The stamp only works where it works. That is above the relevant copy node in the node chain leading to the first input.
You can also stamp inside a (for each) loop.
If you cannot setup things so that the node chain is maintained, you cannot solve your issue in the way you want.
Attributes are essentially variables. You can manipulate them with VOPs and other SOPs, but at the end you just have some additional information on your geometry. You than use that information to affect something. It is not a dynamic process. It is a linear process. If you animate or simulate, you can change your attribute on each frame, but it is still a linear process of taking the attribute, changing it for the frame, applying the change for the frame and then going to the next frame.
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Houdini Learning Materials » chops to cotume attribute
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Houdini Learning Materials » chops to cotume attribute
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Stamping with the copy node works on each copy of the first input. Look at copy stamping tutorials.
Houdini Learning Materials » chops to cotume attribute
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Hard to tell without a file, but the path for the stamp seems wrong:
It should be something like: stamp(“../../../geo”,“OBJID”,0)
Note you should be able to see whether the path is right thanks to the autocomplete function.
It should be something like: stamp(“../../../geo”,“OBJID”,0)
Note you should be able to see whether the path is right thanks to the autocomplete function.
Houdini Learning Materials » chops to cotume attribute
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I would use an attribute create SOP with a chop expression in the value field to generate the attribute with the relevant values. You could also use a ch() expression to take the value from a parameter. Note that this way you can turn any parameter value into an attribute value.
Once an attribute is created you can edit it with VOPs or VEX or something like that.
Once an attribute is created you can edit it with VOPs or VEX or something like that.
Technical Discussion » Transfer camera map color to Sand
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Haven't worked much with particles before, but I think I got it.
I am sure you can optimize this, but the basic idea is to inherit the point attribute Cd from the source geo.
I am sure you can optimize this, but the basic idea is to inherit the point attribute Cd from the source geo.
Houdini Learning Materials » chops to cotume attribute
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Interesting setup. I have not seen the export node before and I tried looking into it.
It seems to me that you can export channels that have a name onto a paramater of the same name. Look at the foo parameter I created on the sphere and look at the channel names in the chop network.
Still, it seems much easier to put an expression into a parameter to reference a specific channel in the chop network. As far as I can tell, the outcome is the same.
It seems to me that you can export channels that have a name onto a paramater of the same name. Look at the foo parameter I created on the sphere and look at the channel names in the chop network.
Still, it seems much easier to put an expression into a parameter to reference a specific channel in the chop network. As far as I can tell, the outcome is the same.
Technical Discussion » Transfer camera map color to Sand
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If I understand correctly, you essentially have a picture and want to make the picture colorize your particles.
You can probably use an “Attribute from Map” SOP or a “Color Map” node (VOP context) with a VOP and or ray SOP setup to get the color to the particles.
It would be a bit easier to clarify if you could post a file.
You can probably use an “Attribute from Map” SOP or a “Color Map” node (VOP context) with a VOP and or ray SOP setup to get the color to the particles.
It would be a bit easier to clarify if you could post a file.
Houdini Indie and Apprentice » UV Image Export size...
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Cool, learned something new…
I had no issue going to 4096x4096 (png). So I'm quite sure it's unlimited.
I had no issue going to 4096x4096 (png). So I'm quite sure it's unlimited.
Houdini Learning Materials » Affect selected only with SOP
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There is an arrow next to every group parameter. You can drop the node you want, click the arrow, make your selection and press enter.
For me, it always sends me to the object level (which I don't want) , but it does the selection bit. If someone knows how to prevent it from going to a different level, please tell me.
For me, it always sends me to the object level (which I don't want) , but it does the selection bit. If someone knows how to prevent it from going to a different level, please tell me.
Houdini Learning Materials » chops to cotume attribute
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I am not sure I understand you correctly, because I don't understand what you mean with “export”.
But I think you are going about this the wrong way round.
Check out chop related expression functions.
http://www.sidefx.com/docs/houdini15.0/expressions/ [sidefx.com]
In Houdini you usually look up the CHOPs (and ramps) from your geometry context.
I attached an example. It animates based on the timeline.
But I think you are going about this the wrong way round.
Check out chop related expression functions.
http://www.sidefx.com/docs/houdini15.0/expressions/ [sidefx.com]
In Houdini you usually look up the CHOPs (and ramps) from your geometry context.
I attached an example. It animates based on the timeline.
