Hello every one,
I'm trying to blend two gradients but the outcome is unexpected. I'm getting diamond-like around what must be round and smooth. I have played with the interpolation which helped a little and blur the Cd attribute afterward but the result is faint, unfortunately.
Thanks to you all
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Technical Discussion » How to mask/mix two gradients smoothly
- seeplus
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Technical Discussion » For each Fetch and Merge processed pieces
- seeplus
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I want to achieve one direction for unitized uvs . I want to rotate all uvs to follow the initial uv's coordinates. I managed to get it done by the workflow in the hip. I am sure there will be more efficient ways though.
I want to get current prim (A)in the second iteration as there is none in the first iteration, then and search for a neighbour from previous iteration. I get one from the array and isolate the new prim (B) with selected primdo the process ** and here comes the crusial part to only pass Prim (A) and delete prim (B)to use it in the next iteration.
I hope I am clear.
Thanks
I want to get current prim (A)in the second iteration as there is none in the first iteration, then and search for a neighbour from previous iteration. I get one from the array and isolate the new prim (B) with selected primdo the process ** and here comes the crusial part to only pass Prim (A) and delete prim (B)to use it in the next iteration.
I hope I am clear.
Thanks
Technical Discussion » For each Fetch and Merge processed pieces
- seeplus
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Thanks Andr for your help. Actually, I have reproduced your network to fit me need and all works as intended except one thing that is prim duplicates. Now the iterations are 30 but prims 465.
I tried to group initial prims and blast at the end of the network but did not work for me scince I find it hard to debug fetch feedback method in block begin.
I hope someone can help me.
I tried to group initial prims and blast at the end of the network but did not work for me scince I find it hard to debug fetch feedback method in block begin.
I hope someone can help me.
Edited by seeplus - Sept. 18, 2022 03:15:04
Technical Discussion » For each Fetch and Merge processed pieces
- seeplus
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Technical Discussion » For each Fetch and Merge processed pieces
- seeplus
- 33 posts
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Hi
I have tested your hip file seems missing one crucial thing, which is to stack previous processed iterations and then I select one from them.
I have tested your hip file seems missing one crucial thing, which is to stack previous processed iterations and then I select one from them.
Technical Discussion » For each Fetch and Merge processed pieces
- seeplus
- 33 posts
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Technical Discussion » For each Fetch and Merge processed pieces
- seeplus
- 33 posts
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Hi,
I am stuck here with for each loop. I want to process each prim in a way that I take a prim, process it, then fetch it again to use it in the next process with next prim.
Thanks
I am stuck here with for each loop. I want to process each prim in a way that I take a prim, process it, then fetch it again to use it in the next process with next prim.
Thanks
Technical Discussion » Stitch Uvs like in Maya
- seeplus
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Thanks for your responses. Maybe Its better to attach a hip file and illustrate me issue further. I want to rotate point/prims/uvs in uv editor/space.
Technical Discussion » Stitch Uvs like in Maya
- seeplus
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Hi,
I want stitch uvs in Houdini like in Maya. When you select uv edge and select stitch, it will stitch with the shared edge with neighbour polygone and will rotate.
Is this workflow possible in Houdini?
I want stitch uvs in Houdini like in Maya. When you select uv edge and select stitch, it will stitch with the shared edge with neighbour polygone and will rotate.
Is this workflow possible in Houdini?
Technical Discussion » Rotate Unitized Uvs
- seeplus
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Hi,
I am using Lab unitize uvs to apply a kind of texture to each prim but I want all prims to follow/obey one direction of a source prim uv.
Thanks
I am using Lab unitize uvs to apply a kind of texture to each prim but I want all prims to follow/obey one direction of a source prim uv.
Thanks
Edited by seeplus - Aug. 20, 2022 06:57:05
Technical Discussion » Sort Prims by Connectivity/Distance
- seeplus
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Technical Discussion » Sort Prims by Connectivity/Distance
- seeplus
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Hi,
I have s random primids of an object and I want to sort my prims ids based on connectivity/distance from a starting prim.
I want to sort prims like below:
My current setup:
I started with this vex code:
i@prims_nb = polyneighbours(0, 0);
for (int i =0;len(@prims_nb)>i;i++){
if (@primnum == @prims_nb && i@done !=1) {
i@done = 1;
i@primid = i+1;
}
}
/////
for (int i =0;len(i@prims_nb)>i;i++){
i@prims_nb2 = polyneighbours(0, @prims_nb);
if (@primnum == @prims_nb2 && i@done !=1) {
i@done = 1;
int prvprimd = prim(0,"primid",@prims_nb);
i@primid = prvprimd+i+1;
}
}
Thanks
I have s random primids of an object and I want to sort my prims ids based on connectivity/distance from a starting prim.
