Hello there,
I made a fern asset with a looping animation so that I may scatter a few variations in lops. Sadly I can't figure out the usage of the value clip node when using a usd reference.
Using vdbs as in this post https://www.sidefx.com/forum/topic/73648/ [www.sidefx.com] works and also referencing the cache directly as described in another post works for me.
As using the cache works, this is not a blocker for me but using USD assets seems neater so I'm wondering what I'm missing here. If somebody could give me a pointer, I'd be super grateful!
Thanks so much in advance!
seb
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Solaris and Karma » looping animation using value clip
- sschoellhammer
- 8 posts
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Technical Discussion » Houdini engine question
- sschoellhammer
- 8 posts
- Offline
First of all what I am trying to make:
A tool that takes a set of geometries and outputs a mesh with an object id encoded into the vertex colors. This is for creating meshes for realtime - there I'm picking up this extra data in a shader (in this case for variation within a mesh)
This is very easy to do in houdini standalone (see image_1), but I'd like to make this usable in maya via houdini engine.
I'm exposing a merge object node to the asset level as described in the help:
“Although the parameter can be created manually, the more common and simple to create an Object Merge SOP, and promote the object parameter to the asset level. The input geometry is then accessible from the output of the Object Merge SOP.”
Sadly the inputs seem to get merged by houdini engine along the way before it's getting to my object merge - but I need them to be packed individually there.
in maya:
when debug opening the asset in houdini:
“fixing it” in houdini:
Is there a way of changing this behaviour? Or another solution alltogether?
Thanks a lot for any help!
Seb
A tool that takes a set of geometries and outputs a mesh with an object id encoded into the vertex colors. This is for creating meshes for realtime - there I'm picking up this extra data in a shader (in this case for variation within a mesh)
This is very easy to do in houdini standalone (see image_1), but I'd like to make this usable in maya via houdini engine.
I'm exposing a merge object node to the asset level as described in the help:
“Although the parameter can be created manually, the more common and simple to create an Object Merge SOP, and promote the object parameter to the asset level. The input geometry is then accessible from the output of the Object Merge SOP.”
Sadly the inputs seem to get merged by houdini engine along the way before it's getting to my object merge - but I need them to be packed individually there.
in maya:
when debug opening the asset in houdini:
“fixing it” in houdini:
Is there a way of changing this behaviour? Or another solution alltogether?
Thanks a lot for any help!
Seb
Technical Discussion » vellum hair restlength confusion
- sschoellhammer
- 8 posts
- Offline
To answer my own question, all I needed here is a Distance along edges constraint. That works as expected!
Technical Discussion » vellum hair restlength confusion
- sschoellhammer
- 8 posts
- Offline
Hello!
I'm experimenting with creating weblike structures with vellum hair and am getting strange results when setting restlength scale < 1. I've attached a really simple example.
If the scale is 1, everything behaves like expected, however if it's smaller, points seem to move towards each other rather than stretching evenly. I guess I have a misunderstanding of how this should work
Thanks for any hints!
seb
I'm experimenting with creating weblike structures with vellum hair and am getting strange results when setting restlength scale < 1. I've attached a really simple example.
If the scale is 1, everything behaves like expected, however if it's smaller, points seem to move towards each other rather than stretching evenly. I guess I have a misunderstanding of how this should work
Thanks for any hints!
seb
Houdini Engine for Maya » Which Maya version of the plug-in are you using?
- sschoellhammer
- 8 posts
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Technical Discussion » Projecting curves onto mesh in uv space
- sschoellhammer
- 8 posts
- Offline
Hello,
first of all I'm pretty new to houdini so please excuse any sillyness.
So what I'm trying to do is projecting 2d-curves onto a mesh.
I created a plane with uvs and I transfer those uvs onto my curve shapes. (edit: or I directly assign uvs to the curves, it doesnt matter)
Then I use a attribtransferbyuv node to again transfer the positions from my mesh onto the curves.
Does that sound about right? It seems it's missing a lot of points
I think it might be easiest to look at the result so I'm attaching the houdini file!
Thanks for any hints!
Seb
first of all I'm pretty new to houdini so please excuse any sillyness.
So what I'm trying to do is projecting 2d-curves onto a mesh.
I created a plane with uvs and I transfer those uvs onto my curve shapes. (edit: or I directly assign uvs to the curves, it doesnt matter)
Then I use a attribtransferbyuv node to again transfer the positions from my mesh onto the curves.
Does that sound about right? It seems it's missing a lot of points
I think it might be easiest to look at the result so I'm attaching the houdini file!
Thanks for any hints!
Seb
Houdini Indie and Apprentice » Slow viewport performance on MacOS Yosemite
- sschoellhammer
- 8 posts
- Offline
Thanks for the reply!
Well, I can display millions of polygons at 30 fps in any other app and here a cube is bringing houdini to a crawl so I'm sure it's something else
Good call with the version - so I went back to the download page and both options
10.9 and 10.10 in the dropdown produce a download file called:
houdini-14.0.258-macosx_x86_64_clang5.1_10.9.dmg
I tried it in both Chrome and Safari with the same result.
Weird! Any ideas? Is there another page to download specific builds?
