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Technical Discussion » RFE : HDA folder switching
- shikung444
- 66 posts
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Excellent. I haven't seen instant response to users for bug-fixes like this anywhere else…
Technical Discussion » RFE : HDA folder switching
- shikung444
- 66 posts
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Technical Discussion » RFE : HDA folder switching
- shikung444
- 66 posts
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Here is an example file, using 9.5.141, though I tried this in 9.1 with the same problem.
This is a simplified example, however this is currently happening to me on a character rig, and I have no way to control which parameter page shows up.
You can see that clicking on objects in the scene results in the incorrect parameter page being opened.
In this specific example. you can work around it by moving “Transform” and “Subnet” in the type properties parameter interface, move it below the other folders. Then the selection seems to match up.
However, my rig digital asset interface has folders within folders and the wrong parameter pages open when the viewport null objects are selected… so what should I do?
This is a simplified example, however this is currently happening to me on a character rig, and I have no way to control which parameter page shows up.
You can see that clicking on objects in the scene results in the incorrect parameter page being opened.
In this specific example. you can work around it by moving “Transform” and “Subnet” in the type properties parameter interface, move it below the other folders. Then the selection seems to match up.
However, my rig digital asset interface has folders within folders and the wrong parameter pages open when the viewport null objects are selected… so what should I do?
Houdini Lounge » dynamic fur
- shikung444
- 66 posts
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“Another approach is to define vertex attributes and use those to part the fur at the top. ”
What kind of vertex attributes would need to be applied to make the hair part?
Houdini Lounge » Using simulated guide hairs, fur does not move correctly
- shikung444
- 66 posts
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I'm getting this same problem even with the new Fur shelf tools in the latest version of 9.5! Try this, put hair on a sphere rotating in z, add dynamics, and the hair at the top always spins and flips over. Is this a problem in the quaternion math or something?
Houdini Lounge » Using simulated guide hairs, fur does not move correctly
- shikung444
- 66 posts
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I'm getting this same problem even with the new Fur shelf tools in the latest version of 9.5! Try this, put hair on a sphere rotating in z, add dynamics, and the hair at the top always spins and flips over. Is this a problem in the quaternion math or something?
Technical Discussion » render region
- shikung444
- 66 posts
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not only is render region somewhat broken, but it also tends to make interaction with the software quite sluggish when it is on. This is on an 8 core win 64 bit machine.
Also it never seems to update when changing parameters or wiring in vops, in which would be nice to get a realtime update.
I've always just ended up repeatedly doing mplay renders, as it just seems more stable.
Take a look as XSI's render region, it's quite a good implementation.
Also it never seems to update when changing parameters or wiring in vops, in which would be nice to get a realtime update.
I've always just ended up repeatedly doing mplay renders, as it just seems more stable.
Take a look as XSI's render region, it's quite a good implementation.
Houdini Lounge » Physically Based Rendering book
- shikung444
- 66 posts
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Thanks again Mario. I have read those two pages in the documentation a few times in the past, and again now, but I think I'm just going to need to practice and do some trial and error for it to “click”.
I found this thread also, (http://forums.odforce.net/index.php?showtopic=6470) [forums.odforce.net]
Maybe SideFX can make some PBR tutorials for the medium-level users so that we can get up to speed with it..?
I found this thread also, (http://forums.odforce.net/index.php?showtopic=6470) [forums.odforce.net]
Maybe SideFX can make some PBR tutorials for the medium-level users so that we can get up to speed with it..?
Houdini Lounge » Physically Based Rendering book
- shikung444
- 66 posts
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Thanks Mario! Here's my situation:
I have a basic understanding of rendering in general, in mental ray, vray, and mantra, and have also gotten some pretty good results out of the standard micropolygon mantra renderer with GI, irradiance caching, and have done some vops shader creation with displacement, etc. I don't really understand about using photons though, and PBR seems to use this, right? And the F slot in the output vop… can I just plug another F input into it and its ready? or…
I don't necessarily need an explanation of what buttons to push, but I don't really have a concept of what physically based rendering is, and how it differs from “normal” rendering. Therefore, I don't know why or how I'd use it. But I've seen that it can make some really nice images. I'm not afraid of going through more technical information to understand what I'm dealing with, but I really don't need to implement a renderer or something like that.
Would the book be generally useless for me? If so, where can I go to fill in the missing pieces so I can understand how and when to use PBR? Of course, I'll end up experimenting and figuring it out on my own as well, but I'd also like to get more information to make the learning process as fast as possible.
Thanks!
I have a basic understanding of rendering in general, in mental ray, vray, and mantra, and have also gotten some pretty good results out of the standard micropolygon mantra renderer with GI, irradiance caching, and have done some vops shader creation with displacement, etc. I don't really understand about using photons though, and PBR seems to use this, right? And the F slot in the output vop… can I just plug another F input into it and its ready? or…
I don't necessarily need an explanation of what buttons to push, but I don't really have a concept of what physically based rendering is, and how it differs from “normal” rendering. Therefore, I don't know why or how I'd use it. But I've seen that it can make some really nice images. I'm not afraid of going through more technical information to understand what I'm dealing with, but I really don't need to implement a renderer or something like that.