I want to sort prims like below:
My current setup:
I started with this vex code:
i@prims_nb = polyneighbours(0, 0);
for (int i =0;len(@prims_nb)>i;i++){
if (@primnum == @prims_nb && i@done !=1) {
i@done = 1;
i@primid = i+1;
}
}
/////
for (int i =0;len(i@prims_nb)>i;i++){
i@prims_nb2 = polyneighbours(0, @prims_nb);
if (@primnum == @prims_nb2 && i@done !=1) {
i@done = 1;
int prvprimd = prim(0,"primid",@prims_nb);
i@primid = prvprimd+i+1;
}
}
Thanks
Edited by seeplus - Aug. 18, 2022 05:08:32
Houdini for Realtime » Sidefx Unity Package Issue
- seeplus
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I solve it only with installing Unity 2021.2.0b9.3. It was eventually that any Unity version later than 2021.2.0b9.3 has this bug.
Houdini for Realtime » Sidefx Unity Package Issue
- seeplus
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Hi,
Whenever I add the VAT 3.0 package to Unity it ends up with an error and shaders don't work.
Thanks
Whenever I add the VAT 3.0 package to Unity it ends up with an error and shaders don't work.
Thanks
Houdini for Realtime » VAT 3.0 Unity install error
- seeplus
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Hi,
Thanks for reaching my post.
I have ( NullReferenceException: Object reference not set to an instance of an object ) when ever I try to install the plugin to Unity (2021.2.0f1. I have another error inside shadergraph.
Thanks for reaching my post.
I have ( NullReferenceException: Object reference not set to an instance of an object ) when ever I try to install the plugin to Unity (2021.2.0f1. I have another error inside shadergraph.
Edited by seeplus - Dec. 1, 2021 14:32:31
Houdini for Realtime » VAT uv issue inside Unity
- seeplus
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MaiAoseeplus
Hi all,
I'm have been struggling with is issue for days and can't figure it out.
The uvs inside Houdini are perfect during all frames and in Unity they are neat just for the first frame but when I move to the next frame, the uvs/texture are missed up.
I’ve exported the mesh as Fluid to Unity.
thanksImage Not FoundImage Not Found
Hi,
I've tested your file. Nothing seems off. I wonder if you were using mesh UV as UVs? If so please note that Dynamic Remeshing mode's UVs come from textures, not the geometry.
In Unity, please make sure you duplicate the VAT shader in the package and move the duplicated version into your own directory so you can modify it. Re-parent your material to your duplicated version. Then follow the setup of the shader to see where the UVs are coming from. Also, VAT3 only works properly for Unity 2021.2.0b3+ as explained in the installation guide text file.
In Houdini, you have the option to export UVs through Color Red and Green or Position Alpha and Color Alpha. If you go with Color RG, please turn on the corresponding checkbox in the material to tell the shader where to look for the UVs. If you go with Pos/Col Alpha, turn off that checkbox.
Hey MaiAo,
This was really helpful and I'm happy we have you among Houdini Staff. I will work per your guidance but currently our game is under Unity 2020 and I'm using VAT 2.1. So, can I implement the above workflow for UVs with 2.1?
Regards
Houdini for Realtime » VAT uv issue inside Unity
- seeplus
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MaiAoThanks for coming across my issue. I have attached the hip file at the head post.
Could you send a file for us to debug? Thank you!
Edited by seeplus - Aug. 25, 2021 15:46:43
Houdini for Realtime » VAT uv issue inside Unity
- seeplus
- 33 posts
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Hi all,
I'm have been struggling with is issue for days and can't figure it out.
The uvs inside Houdini are perfect during all frames and in Unity they are neat just for the first frame but when I move to the next frame, the uvs/texture are missed up.
I’ve exported the mesh as Fluid to Unity.
thanks
I'm have been struggling with is issue for days and can't figure it out.
The uvs inside Houdini are perfect during all frames and in Unity they are neat just for the first frame but when I move to the next frame, the uvs/texture are missed up.
I’ve exported the mesh as Fluid to Unity.
thanks
Edited by seeplus - Aug. 25, 2021 15:44:17
Houdini for Realtime » Issue with Houdini Vertex Animation Textures ROP
- seeplus
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Solved
I've used the dop network instead of rbd sop solver and it works as it should. I've tried to output attributes from the rbd sop solver but error pops up.
thanks everyone
I've used the dop network instead of rbd sop solver and it works as it should. I've tried to output attributes from the rbd sop solver but error pops up.
thanks everyone
Houdini for Realtime » Issue with Houdini Vertex Animation Textures ROP
- seeplus
- 33 posts
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Hello everyone,
I'm having a hardtime with the VAT ROP. After I render the rbd simulation and when I dive into the tool to debug, the pieces are off from the original rbd sim. I've tried to follow Mike's tutorial and went through step by step and tried different version of Houdini 18.5.??? and VAT tools also but non worked. I've attached the hip file.Thanks everyone.
I'm having a hardtime with the VAT ROP. After I render the rbd simulation and when I dive into the tool to debug, the pieces are off from the original rbd sim. I've tried to follow Mike's tutorial and went through step by step and tried different version of Houdini 18.5.??? and VAT tools also but non worked. I've attached the hip file.Thanks everyone.
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