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Technical Discussion » Redshift RBD Displacement Problem
- TwinSnakes007
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Please create a post on the Redshift forums for getting assistance with Rendering with Redshift.
Technical Discussion » Manual Collision Shape Control
- TwinSnakes007
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I wonder why SESI has not embraced the Physx Libraries? Is it because its bound to Nvidia hardware only?
Also wonder if the VFX community has any interest in incorporating the Physx libraries into Houdini?
Also wonder if the VFX community has any interest in incorporating the Physx libraries into Houdini?
Technical Discussion » Manual Collision Shape Control
- TwinSnakes007
- 605 posts
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Nah, I'm not talking about the Active Deforming object trick, I'm talking about unchecking the AutoFit option on Geometry Representation and valuing those attributes via VEX code.
Technical Discussion » Manual Collision Shape Control
- TwinSnakes007
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Anyone have any guidance on how to manually set the values (Position, Rotation, Box Size, Radius, Length) for the collision shapes in simulation?
I need procedural control over this, for example, growing a force field around a character, pushing other scene objects away in the process.
I'd set the collision shape to Sphere and then grow the collision shape over time. I'd imagine I'd do this in VEX, but the documentation is not really clear where/how to even do that?
Thanks.
I need procedural control over this, for example, growing a force field around a character, pushing other scene objects away in the process.
I'd set the collision shape to Sphere and then grow the collision shape over time. I'd imagine I'd do this in VEX, but the documentation is not really clear where/how to even do that?
Thanks.
3rd Party » Houdini Redshift problem
- TwinSnakes007
- 605 posts
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Redshift can render both Native Houdini Volumes and VDB volumes. VDB is more memory efficient, but they both work.
3rd Party » Houdini Redshift problem
- TwinSnakes007
- 605 posts
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3rd Party » Houdini Redshift problem
- TwinSnakes007
- 605 posts
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Proxies can definitely store Volume data. Anything Redshift can render, can be stored in a Proxy.
Here are the custom installation Docs for Maya [docs.redshift3d.com].
Here are the custom installation Docs for Maya [docs.redshift3d.com].
3rd Party » Houdini Redshift problem
- TwinSnakes007
- 605 posts
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Oh, if you want to do a custom installation of the Redshift plugin, you have to set some environment variables.
If you use the Installer, it sets everything up for you.
Glad you got it sorted out.
BTW, what version of Redshift are you using?
If you use the Installer, it sets everything up for you.
Glad you got it sorted out.
BTW, what version of Redshift are you using?
Edited by TwinSnakes007 - April 18, 2018 16:09:53
3rd Party » Houdini Redshift problem
- TwinSnakes007
- 605 posts
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You can post questions about Redshift on the Redshift3D forums [www.redshift3d.com]
The latest Redshift HDK version is .405, so you probably need to update your Houdini.env file to use that plugin version.
Also, /shop context is deprecated and should not be used for new content - the /mat context is the preferred method going forward.
The latest Redshift HDK version is .405, so you probably need to update your Houdini.env file to use that plugin version.
HOUDINI_PATH = “C:\Redshift\Plugins\Houdini\16.5.405;&”
Also, /shop context is deprecated and should not be used for new content - the /mat context is the preferred method going forward.
Edited by TwinSnakes007 - April 18, 2018 09:00:40
Technical Discussion » VOP Pattern Nodes in Redshift
- TwinSnakes007
- 605 posts
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After several hard crashes to desktop, I did manage to write the OpenGL shader, but I couldnt get UV's into it for some reason, even though they are defined, I tried point and vertex level, but the OGL shader would not read them.
I wish there was someway to just override a portion of the Viewport OGL draw, instead of all or nothing - I just want to override Shaded mode and use the Houdini defaults for everything else.
I wish there was someway to just override a portion of the Viewport OGL draw, instead of all or nothing - I just want to override Shaded mode and use the Houdini defaults for everything else.
Technical Discussion » VOP Pattern Nodes in Redshift
- TwinSnakes007
- 605 posts
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Okay, well, my simple test with Boxes is going really well - less than 100 Math nodes to reach 95% feature parity between Mantra and Redshift (RS doesnt expose Derivatives) - yipeee….no baking!
