Thank you for explaining that…I was totally confused about how I was even seeing any color at all since there's no Cd attribute.
At least now I can make an HDA and guarantee predicable results for export, until the bake-colour option is added.
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Technical Discussion » How to transfer colors from heightfield to converted poly geometry?
- TwinSnakes007
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Technical Discussion » How to transfer colors from heightfield to converted poly geometry?
- TwinSnakes007
- 604 posts
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I'm not getting the same Viewport colors after the convert sop. The colors seems to be transfered in a planar UV style, versus the Height based colors in the Viewport.
Can you share your findings?
edit: Here's what I get from Convert.
{Terrain is Left, Polygon from Convert is Right}
Can you share your findings?
edit: Here's what I get from Convert.
{Terrain is Left, Polygon from Convert is Right}
Edited by TwinSnakes007 - March 1, 2017 09:45:41
Technical Discussion » Suggested 3rd Party workflow for Terrain
- TwinSnakes007
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I'm still not really sure of what you're trying to tell me/what I'm supposed to understand by your statement?
Do you have an example hiplc file you can share?
…or a screenshot?
edit: Here is what I get by default: {Terrain is Left, Polygon from Convert is Right}
Do you have an example hiplc file you can share?
…or a screenshot?
edit: Here is what I get by default: {Terrain is Left, Polygon from Convert is Right}
Edited by TwinSnakes007 - March 1, 2017 09:46:51
Technical Discussion » Suggested 3rd Party workflow for Terrain
- TwinSnakes007
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jsmack
You can link ramp parameters using the pyro python module.
Can you elaborate a lil more on this?….I've never used Pyro
Technical Discussion » Suggested 3rd Party workflow for Terrain
- TwinSnakes007
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Yes, Redshift does have IPR support, and is also close to delivering a custom Framebuffer as well. That's how I achieved what I have so far, using the IPR to do LookDev on the colors of the converted Terrain mesh to match the Viewport.
But, I'm speaking more from a Pipeline perspective: If I know I can get out what I'm seeing in the Viewport, then I can wrap that in an HDA, and spit out hundreds of asset variations via Houdini Engine on another computer.
But, I'm speaking more from a Pipeline perspective: If I know I can get out what I'm seeing in the Viewport, then I can wrap that in an HDA, and spit out hundreds of asset variations via Houdini Engine on another computer.
Technical Discussion » Suggested 3rd Party workflow for Terrain
- TwinSnakes007
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Thanks Tobias,
I was able to render something presentable with Redshift, by using the Height scalar to drive a Ramp. The thing is, I had to recreate the COP Ramp, to get close to the existing Viewport look at render time.
I'm looking for a workflow that allows LookDev in the Houdini Viewport, versus relying on render time iterations.
So, talking it out loud here…really, the stumbling block is the mapping of the Volume colors to the resultant mesh.
Which I suppose I could wire something up myself.
I was able to render something presentable with Redshift, by using the Height scalar to drive a Ramp. The thing is, I had to recreate the COP Ramp, to get close to the existing Viewport look at render time.
I'm looking for a workflow that allows LookDev in the Houdini Viewport, versus relying on render time iterations.
So, talking it out loud here…really, the stumbling block is the mapping of the Volume colors to the resultant mesh.
Which I suppose I could wire something up myself.
Technical Discussion » Suggested 3rd Party workflow for Terrain
- TwinSnakes007
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I'm not seeing a easy pathway for 3rd party rendering of Terrain.
Converting the Terrain Mesh to Polygons gives you something renderable (a mesh), but from what I can see, there's several issues:
Converting the Terrain Mesh to Polygons gives you something renderable (a mesh), but from what I can see, there's several issues:
- Drop a Mountain Terrain, notice the Terrain UV's are planar, Convert the Terrain to Polygons, notice the Point Colors are mapped planar, so the height based color ramp is lost.
- Looks like there's a COP Ramp that's used to Map colors in OpenCL - which gives a great viewport representation. How can I bake what colors I see in the Viewport down?
- I suspect if the Terrain convert to Polygons handled the Terrain Material colors more elegantly, I wouldnt need to bake the Terrain Material down, the Point Colors would be enough, as there is enough Mesh detail already from the conversion.
Houdini Lounge » 3rd Party GPU Renderer Redshift3d announces support for Houdini 16
- TwinSnakes007
- 604 posts
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You can download a fully functional watermarked demo version at Redshift 3d [redshift3d.com]
- Experimental Support for Packed Primitives
- Support for Houdini Hair
- Support for User Attributes
- Support for referencing COP nodes
- Support for Houdini/VDB Volumes
Edited by TwinSnakes007 - Feb. 25, 2017 09:04:12
Houdini Lounge » Naiad theme for H16 (Circular nodes - one shape to rule them all)
- TwinSnakes007
- 604 posts
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I dont get it…
You trade visual indicator of node purpose for a 30-40 character text string?
You trade visual indicator of node purpose for a 30-40 character text string?
Technical Discussion » [SOLVED]H16 OpenCL Errors (Windows 10, nVidia Graphics Card)
- TwinSnakes007
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I had some issue with H16 on Windows 10 as well.
My case was really weird since I have a HD4000 and a GTX 860M on my laptop.
Houdini got kinda confused about which GPU to use for Viewport (OpenGL) and which one to use for OpenCL.
In addition to using the latest nVidia drivers, in the nVidia control panel, the defaults for 3D settings is “let application decide”. So, first thing to do is change that to “nVidia GPU” for all 3D settings.
