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Houdini Engine for Unreal » DigitalAsset Handles doesn't match Point Position
- skyphyr
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Should this bug be fixed in 16.0.557? I'm trying to use a standard xform Handle for a bone, and it winds up with the handle at the origin (compared with original position).
Technical Discussion » USABILITY: opengl view of material override texture maps
- skyphyr
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Sorry for the huge delay, I finally got back to this. So I found the issue. I only had point, not vertex normals (had used them for displacement and was using constant shaders so had no real need for anything more). Only once vertex normals are applied does opengl shading kick in (despite it being constant and normals being irrelevant).
So there's what was going on - the assignment etc itself was correct. Thanks again for the help in resolving this one.
Cheers,
Alan.
So there's what was going on - the assignment etc itself was correct. Thanks again for the help in resolving this one.
Cheers,
Alan.
Technical Discussion » USABILITY: opengl view of material override texture maps
- skyphyr
- 8 posts
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Hi Robot,
I'd read that part and the tagging (though the images often lacked context for someone new to know where to find the interface shown), but even going from what's there, I'm using standard shaders; it says
So, I'm not sure what more I'd need to do beyond using shipping shaders and assigning them via a material SOP.
Pointers would be awesome
Cheers,
Alan.
I'd read that part and the tagging (though the images often lacked context for someone new to know where to find the interface shown), but even going from what's there, I'm using standard shaders; it says
The materials shipping with Houdini are set up to work with the viewport GLSL shaders.
So, I'm not sure what more I'd need to do beyond using shipping shaders and assigning them via a material SOP.
Pointers would be awesome
Cheers,
Alan.
Technical Discussion » USABILITY: opengl view of material override texture maps
- skyphyr
- 8 posts
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twod
You picked a good time to revive this thread. Material overrides as added by the Material SOP are now supported in Houdini 16.
That's great news, thanks. How do I use this feature? (It is in Houdini 16, that I am not having it happen).
Cheers,
Alan.
Technical Discussion » USABILITY: opengl view of material override texture maps
- skyphyr
- 8 posts
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I hate to ask this as this thread is so old, but I'm hitting the same issue. Has this been resolved yet? Trying to put together a digital asset, but this is preventing it working properly and I don't know if it's just me missing something.
Oh, actally, I'll try subnetting before making the digital asset. It'll be a bit messy if I need to break things up, but for just one material across the whole surface it shouldn't be too bad, and save having to assign the embedded material by hand.
Cheers,
Alan.
Oh, actally, I'll try subnetting before making the digital asset. It'll be a bit messy if I need to break things up, but for just one material across the whole surface it shouldn't be too bad, and save having to assign the embedded material by hand.
Cheers,
Alan.
Technical Discussion » Group questions (survival, merging, and existentialism)
- skyphyr
- 8 posts
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Technical Discussion » Group questions (survival, merging, and existentialism)
- skyphyr
- 8 posts
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I'd looked at attributes, but they don't seem to have edge support. I guess I could try put it as point attributes, convert that to a point group, then convert that group to an edge group.
Probably the biggest challenge being new to Houdini is knowing the difference between a workflow and a workaround. For instance, the approach I suggested above seems more like a workaround.
Cheers,
Alan
Probably the biggest challenge being new to Houdini is knowing the difference between a workflow and a workaround. For instance, the approach I suggested above seems more like a workaround.
Cheers,
Alan
Technical Discussion » Group questions (survival, merging, and existentialism)
- skyphyr
- 8 posts
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Hi all,
So I'm learning Houdini (I'm guessing there will be folk on here who know why *pours one out*).
I've not really figured out how to approach things in a Houdini manner, but what I'm trying to do now is set groups early on in my graph and then use them later after other operations have caused changes. I would imagine some types on nodes can't retain group information, but I've found very few which do. In the attached file GroupsDontSurvive, the subdivide operator blitzes them, where I'd expect it should be able to maintain the group for edges a they're subdivided.
The second group issue I've hit is having them not merge properly when there are pieces of geometry sharing the same positions. In the attached file GroupsDontMergeInSpace, I have two loft operators which have some inputs in common. Then, in the paths after them I add a group with the same name independently to each. After that, I have a merge operation followed by a bevel which uses the group. The edge loops which shared the same positions are only maintained from one of the input lofts. You can change which one by switching the order of the inputs to the merge node.
Any pointers on what I'm doing wrong would be fantastic. Oh, and I'm sorry that there wasn't any existentialism, that was a trick to get more readers.
Cheers,
Alan.
So I'm learning Houdini (I'm guessing there will be folk on here who know why *pours one out*).
I've not really figured out how to approach things in a Houdini manner, but what I'm trying to do now is set groups early on in my graph and then use them later after other operations have caused changes. I would imagine some types on nodes can't retain group information, but I've found very few which do. In the attached file GroupsDontSurvive, the subdivide operator blitzes them, where I'd expect it should be able to maintain the group for edges a they're subdivided.
The second group issue I've hit is having them not merge properly when there are pieces of geometry sharing the same positions. In the attached file GroupsDontMergeInSpace, I have two loft operators which have some inputs in common. Then, in the paths after them I add a group with the same name independently to each. After that, I have a merge operation followed by a bevel which uses the group. The edge loops which shared the same positions are only maintained from one of the input lofts. You can change which one by switching the order of the inputs to the merge node.
Any pointers on what I'm doing wrong would be fantastic. Oh, and I'm sorry that there wasn't any existentialism, that was a trick to get more readers.
Cheers,
Alan.
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