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Technical Discussion » Instance geometry + attr wrangle nodes: orient & scale
- sl0throp
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Houdini Learning Materials » Request: Guide to setting up a simple render farm for us Indie users
- sl0throp
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Hqueue is actually really easy set up but does require some networking knowledge, and if the idea of easy is that you can copy stuff to individual machines and point them to the same output folder and render than my guess is that you might need little help and should watch some networking tutorials. At the very least you need one machine as the server, other machines set up as clients, they all need to be able to see the same network share, and from what I remember there are some basic host and port setting. Opening Hqueue is as simple as opening it in a browser…I have seen some janky hqueue set-ups that work but generally, and every time I have set it up I have at a minimum…
1. Had a network that was controlled by a server with domain control
2. Machines set with static IP addresses
3. Properly shared network directories
2. Consistent naming across machines, this is not necessary but is a good idea
1. Had a network that was controlled by a server with domain control
2. Machines set with static IP addresses
3. Properly shared network directories
2. Consistent naming across machines, this is not necessary but is a good idea
Technical Discussion » Vector Render to Adobe Illustrator?
- sl0throp
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Unfortunately, that is the way it is with hidden line renders that render some kinda postscript file.
Technical Discussion » Many materials or many overrides?
- sl0throp
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When creating IFD's, materials need to compile and I use UDIM whenever possible. I think that more important here is to convert your textures to .rat, otherwise, this will happen internally and I think for every frame of the IFD. I just use a simple batch script that takes in all my textures and turns them into .rat with iconvert and then changes the extensions in the shaders. I also make sure that the geometry is instanced where possible, packed and saved to disk correctly and that when you are ready to write your IFD's you on the display on your file node to bounding box only. Once all this is in place and I write out IFD's, the speed is much faster as well as the file size reduction is ridiculous.
One major thing to be aware of when writing out IFD's is to make sure that you have your shader setting to output all shaders in the ifd, the default won't and you get scenes with the default shader. As well, I think that if you have any rendering effects, Caustics, SS or dielectrics you need to have “Allow all Paths” on the drop-down menu on.
I would love to hear anyone else IFD thoughts…
One major thing to be aware of when writing out IFD's is to make sure that you have your shader setting to output all shaders in the ifd, the default won't and you get scenes with the default shader. As well, I think that if you have any rendering effects, Caustics, SS or dielectrics you need to have “Allow all Paths” on the drop-down menu on.
I would love to hear anyone else IFD thoughts…
Technical Discussion » numpy npz no zip file ??
- sl0throp
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On OSX and Linux, Houdini uses the system Python where on Windows it uses a pre-installed Houdini version, so you will either have to install numpy into the site-packages for that version of Python, alter your PATH variable to point to the OS installed version. You will need to make sure that any packages are compiled with the right version of Python. Any easy solution that I have found for just a brute force thing is you can install the 2.7 version of Anaconda and use its site-packages..
Technical Discussion » Mari (Unreal) shader inside Houdini?
- sl0throp
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Technical Discussion » Volume Masterclass
- sl0throp
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I have been doing a deep dive on volumes for a while now
There are some great examples in Jeff's class here:
https://www.sidefx.com/tutorials/houdini-vops [www.sidefx.com]
Here is a newish site that has a lot of amazing resources:
http://www.ytini.com/index.html [www.ytini.com]
There is a great paid FXPHD course on vex that has some really good volume workflows.
There are some great examples in Jeff's class here:
https://www.sidefx.com/tutorials/houdini-vops [www.sidefx.com]
Here is a newish site that has a lot of amazing resources:
http://www.ytini.com/index.html [www.ytini.com]
There is a great paid FXPHD course on vex that has some really good volume workflows.
Technical Discussion » Resample curve to exact point number
- sl0throp
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Technical Discussion » Packed and Instanced Copy to Maya Instances (Alembic)
- sl0throp
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Technical Discussion » Space transform to Cd in Sop context
- sl0throp
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Maybe I am doing something similar, maybe for the same people…it all depends on what approach you are taking. If it is a deep style approach where one would Nuke then that is one approach, if it is through pointclouds and light baking for a “volumetric object” that is another…but essentially any attribute can be baked onto some points, and usually the only one that needs to be coded to Cd would be albedo or full color for pre-baked stuff. Any other float or vector values can just be attributes and if they correspond to the correct alembic channel they should carry over. There is always render re-projection too.