Now, once you add the environment variable like Artye says, Houdini will ask the OS for a GPU device, and since in the nVidia control panel you configured it to use nVidia GPU's, that's the GPU that what will be provided to Houdini.
My case was really weird since I have a HD4000 and a GTX 860M on my laptop.
Houdini got kinda confused about which GPU to use for Viewport (OpenGL) and which one to use for OpenCL.
In addition to using the latest nVidia drivers, in the nVidia control panel, the defaults for 3D settings is “let application decide”. So, first thing to do is change that to “nVidia GPU” for all 3D settings.
Now, once you add the environment variable like Artye says, Houdini will ask the OS for a GPU device, and since in the nVidia control panel you configured it to use nVidia GPU's, that's the GPU that what will be provided to Houdini.
Technical Discussion » Indie Image restrictions
- TwinSnakes007
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Can someone from SESI confirm the Indie Image output restrictions for 3rd party renderers?
Looking at the SESI website it seems to suggest, the following Indie image output restrictions:
Resolution Stills: Unlimited Image Size
Resolution Animation: 1920x1080
SESI allows 1920x1080 pixels (2.07 million pixels) for animation. My understanding is I can render those pixels however I choose:
Animation
1440x1440 = 2.07m pixels
1880 X 1102 = 2.07m pixels
2000 x 1036 = 2.07m pixels
edit: Mantra is pixel count restricted to 2.07m pixels, but it seems Redshift is x/y resolution restricted to x_max = 1920 and y_max = 1080.
Looking at the SESI website it seems to suggest, the following Indie image output restrictions:
Resolution Stills: Unlimited Image Size
Resolution Animation: 1920x1080
SESI allows 1920x1080 pixels (2.07 million pixels) for animation. My understanding is I can render those pixels however I choose:
Animation
1440x1440 = 2.07m pixels
1880 X 1102 = 2.07m pixels
2000 x 1036 = 2.07m pixels
edit: Mantra is pixel count restricted to 2.07m pixels, but it seems Redshift is x/y resolution restricted to x_max = 1920 and y_max = 1080.
Edited by TwinSnakes007 - Feb. 22, 2017 11:24:49
Houdini Lounge » Houdini 16
- TwinSnakes007
- 604 posts
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arctorDaryl Dunlap
ndickson
stu
Any word on when the docs will be available?
The 16.0 docs are now available at both http://www.sidefx.com/docs/houdini/ [sidefx.com] and http://www.sidefx.com/docs/houdini16.0/ [sidefx.com]
Nope, still asking for Alpha/Beta permissions….
we've notice a few people having issues with the docs - they are being looked into right now.
Hehe…maybe I was just too fast. All good now.
Houdini Lounge » Houdini 16
- TwinSnakes007
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ndicksonstuThe 16.0 docs are now available at both http://www.sidefx.com/docs/houdini/ [sidefx.com] and http://www.sidefx.com/docs/houdini16.0/ [sidefx.com]
Any word on when the docs will be available?
Nope, still asking for Alpha/Beta permissions….
Houdini Lounge » Houdini 16
- TwinSnakes007
- 604 posts
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Took off work for 2 days for this…..
It's a good thing web page refreshes dont cost money….
I'll create free tutorial content if you let Indie on Beta SESI.
It's a good thing web page refreshes dont cost money….
I'll create free tutorial content if you let Indie on Beta SESI.
Houdini Engine API » C# Reference Implementation
- TwinSnakes007
- 604 posts
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To anyone following along…the entry point into HAPI is the HoudiniHostLinker.cs class.
Houdini Engine API » C# Reference Implementation
- TwinSnakes007
- 604 posts
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I was pleasantly surprised that there are C# bindings for Houdini Engine (thanks Unity!).
I've installed the Unity plugin on my laptop.
Can anyone offer any guidance on getting started with Houdini Engine under C#?
Thanks.
I've installed the Unity plugin on my laptop.
Can anyone offer any guidance on getting started with Houdini Engine under C#?
Thanks.
Houdini Lounge » Houdini 16
- TwinSnakes007
- 604 posts
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-heavy-arctor
we have a recording right from the source, it's being make available as I type this…
the recording on the sesi site is not from the source right ? it seems not glitch free..
i am so excited i really need to see the glitchfree Version
They may adding more preview features to the H16 sneak peak, because, it doesnt take 24hours to encode 2 hours of video.
Houdini Lounge » Houdini 16
- TwinSnakes007
- 604 posts
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Pixel8d
^
It was in response to Malbrecht's reply to my original query. Trying various renders with Houdini.
Yes, there is a fully functional watermarked demo of Redshift 3D available for download. You can give it a spin, and also post any questions/concerns to the Redshift 3D forums at www.redshift3d.com
Houdini Lounge » Houdini 16
- TwinSnakes007
- 604 posts
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Pixel8d
^
Oh, so you've tried them all out then and came to that comparative conclusion? Cool, good to know!
What do you mean “tried them all out”?
Houdini Lounge » Houdini 16
- TwinSnakes007
- 604 posts
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arctorambient-whisperit's in Alpha right now.
I also hope for houdini indie that redshift will be supported. I dont know if it is yet, but the second I hear that it is, I'm buying indie.
not sure how you can get access to it…but there are already some tutorials on how to use it:
https://vimeo.com/178602203 [vimeo.com]
Redshift works with Houdini Indie 15.5 (thanks to SESI for allowing Indie 3rd Party Rendering).
Redshift Dev Team has reported that Houdini 16 is already supported (from a HDK perspective, meaning they have successfully compiled against the H16 HDK) and they are on schedule to have a Redshift plugin version available for the Houdini 16 launch.
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