Hey
I need to save my animation from my LOP network as FBX.
I couldn't do it so far. What is the recommended workflow?
Thanks in advance
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Technical Discussion » FBX from Solaris/LOPs
- szmatefy
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Solaris and Karma » SOS help needed USD geometry update
- szmatefy
- 138 posts
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Ok, só after sleepless nights I solved the issue.
I had accented characters in the folder name. As I process scan data of persons and being Hungarian, accents are frequent.
Karma and Solaris handled them well, but in baking, mantra threw a tantrum.
I had accented characters in the folder name. As I process scan data of persons and being Hungarian, accents are frequent.
Karma and Solaris handled them well, but in baking, mantra threw a tantrum.
Solaris and Karma » SOS help needed USD geometry update
- szmatefy
- 138 posts
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It's soooooo hard...
My next attempt was to overwrite the material texture inputs:file attribute, but no filepath was accepted, there was always the Cannot be resolved message...
I'm getting really really tired of this...
How can I set a relative filepath in a wrangle?
My next attempt was to overwrite the material texture inputs:file attribute, but no filepath was accepted, there was always the Cannot be resolved message...
I'm getting really really tired of this...
How can I set a relative filepath in a wrangle?
Solaris and Karma » SOS help needed USD geometry update
- szmatefy
- 138 posts
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Heya
I need help SOS from you guys.
I need to process a number of USDZ files (scan data and textures)
I need to update the geometry in USDZ, like scale, orient and transform.
I need to save back (or create) a new USDZ file.
However, when in Houdini I couldn`t update the original USDZ, I created a new one. But all material texture file references from the USDZ are still referring to the same USDZ, and the new USDZ contains the original USDZ file also.
I managed to create a baker from USDZ, and it would work with the original USDZ, but apparently the multiple nesting doesn't work.
So what I need to solve is to update the geometry in the original USDZ file...
Could you help me?
Thanks in advance!
I need help SOS from you guys.
I need to process a number of USDZ files (scan data and textures)
I need to update the geometry in USDZ, like scale, orient and transform.
I need to save back (or create) a new USDZ file.
However, when in Houdini I couldn`t update the original USDZ, I created a new one. But all material texture file references from the USDZ are still referring to the same USDZ, and the new USDZ contains the original USDZ file also.
I managed to create a baker from USDZ, and it would work with the original USDZ, but apparently the multiple nesting doesn't work.
So what I need to solve is to update the geometry in the original USDZ file...
Could you help me?
Thanks in advance!
Technical Discussion » PDG with Map Baker
- szmatefy
- 138 posts
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I try to process approximately 200 objects.
One element of the process is to bake certain maps from the high poly to the low poly model.
When I generate the work items, and select them individually, the whole process runs, maps are baked, and everybody is happy. However, if I want to cook the node, the map baking part is not running at all. I have the processed models, but no bake textures generated.
I'd appreciate any idea, hint!
One element of the process is to bake certain maps from the high poly to the low poly model.
When I generate the work items, and select them individually, the whole process runs, maps are baked, and everybody is happy. However, if I want to cook the node, the map baking part is not running at all. I have the processed models, but no bake textures generated.
I'd appreciate any idea, hint!
Solaris and Karma » USD Import SOP and Materials
- szmatefy
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Sure thing, but I'd like to streamline it as much as possible...
I managed to use wrangle and get the texture path from the USD file, and using that I could build up my shader
I managed to use wrangle and get the texture path from the USD file, and using that I could build up my shader
Edited by szmatefy - Jan. 9, 2024 13:40:41
Solaris and Karma » USD Import SOP and Materials
- szmatefy
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Thanks!
The thing is that I have couple (40ish) scanned model in USDZ format.Each model is textured, but the application the client used applied dozens of materials. So I need to bake those materials and textures into a single material (and texture)
The thing is that I have couple (40ish) scanned model in USDZ format.Each model is textured, but the application the client used applied dozens of materials. So I need to bake those materials and textures into a single material (and texture)
Solaris and Karma » USD Import SOP and Materials
- szmatefy
- 138 posts
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That is a (negative) surprise. Then how am I supposed to work with a textured model? Like now I was given a USDZ file with the high-resolution model, and I'd like to push through my pipeline and bake it using Labs Baker tools. The final result should be also a USDZ file. But in that case, what is the recommended workflow?
Solaris and Karma » USD Import SOP and Materials
- szmatefy
- 138 posts
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Hey folks,
I need to import USD file with materials and textures (USD Z)
When I check the USD file in LOPs it's fine, I have the textures and materials assigned properly. However, when I try to bring the model into SOPs, the materials are gone, and I have this message:
Could somebody enlighten me on what can I do to have the materials in the SOP context?
Thanks in advance!
I need to import USD file with materials and textures (USD Z)
When I check the USD file in LOPs it's fine, I have the textures and materials assigned properly. However, when I try to bring the model into SOPs, the materials are gone, and I have this message:
Found material bindings on prim at path (/textured_mesh_usdz/Meshes/node0/mesh0_prim29) but MaterialBindingAPI is not applied on the prim
Thanks in advance!