..so, I want to also have Viewport support to assist with LookDev…and from reading the Docs, I can add a Tag ogl_glsl_shader to a VOP parameter and then point that to a OGL Shader file on disk and that should give me Viewport support as well.
Has anyone had any success with doing that?, before I waste research and testing time on finding out.
..so, I want to also have Viewport support to assist with LookDev…and from reading the Docs, I can add a Tag ogl_glsl_shader to a VOP parameter and then point that to a OGL Shader file on disk and that should give me Viewport support as well.
Has anyone had any success with doing that?, before I waste research and testing time on finding out.
Technical Discussion » VOP Pattern Nodes in Redshift
- TwinSnakes007
- 605 posts
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tamte
so just look into $HFS/houdini/vex/include/voplib.h
Well, well…SESI is the gift that keeps on giving. Lemme see what I can do with this.
Thanks a ton!
Technical Discussion » VOP Pattern Nodes in Redshift
- TwinSnakes007
- 605 posts
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tamte
Maybe if one day Mantra supports OSL it may be easier to get renderers on the same page
That would be the way to go actually, alot of 3rd party tools are adding support for OSL, so a single investment by SESI, would add alot of value to Indie Licenses that use 3rd party tools that support OSL. Lets see what H17 brings to the party in this space.
tamte
so as an exercise you can have a look inside of some Mantra patterns and see if you can rebuild them in your renderer using it's math nodes
I took a peak inside Boxes, and the main work horse is a VEX function called vop_StampPattern - so, how can I find the source code for that?
Edited by TwinSnakes007 - April 8, 2018 13:10:20
Technical Discussion » VOP Pattern Nodes in Redshift
- TwinSnakes007
- 605 posts
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Thanks for the explanation guys…are there any 3rd party renderers that natively support Houdini textures without baking?
Technical Discussion » VOP Pattern Nodes in Redshift
- TwinSnakes007
- 605 posts
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jsmack
That's great and all if you only want to render grids, but any other geometry would require uv coordinates, ruining the simple Cartesian relationship between the pattern space and the geometry.
Not sure I follow, without some kind of projection, how can you use them even with Mantra without UV's?
Technical Discussion » VOP Pattern Nodes in Redshift
- TwinSnakes007
- 605 posts
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To use Houdini textures with Redshift, you have to set them up in COPs first, and then you can reference the COPs node in a RsTextureSampler node using the op: prefix.
Behind the scenes, Redshift will take care of baking the textures down for you automatically, including MipMapping the textures.
Behind the scenes, Redshift will take care of baking the textures down for you automatically, including MipMapping the textures.
Edited by TwinSnakes007 - April 4, 2018 18:12:32
Houdini Lounge » Bones Tool - Change Parent (Ctrl+Middle Mouse)
- TwinSnakes007
- 605 posts
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Should I go ahead and log a bug on this?
I just checked 16.5.407 and it appears to still be an issue.
I just checked 16.5.407 and it appears to still be an issue.
Houdini Lounge » Bones Tool - Change Parent (Ctrl+Middle Mouse)
- TwinSnakes007
- 605 posts
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Been really diving deep into Agents lately - which required me to learn about Rigging (Static vs Deforming).
So…just wanted to check before logging an RFE, but I cant figure out how to change the Parent of a Bone while using the Bone tool.
For example, how do I create a regular bipedal T skeleton using the Bone tool in one go? I figure I must be missing something, because new Bones are always created at the end of the last Bone created, no matter what I do.
Thanks.
So…just wanted to check before logging an RFE, but I cant figure out how to change the Parent of a Bone while using the Bone tool.
For example, how do I create a regular bipedal T skeleton using the Bone tool in one go? I figure I must be missing something, because new Bones are always created at the end of the last Bone created, no matter what I do.
Thanks.
Houdini Lounge » Redshift in Houdini new forum?
- TwinSnakes007
- 605 posts
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Since you can evaluate 3rd party rendering in Houdini Apprentice now - it may be time for SESI to pull the trigger on a rendering sub-forum.
Houdini Lounge » 20% Off New Redshift3D Licenses Sale
- TwinSnakes007
- 605 posts
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