Would the book be generally useless for me? If so, where can I go to fill in the missing pieces so I can understand how and when to use PBR? Of course, I'll end up experimenting and figuring it out on my own as well, but I'd also like to get more information to make the learning process as fast as possible.
Thanks!
Houdini Lounge » Physically Based Rendering book
- shikung444
- 66 posts
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Is the book Physically Based Rendering (http://www.pbrt.org) [pbrt.org] relevant to mantra's pbr? I'm wondering if I should get the book in order to better understand how to use physically based rendering in mantra?
Technical Discussion » command exit code, render stops
- shikung444
- 66 posts
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What is command exit code -1073741819? Mantra is stopping its render and providing this error code. Thanks!
Technical Discussion » Attaching Rest Position To Volume
- shikung444
- 66 posts
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Just a quick question so I understand this correctly…
Would the string attribute be called “name”?
if so, how do you specify in the attribcreate SOP the channels “rest.x” “rest.y” “rest.z”?
———————————
Edit: I think I got it now. Had to reread Jason's post a couple of times.
make 3 extra volumes. In the first one, add an attribcreate sop, set to string, called “name”, with the value “rest.x”
In the second one, the value is “rest.y”
etc etc.
In the shader, there is a vector parameter called “rest”.
Is this it? Is there more that I am missing?
Would the string attribute be called “name”?
if so, how do you specify in the attribcreate SOP the channels “rest.x” “rest.y” “rest.z”?
———————————
Edit: I think I got it now. Had to reread Jason's post a couple of times.
make 3 extra volumes. In the first one, add an attribcreate sop, set to string, called “name”, with the value “rest.x”
In the second one, the value is “rest.y”
etc etc.
In the shader, there is a vector parameter called “rest”.
Is this it? Is there more that I am missing?
Technical Discussion » play videos?
- shikung444
- 66 posts
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Houdini Lounge » Tube SOP - Dont fuse point on the cap option.
- shikung444
- 66 posts
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Now that mantra has support for rendering based on vertex normals now, it would be nice if, across the board, houdini moved toward this paradigm.
This way the geometry would be connected, the point order wouldn't change because of the separation of the cusping, but you still get a hard edge and correct shading.
This way the geometry would be connected, the point order wouldn't change because of the separation of the cusping, but you still get a hard edge and correct shading.
Technical Discussion » IFD frame sequence and reference question
- shikung444
- 66 posts
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What is the syntax to render multiple frames of a sequence from the command line? Do I need to write my own script for that?
Also, I tried saving a sequence of IFDs, yet each frame is 50 megabytes (I have a lot of static geometry in the scene). How can I arrange things so that the IFD will contain only a reference to the geometry?
Thanks!
Also, I tried saving a sequence of IFDs, yet each frame is 50 megabytes (I have a lot of static geometry in the scene). How can I arrange things so that the IFD will contain only a reference to the geometry?
Thanks!
Technical Discussion » What happened to my viewport tumbling method?
- shikung444
- 66 posts
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I just tried changing it again to 80's euler, and after some initial really strange tilting behavior it seems to have worked itself out. I don't know what the problem was, but for a few days none of the viewport methods gave me familiar results. Thanks for double checking though!
Technical Discussion » What happened to my viewport tumbling method?
- shikung444
- 66 posts
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I've been using houdini for a while now, and I'm used to a certain way of viewport tumbling. I always used the “Standard Houdini Tumbling” in the 3d viewports main preferences.
Now in recent builds, it seems that standard houdini tumbling behaves the same way as “Classic houdini tumbling”. Can anyone else verify this?
whenever I orbit the view from an overhead angle, I always end up below the model now, instead of on the other side. Its a little frustrating to navigate this way, and I hope to have my old viewport tumbling back.
Thanks everyone!
Now in recent builds, it seems that standard houdini tumbling behaves the same way as “Classic houdini tumbling”. Can anyone else verify this?
whenever I orbit the view from an overhead angle, I always end up below the model now, instead of on the other side. Its a little frustrating to navigate this way, and I hope to have my old viewport tumbling back.
Thanks everyone!
Technical Discussion » vertex normal export
- shikung444
- 66 posts
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For the record, try promoting point N to vertex N; mantra can now render using the vertex normals.
Technical Discussion » How to snap the angle of rotation?
- shikung444
- 66 posts
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Technical Discussion » mantra: Network Error[localhost] Unable to write data
- shikung444
- 66 posts
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win 64 bit is pretty stable on rendering now. The same scene with win 32 crashes after a couple of frames. The scene uses about 1.5 gigs of ram to render.
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