PDG/TOPs » Work item attributes to geometry attributes (and export geo)
- szmatefy
- 138 posts
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Due to lack of time, I can't browse through the existing topics, so I'd really appreciate any help:
I have a bunch of incoming geometry files. I'm loading them using TOPs and exporting them as a single geo. I have to change one of the geometry attributes and save it with the exported single geo file.
How can I do that?
Thanks a lot in advance
I have a bunch of incoming geometry files. I'm loading them using TOPs and exporting them as a single geo. I have to change one of the geometry attributes and save it with the exported single geo file.
How can I do that?
Thanks a lot in advance
Technical Discussion » How to process multiple output with pdg?
- szmatefy
- 138 posts
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I have a scene where i generate some 20+ buildings. Each building is a packed model and has a null as an output node following a strict naming convention.
I'd like to batch export the outputs into files.
I made a SOP network to merge all nodes following the naming convention. In a loop i unpack these buildings and set up some attributes used in export
A made a top network importing the geo from the SOP with the loop, and then using the rop geometry nodes export them.
It's kind of slow. Is this the correct way, or could you guys suggest a better method?
Thanks!
I'd like to batch export the outputs into files.
I made a SOP network to merge all nodes following the naming convention. In a loop i unpack these buildings and set up some attributes used in export
A made a top network importing the geo from the SOP with the loop, and then using the rop geometry nodes export them.
It's kind of slow. Is this the correct way, or could you guys suggest a better method?
Thanks!
Technical Discussion » Loading multiple geometry files
- szmatefy
- 138 posts
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Hey folks,
I need to create a network, where I check the files, and load all geometries fulfilling some criteria.
I don't want to use python (unless that's the only way)
Thanks in advance!
I need to create a network, where I check the files, and load all geometries fulfilling some criteria.
I don't want to use python (unless that's the only way)
Thanks in advance!
Technical Discussion » UV Relax
- szmatefy
- 138 posts
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Thanks! I'll check it. I tried pelt before but i couldn't use the results as those were not decent for a game.
Interesting enough that uv edit node has capability to relax selection but has no capability to perform it procedurally.
Interesting enough that uv edit node has capability to relax selection but has no capability to perform it procedurally.
Technical Discussion » UV Relax
- szmatefy
- 138 posts
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For me, relaxing is not just relaxing the interior vertices, but relaxing the whole, respecting the boundaries, and making sure there is no overlap. Last time I have seen a decent relaxing was in Maya (or Softimage)
Technical Discussion » UV Relax
- szmatefy
- 138 posts
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I have a decimated version of a high-resolution model, and I need to map it. Knowing that the model is WIP and there will be changes, I need to set up a network to do this procedurally. Now, AutoSeam or Labs AutoUV provides an OK job, but I need to get rid of overlaps. OK, there's the Labs remove overlap node, but it introduces new UV islands, which are not the best solution for a game asset.
Is there any procedural way to do UV relaxing?
Thanks and Merry Christmas!
Is there any procedural way to do UV relaxing?
Thanks and Merry Christmas!
Technical Discussion » Project from the direction of normals
- szmatefy
- 138 posts
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Cool, guys, thanks for the tips and help. In the mean time I also came up with ideas, which I'm about to share later.
Technical Discussion » Project from the direction of normals
- szmatefy
- 138 posts
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The idea is to project the texture from the normal direction of the face but keep the face's bottom edge horizontal. This way I could make sure that the tile alignment will be fine. I'm open to other ideas as well. I tried to align the bottom edge of the face in question parallel to the X or Y axis, then use the divide node to bricker the polys, but didn't work as well. I have an arbitrarily shaped roof, unfortunately.
Technical Discussion » Project from the direction of normals
- szmatefy
- 138 posts
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I tried the angle I just wanted to see, what's going on, but the angle doesn't align properly with the normals. The idea is that with N I define where I should project the texture onto the surface
Technical Discussion » Project from the direction of normals
- szmatefy
- 138 posts
- Offline
Technical Discussion » Project from the direction of normals
- szmatefy
- 138 posts
- Offline
I have a roof geo, which I'd like to populate with rooftiles.
I'd like to apply a perfectly aligned UV map onto the faces of the roof, so I could lay them out in 3D space properly to use the bricker division.
I try to use abused normals to define the projection direction (zeroing out Y axis of the normal, so I could maintain that the bottom edge of the geo is aligned with the U coordinate of the projection, but it doesn't work.
I somebody could take a look at it I'd appreciate it
Thanks!
I'd like to apply a perfectly aligned UV map onto the faces of the roof, so I could lay them out in 3D space properly to use the bricker division.
I try to use abused normals to define the projection direction (zeroing out Y axis of the normal, so I could maintain that the bottom edge of the geo is aligned with the U coordinate of the projection, but it doesn't work.
I somebody could take a look at it I'd appreciate it
Thanks!
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