Well, I can display millions of polygons at 30 fps in any other app and here a cube is bringing houdini to a crawl so I'm sure it's something else
Good call with the version - so I went back to the download page and both options
10.9 and 10.10 in the dropdown produce a download file called:
houdini-14.0.258-macosx_x86_64_clang5.1_10.9.dmg
I tried it in both Chrome and Safari with the same result.
Weird! Any ideas? Is there another page to download specific builds?
Houdini Indie and Apprentice » Slow viewport performance on MacOS Yosemite
- sschoellhammer
- 8 posts
- Offline
Hello there,
I just started learning Houdini 14.0.201.13 apprentice on a 2014 Macbook Pro 13 inch.
I can tumble in the viewport fine but if I create any geometry, the performance is dropping significantly, even if it's just a cube.
Speed is getting better if I zoom out so it seems fill rate related..
I'm pasting some system info here:
Platform: darwin-x86_64-clang5.1-MacOSX10.9
Operating System: Mac OS X Version 10.10.2 (Build 14C109)
Number of Cores: 4
Physical Memory: 16.00 GB
Number of Screens: 1
Screen 0: 1680 x 1050 at 0,0
Work Area 0: 1650 x 1027 at 30,0
OpenGL Vendor: Intel Inc.
OpenGL Renderer: Intel Iris OpenGL Engine
OpenGL Version: 4.1 INTEL-10.2.46
OpenGL Shading Language: 4.10
Detected: Intel GMA Consumer (Mac version)
Unknown VRAM
Unknown driver version
upported Extensions not in OpenGL 3.2 (Version):
GLX_SGI_swap_control
GL_ARB_explicit_attrib_location (3.3)
GL_ARB_gpu_shader5 (4.0)
GL_ARB_gpu_shader_fp64 (4.0)
GL_ARB_instanced_arrays (3.3)
GL_ARB_occlusion_query2 (3.3)
GL_ARB_sample_shading (4.0)
GL_ARB_separate_shader_objects (4.1)
GL_ARB_shader_bit_encoding (3.3)
GL_ARB_texture_buffer_object_rgb32 (4.0)
GL_ARB_texture_swizzle (3.3)
GL_ARB_timer_query (3.3)
GL_ARB_transform_feedback3 (4.0)
GL_ARB_vertex_attrib_64bit (4.1)
GL_EXT_texture_filter_anisotropic
Unsupported OpenGL Extensions used by Houdini:
EXT_extensions_string
GL_ARB_base_instance (4.2)
GL_ARB_buffer_storage (4.4)
GL_ARB_compatibility
GL_ARB_debug_output
GL_ARB_multi_bind (4.4)
GL_ARB_robustness
GL_ATI_meminfo
GL_EXT_abgr
GL_EXT_blend_minmax
GL_EXT_direct_state_access
GL_KHR_debug (4.3)
GL_NVX_gpu_memory_info
I have run the mac software update and all seems good. Also I can run other 3D-softwares fine on the system.
Has anyone experienced something similar?
Any help would be really appreciated,
Seb
I just started learning Houdini 14.0.201.13 apprentice on a 2014 Macbook Pro 13 inch.
I can tumble in the viewport fine but if I create any geometry, the performance is dropping significantly, even if it's just a cube.
Speed is getting better if I zoom out so it seems fill rate related..
I'm pasting some system info here:
Platform: darwin-x86_64-clang5.1-MacOSX10.9
Operating System: Mac OS X Version 10.10.2 (Build 14C109)
Number of Cores: 4
Physical Memory: 16.00 GB
Number of Screens: 1
Screen 0: 1680 x 1050 at 0,0
Work Area 0: 1650 x 1027 at 30,0
OpenGL Vendor: Intel Inc.
OpenGL Renderer: Intel Iris OpenGL Engine
OpenGL Version: 4.1 INTEL-10.2.46
OpenGL Shading Language: 4.10
Detected: Intel GMA Consumer (Mac version)
Unknown VRAM
Unknown driver version
upported Extensions not in OpenGL 3.2 (Version):
GLX_SGI_swap_control
GL_ARB_explicit_attrib_location (3.3)
GL_ARB_gpu_shader5 (4.0)
GL_ARB_gpu_shader_fp64 (4.0)
GL_ARB_instanced_arrays (3.3)
GL_ARB_occlusion_query2 (3.3)
GL_ARB_sample_shading (4.0)
GL_ARB_separate_shader_objects (4.1)
GL_ARB_shader_bit_encoding (3.3)
GL_ARB_texture_buffer_object_rgb32 (4.0)
GL_ARB_texture_swizzle (3.3)
GL_ARB_timer_query (3.3)
GL_ARB_transform_feedback3 (4.0)
GL_ARB_vertex_attrib_64bit (4.1)
GL_EXT_texture_filter_anisotropic
Unsupported OpenGL Extensions used by Houdini:
EXT_extensions_string
GL_ARB_base_instance (4.2)
GL_ARB_buffer_storage (4.4)
GL_ARB_compatibility
GL_ARB_debug_output
GL_ARB_multi_bind (4.4)
GL_ARB_robustness
GL_ATI_meminfo
GL_EXT_abgr
GL_EXT_blend_minmax
GL_EXT_direct_state_access
GL_KHR_debug (4.3)
GL_NVX_gpu_memory_info
I have run the mac software update and all seems good. Also I can run other 3D-softwares fine on the system.
Has anyone experienced something similar?
Any help would be really appreciated,
Seb
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