Houdini Indie and Apprentice » UV Image Export size...
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If you tell me how you do it, I can test to make sure, but I think there's no limit for still renders on Houdini Indie.
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=219&Itemid=382 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=219&Itemid=382 [sidefx.com]
Technical Discussion » About Vop array limitations/bugs
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(H15.0.318 Indie)
Hi,
I'm not sure I am doing this right:
1 I am trying to use a twoway node in VOPs to choose one array over another and the twoway node does not seem to accept arrays as inputs. Note: I do feed a boolean value into the condition input.
2 This is necessary, because I am trying to build a “remove duplicate” function. This is a fairly standard operation on arrays and I think it would be nice to have that and more.
3 The find (array) node returns -1 if it cannot find a value in the array, but it returns it in an array. So I am trying to use getelement (set to 0) between the find and a compare node. Not sure if that works.
4 Is there a good way to get from an array to an edge selection?
For example, if you have an array of vertex IDs that make up an edge group you want?
Hi,
I'm not sure I am doing this right:
1 I am trying to use a twoway node in VOPs to choose one array over another and the twoway node does not seem to accept arrays as inputs. Note: I do feed a boolean value into the condition input.
2 This is necessary, because I am trying to build a “remove duplicate” function. This is a fairly standard operation on arrays and I think it would be nice to have that and more.
3 The find (array) node returns -1 if it cannot find a value in the array, but it returns it in an array. So I am trying to use getelement (set to 0) between the find and a compare node. Not sure if that works.
4 Is there a good way to get from an array to an edge selection?
For example, if you have an array of vertex IDs that make up an edge group you want?
Work in Progress » H15 Baking
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Personally, I think the most user-friendly setup would be the following:
1. Overall I think the main categories should be:
Output
Rendering
In Output goes every parameter that concerns what gets rendered and where the output is saved and what the output will be named.
In Rendering goes every parameter concerning how things get rendered.
2. The first parameter tab in Output should be one parameter tab for activating available image planes
(This would be a combination of Image Planes Combined with the Extra Image Planes, but without the Extract stuff)
3. The seccond parameter tab in Output should be one parameter tab for the image plane export and naming. (Let's name it the “image naming tab”).
The Output Picture parameter should be altered for consistency. It should only be the basic output path.
The image naming tab focuses entirely on what is output and how it is named.
Here you put the Extract stuff. Here you should also have the option to use a script or a parameter list for naming.
To this end, the should be a base-name string parameter and every image plane should have a separate script-able string parameter. Similar to the first suggestion of MagnusL3D, you should be able to define a relative path (starting from the location described in the Output Picture parameter), the name (base-name string+ suffix with variables) and file-type of the output, as well as a possible image plane remapping.
- You might ask: Why use a parameter for each image plane when you have a script for that? I think it is important, because it is in line with what users expect from modern 3D programs. It is overall faster to edit and has a far lower access tesh-hold than a script.
For simplicity, the vex variable planes should have the “naming and location string parameter” as a default part of their setup.
1. Overall I think the main categories should be:
Output
Rendering
In Output goes every parameter that concerns what gets rendered and where the output is saved and what the output will be named.
In Rendering goes every parameter concerning how things get rendered.
2. The first parameter tab in Output should be one parameter tab for activating available image planes
(This would be a combination of Image Planes Combined with the Extra Image Planes, but without the Extract stuff)
3. The seccond parameter tab in Output should be one parameter tab for the image plane export and naming. (Let's name it the “image naming tab”).
The Output Picture parameter should be altered for consistency. It should only be the basic output path.
The image naming tab focuses entirely on what is output and how it is named.
Here you put the Extract stuff. Here you should also have the option to use a script or a parameter list for naming.
To this end, the should be a base-name string parameter and every image plane should have a separate script-able string parameter. Similar to the first suggestion of MagnusL3D, you should be able to define a relative path (starting from the location described in the Output Picture parameter), the name (base-name string+ suffix with variables) and file-type of the output, as well as a possible image plane remapping.
- You might ask: Why use a parameter for each image plane when you have a script for that? I think it is important, because it is in line with what users expect from modern 3D programs. It is overall faster to edit and has a far lower access tesh-hold than a script.
For simplicity, the vex variable planes should have the “naming and location string parameter” as a default part of their setup.
