vgradient')
<hou.DopData of type SIM_MatrixField at obj0/vgradient>
data.recordTypes()
('Basic', ‘Options’)
I would like to be able to do something such as:
volume = data.getVolume()
value = volume.voxel(x,y,z)
How do I do the “getVolume()” step?
Technical Discussion » Storing field values on every cell face
- seth_ro18
- 81 posts
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In the HDK, I would like to store a vector value on each of the cell faces of each voxel in a SIM_VectorField. It looks like a field can distinguish between the different parts of a voxel, for example, the SIM_FieldSample enum has a separate value for each face: SIM_SAMPLE_FACEX, SIM_SAMPLE_FACEY, and SIM_SAMPLE_FACEZ. Does this mean I can store a value for each of the three cell faces (along with the cell center, if desired) for every voxel in a single SIM_VectorField? If so, how can I do that? Or do I need to set up a separate SIM_VectorField to store values for each axis' face?
Technical Discussion » Bullet solver breaking glue update
- seth_ro18
- 81 posts
- Offline
First, download a Bullet distribution and install it. Bullet comes with a cmake script to run cmake on that will give you the proper makefiles (e.g. it can create a Visual Studio 2008 solution file).
http://code.google.com/p/bullet/downloads/list [code.google.com]
Next, when you compile the BulletSolverUpdated plugin with hcustom, you have to link to certain Bullet libraries. I'm in Windows, so here's what I used:
hcustom -I C:\Program Files (x86)\bullet-2.78\src -l BulletDynamics -l BulletCollision -l LinearMath -L C:\Program Files (x86)\bullet-2.78\lib\Release SIM_SolverBulletUpdated.cpp
One thing with my Windows compile of Bullet, when I compile Bullet, it creates a BulletDynamics.lib file, but hcustom will be looking for a BulletDynamics.obj file, so I simply renamed the extension of BulletDynamics.lib to .obj. The same goes for BulletCollision.lib and LinearMath.lib.
http://code.google.com/p/bullet/downloads/list [code.google.com]
Next, when you compile the BulletSolverUpdated plugin with hcustom, you have to link to certain Bullet libraries. I'm in Windows, so here's what I used:
hcustom -I C:\Program Files (x86)\bullet-2.78\src -l BulletDynamics -l BulletCollision -l LinearMath -L C:\Program Files (x86)\bullet-2.78\lib\Release SIM_SolverBulletUpdated.cpp
One thing with my Windows compile of Bullet, when I compile Bullet, it creates a BulletDynamics.lib file, but hcustom will be looking for a BulletDynamics.obj file, so I simply renamed the extension of BulletDynamics.lib to .obj. The same goes for BulletCollision.lib and LinearMath.lib.
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