Houdini Learning Materials » Generative Design with Jeff Wagner
- sl0throp
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A good place to look is Jarrets Touchdesigner file that has most of the work done in the “Art of Generative Design” translated into Toughdesigner. The methodology of Touch translates a lot better the Processing.
http://www.derivative.ca/wiki088/index.php?title=Generative_Design [www.derivative.ca]
Jordan
http://www.derivative.ca/wiki088/index.php?title=Generative_Design [www.derivative.ca]
Jordan
Technical Discussion » Poly Bevel "glitch"
- sl0throp
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Do you actually have a normal sop connected, or are you just looking a the normals in the viewport? If the later, connect a normal sop and all should be fine.
Technical Discussion » Can I use an NAS hard drive with Hqueue as the shared folder over internet?
- sl0throp
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Yes, it can be used. You do not need to map it(you can if you want), you can use UNC paths…
//my_nas/myProjectFolder/myHoudiniFiles/myhip.hip
Best thing is to also make sure you set the $JOB alias on a per project basis, or use the create Houdini projects stuff
//my_nas/myProjectFolder/myHoudiniFiles/myhip.hip
Best thing is to also make sure you set the $JOB alias on a per project basis, or use the create Houdini projects stuff
Technical Discussion » select points on a curve based on curve length or current end point
- sl0throp
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Here is a very simple set up that uses a ramp to create an attribute that creates the group.
Edited by sl0throp - July 20, 2017 13:56:07
Technical Discussion » abc from Houdini to Nuke
- sl0throp
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You can't see the uv's on a packed alembic until you unpack it, but they are there most likely.
A problem that I am having right now is that the alembics that comes from Nuke are that if it has a color attribute, that attribute is written as a single float value with large amounts of attributes, color1, color2, etc. I want to re-map the values but I am not sure how they eventually get the vectors on the points. I assume it must be something like every 3 floats corresponds to an rgb value that is tied onto the id attribute or something, which would mean that every 9 floats per point give a full rgb value…
If anyone has dealt with this and knows what I am talking about it would be great to see any workflows here.
A problem that I am having right now is that the alembics that comes from Nuke are that if it has a color attribute, that attribute is written as a single float value with large amounts of attributes, color1, color2, etc. I want to re-map the values but I am not sure how they eventually get the vectors on the points. I assume it must be something like every 3 floats corresponds to an rgb value that is tied onto the id attribute or something, which would mean that every 9 floats per point give a full rgb value…
If anyone has dealt with this and knows what I am talking about it would be great to see any workflows here.
Technical Discussion » Pulling apart a voronoi fracture
- sl0throp
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If you look at one of the bullet masterclasses, Jeff has a series of files you can download that shows you how to deal with glue constraints in a variety of ways.
Technical Discussion » orientation of line rendering
- sl0throp
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This has to do with the way that mantra handles curve rendering. I believe that the curve is projected to screen space and then rendered with a width based on an attribute or a default value. If you want to start rendering it other than that chances are you will need to write a custom shader that does some sort of displacement. As an example, it is pretty easy to make a shader that displaces the surface to look like a tube, rather than a ribbon.
Houdini Learning Materials » Camera Projections in Houdini - Example File
- sl0throp
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Hey…I would like to take a look at your file but am getting an archive error. I looked at your reel and thought you had some nice work on there, loved the mud shading and the chariot race…
Jordan
Jordan
Technical Discussion » Audio affecting particle position
- sl0throp
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Personally, I would do it post particle simulation unless you needed it to be in the sim. Write your Particles to disk and use an attribute vop or a wrangle to affect the particle in whatever way you want through an expression that either drives an attribute or gets fed into a parameter on the vop.
chop(“../path_to_my_chop/chan1”) - you will have to verify what channel the data is being written to.
chop(“../path_to_my_chop/chan1”) - you will have to verify what channel the data is being written to.
Technical Discussion » Snapping the pivot point
- sl0throp
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In the pivot section on a transform, you can use $CEX $YMIN #CEZ then is the position spot put -$CEX -$YMIN -$CEZ and save it out as a preset on a transform This will snap any object to the center of the world with whatever its bottom minimum is. This is a procedural way but works like a charm. You then append another transform and move.
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