Technical Discussion » Basic questions about H15 texture baking tools
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Technical Discussion » Basic questions about H15 texture baking tools
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On an important side note:
Could it be that the “Additional Pixels at Border” parameter is broken? On H15.0.313 Indie and H15.0.311 Indie I don't get any visible border expansion on any of my texture bake rop bakes. (UDIM Post Process is set to Border Expansion and UV Unwrapping method is UDIM).
Could it be that the “Additional Pixels at Border” parameter is broken? On H15.0.313 Indie and H15.0.311 Indie I don't get any visible border expansion on any of my texture bake rop bakes. (UDIM Post Process is set to Border Expansion and UV Unwrapping method is UDIM).
Technical Discussion » Basic questions about H15 texture baking tools
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Thank you! Much appreciated!
To 1.: I am not quite sure I get this right. I get the following idea:
I activate “Bake Shader” on the bake texture rop, but I do not have to manually assign a Bake Shader as the shader for the low-res (or high-res) mesh, right? - The existance of the bake shader is the confusing bit, to me. I guess it exists for learning purposes and because the bake texture rop somehow uses it internally, right?
To 2.: I have not thought of it that way. It makes perfect sense for the procedural work-flow with Houdini.
I wonder about two things, though:
- No cage means that there is no visually obvious way to adjust max ray height depending on an area.
- My knowledge of this stuff is limited, but as far as I understand adjusting the lowres bake mesh could potentially lead to problems with angle-sensitive bakes.
To 4.: For now, I am interested in baking out point or primitive color for use in texture creation and or as masks. Similarly I considered baking curvature (for the same purposes).
Overall, it seemed intuitively useful in Houdini to be able to bake an arbitrary attribute. You could do all kinds of processing on a custom attribute during procedural geometry creation and turn that into a useful mask or base color or whatever. And if if you can do that for various attribtues at the same time, you can automate processes easily.
As far as I understand, the VEX Variable Image plane basically does that in a shader context. It seems like a great convinience to have the same system for baking primitive attributes to image planes.
To 1.: I am not quite sure I get this right. I get the following idea:
I activate “Bake Shader” on the bake texture rop, but I do not have to manually assign a Bake Shader as the shader for the low-res (or high-res) mesh, right? - The existance of the bake shader is the confusing bit, to me. I guess it exists for learning purposes and because the bake texture rop somehow uses it internally, right?
To 2.: I have not thought of it that way. It makes perfect sense for the procedural work-flow with Houdini.
I wonder about two things, though:
- No cage means that there is no visually obvious way to adjust max ray height depending on an area.
- My knowledge of this stuff is limited, but as far as I understand adjusting the lowres bake mesh could potentially lead to problems with angle-sensitive bakes.
To 4.: For now, I am interested in baking out point or primitive color for use in texture creation and or as masks. Similarly I considered baking curvature (for the same purposes).
Overall, it seemed intuitively useful in Houdini to be able to bake an arbitrary attribute. You could do all kinds of processing on a custom attribute during procedural geometry creation and turn that into a useful mask or base color or whatever. And if if you can do that for various attribtues at the same time, you can automate processes easily.
As far as I understand, the VEX Variable Image plane basically does that in a shader context. It seems like a great convinience to have the same system for baking primitive attributes to image planes.
Houdini Engine for Maya » Maya 2016 Houdini Engine problem with NURBS curve input
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Houdini Engine for Maya » Maya 2016 Houdini Engine problem with NURBS curve input
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Houdini Engine for Maya » Maya 2016 Houdini Engine problem with NURBS curve input
- DASD
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Small follow-up:
Things work in Maya now, but in Houdini the procedure is broken due to an infinite recursion error.
I could work around it with a simple switch, but I wonder whether that is expected behavior, or whether there is a solution that works in both Houdini Engine Maya and Houdini.
On the topic of a simple switch it also made me think of: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=41858&sid=8d67e4ef371e5eda9f0fff575a5d8d07 [sidefx.com]
And whether anything happened on the topic.
Things work in Maya now, but in Houdini the procedure is broken due to an infinite recursion error.
I could work around it with a simple switch, but I wonder whether that is expected behavior, or whether there is a solution that works in both Houdini Engine Maya and Houdini.
On the topic of a simple switch it also made me think of: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=41858&sid=8d67e4ef371e5eda9f0fff575a5d8d07 [sidefx.com]
And whether anything happened on the topic.
Houdini Engine for Maya » Maya 2016 Houdini Engine problem with NURBS curve input
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