I'm not sure about edge cases though…
/ -> render -p -c out/comp_shot/ 1 [ ] sim_hair 1 2 [ 1 ] bake_textures 1 3 [ 2 ] render_body ( 1 10 1 ) 4 [ 2 ] render_hair ( 1 10 1 ) 5 [ 3 4 ] comp_shot ( 1 10 1 )
That said, I am pretty sure Houdini's docs say that Houdini uses tets and tets exclusively for FEM - and I *think* I remember it also saying that a FEM cloth is being created by adding virtual thickness
I am not at a Houdini-fied system right now, but if I remember correctly: When you create a FEM object, the embedded tets get their own “node-thread” inside the mesh/geometry network (outside the DOP network), there is a parallel “render geometry” and a “FEM tets” thread after you created a FEM based simulation.
The “cloth” shelf tools are not “100% FEM” if I remember correctly. I asked SideFX about what simulation type 16.x is actually using for cloth, since the shelf-tool-cloth sims don't behave like PBD and don't behave like FEM. I think it actually is a kind of hybrid when you use those tools.
malbrechtOh, this is interesting. I was suspecting it's intrinsic for a solver, as I've never seen it in the spreadsheet. There is ShellModelData DOP for setting properties of the shell (which I thought was created straight from provided polygons). Could you point me to the example on how to see tets for cloth objects? This must be totally useful for work.
You can actually display the tets making up the simulated “blob” in Houdini.
(…) Which, with FEM, is to be expected, since FEM stands for “Finite Element Method”, your mesh gets “replaced” by the specified amount of (finite) elements. That's the whole magic. So it doesn't matter how many polygons your mesh has: FEM is replacing it anyway.
SiRpRoHxOYou can specify texture as a geometry primitive http://www.sidefx.com/docs/houdini/shade/overrides.html [www.sidefx.com] which will overwrite material parameter, so that Mantra will use a single shader with multiply textures. Super powerful yet tedious for simple task might be Material Stylesheet:
(…) I hoped there would be a better solution.
SiRpRoHxO.RAT. Always use Rat file.
Besides that: what is the best texture Format for houdini? The model had .dds-textures which I converted to tif; but is there a prefered texture type which Houdini will benefit from?
Thanks for your reply. I left an ambiguity in my description and you misunderstand me.
Yes, I had considered transferring the transform matrix as an attribute on some carrier geometry, but that seemed like not the most elegant solution. I think it would be really cool to have some kind of python command that can just make a transform sop directly from a given matrix. Its a bit silly that doing something very fundamental in 3D graphics is not so straight forward.
So I want to just apply the matrix directly to the points of the sop through the shell. I would also be fine if I could create a transform node and then just give the transform node the matrix directly. This seems like something houdini would be able to do. Is there anyway I could do this?
I understand if you could just hit go and run it in a houdini that would be easier (…)
Really, how so? All you need to do is set you assets to be packed on disk for speed and turn the driver checkbox on with a path. Also, are novice users really needing to distribute renders to a farm/multiple machines (for most cases)?
Also, not quite sure how they would pressure an IT department?
I strongly believe hbatch should be free for compositing & ifdgen, however it would deprive Sidefx of a source of income.
Most other integrated renderers seem to be able to create their version of an IFD, per-frame, on-the-fly on each render node.
I like having the option of IFD pre-generation, but it feels like an unnecessary impediment when I want to quickly throw a test in the render queue. I feel like there must be a better way to separate what you would need a Houdini Engine license for, and what you would need a mantra license for. Just my $.02.
Yes, but all of the “other integrated renderers” require a seperate license to render or eat a host app license. Mantra tokens are free.
This makes Houdini / Mantra very affordable considering you could either quickly create IFDs from your workstation or have a handfull of Engine lincenses do the work for you. Houdini Engine can also be used for simulations and batch tasks that are not related to FX work, so they are in no way a wasted investment.