By the way, what is the 3rd uv attribute for?
Why would a single vertex need more than two coordinates? I assume it only needs a u value and a v value.
What does the 3rd one even do?
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Technical Discussion » How To Delete One UV Attribute? [SOLVED]
- GlennimusPrime
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Technical Discussion » How To Delete One UV Attribute? [SOLVED]
- GlennimusPrime
- 78 posts
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I have 3 uv attributes on a mesh
I would like to delete just
I cannot work out how to delete just this one attribute.
I have tried using an Attribute Delete SOP set to
How can I go about deleting this one uv attribute?
uv[0] uv[1] uv[2]
I would like to delete just
uv[2]
and keep the other two attributes.I cannot work out how to delete just this one attribute.
I have tried using an Attribute Delete SOP set to
uv.2, uv2 and uv[2]
but it keeps saying it can't find the attribute to delete.How can I go about deleting this one uv attribute?
Edited by GlennimusPrime - Jan. 14, 2021 19:33:21
Technical Discussion » Multiple Vellum Copies Point Deforming High Res Geo [SOLVED]
- GlennimusPrime
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Technical Discussion » Multiple Vellum Copies Point Deforming High Res Geo [SOLVED]
- GlennimusPrime
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The orient transfer did the trick!
Just one crucial factor remains, and that is somehow creating independent class attributes when the objects are scattered - Furthermore the low and high res objects must have the same class.
Without these attributes, the point deform on the last step cannot differentiate between all the objects with the same class attribute name.
eg. a new and unique class name for different copies of objects:
High res box1 = class1 / low res box1 = class1
High res box2 = class2 / low res box2 = class2
High res torus1 = class3 / low res torus1 = class3
High res sphere1 = class4 / low res sphere1 = class4
High res cylinder1 = class5 / low res cylinder1 = class5
High res cylinder2 = class6 / low res cylinder2 = class6
This is certainly a tough one. I haven't looked into what is capable of the copy to points sop, but maybe there is a sort of attribute copy + add number feature?
Just one crucial factor remains, and that is somehow creating independent class attributes when the objects are scattered - Furthermore the low and high res objects must have the same class.
Without these attributes, the point deform on the last step cannot differentiate between all the objects with the same class attribute name.
eg. a new and unique class name for different copies of objects:
High res box1 = class1 / low res box1 = class1
High res box2 = class2 / low res box2 = class2
High res torus1 = class3 / low res torus1 = class3
High res sphere1 = class4 / low res sphere1 = class4
High res cylinder1 = class5 / low res cylinder1 = class5
High res cylinder2 = class6 / low res cylinder2 = class6
This is certainly a tough one. I haven't looked into what is capable of the copy to points sop, but maybe there is a sort of attribute copy + add number feature?
Technical Discussion » Multiple Vellum Copies Point Deforming High Res Geo [SOLVED]
- GlennimusPrime
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Apologies not trying to sound ungrateful, it's just not the answer to my question at all I'm afraid.
Further down the line, the low res vellum must be able to use the class attribute on the objects to help deform the low res to the high res geometry.
I don't know what that file is you just uploaded either?
Further down the line, the low res vellum must be able to use the class attribute on the objects to help deform the low res to the high res geometry.
I don't know what that file is you just uploaded either?
Technical Discussion » Multiple Vellum Copies Point Deforming High Res Geo [SOLVED]
- GlennimusPrime
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Hi vusta, for this to work both the rotation and position must match in order for the point deform to work further down the line.
Thanks for giving this a go, but unfortunately this isn't quite the answer I was looking for.
Thanks for giving this a go, but unfortunately this isn't quite the answer I was looking for.
Technical Discussion » Multiple Vellum Copies Point Deforming High Res Geo [SOLVED]
- GlennimusPrime
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Hi vusta, thanks for taking a look. This version isn't working at all I'm afraid.
The initial start position / rotation for the high res geo does not match the low res version.
Also, the point deform on the last step does not work, because it is looking for the piece attribute ‘class’ to match the low res deformation to the high res.
This is the biggest problem, because each of the low res copies must deform each of the high res individually. I can't have cross deformation of objects using the point deform, hence utilising the piece attribute.
The initial start position / rotation for the high res geo does not match the low res version.
Also, the point deform on the last step does not work, because it is looking for the piece attribute ‘class’ to match the low res deformation to the high res.
This is the biggest problem, because each of the low res copies must deform each of the high res individually. I can't have cross deformation of objects using the point deform, hence utilising the piece attribute.
Technical Discussion » Multiple Vellum Copies Point Deforming High Res Geo [SOLVED]
- GlennimusPrime
- 78 posts
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Crosspost from Odforce as I hadn't found a solution:
I have a Vellum setup that is working great, until I change one small parameter...
This works totally fine when I only scatter one of each object.
The problem quickly appears when I scatter more than one of each object in the initial floating RBD pile.
I sort of understand why this is happening, but I can't get my head around fixing this procedurally.
I think the high res objects can't be moved into the position of the low res geo because (once scattering more than one of each object) there is no longer a name (or class?) to define each and every object independently.
I am stumped in finding a way to fix this sensibly without me having to manually make multiple copies of each object with independent naming. Any ideas would be greatly appreciated!
Scene file attached.
I have a Vellum setup that is working great, until I change one small parameter...
- I'm using an initial RBD sim to hover 4 low res objects in a big group in the air.
- I then turn those objects into Vellum cloth, so I can drop them in a big bouncy pile on the ground.
- Lastly I deform the 4 low res objects with a Point Deform SOP onto the high res geometry.
This works totally fine when I only scatter one of each object.
The problem quickly appears when I scatter more than one of each object in the initial floating RBD pile.
I sort of understand why this is happening, but I can't get my head around fixing this procedurally.
I think the high res objects can't be moved into the position of the low res geo because (once scattering more than one of each object) there is no longer a name (or class?) to define each and every object independently.
I am stumped in finding a way to fix this sensibly without me having to manually make multiple copies of each object with independent naming. Any ideas would be greatly appreciated!
Scene file attached.
Edited by GlennimusPrime - May 3, 2021 06:41:09
Technical Discussion » FLIP Compressed Cache Saving Woes [SOLVED]
- GlennimusPrime
- 78 posts
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Hi, yes after upgrading to the latest version of Houdini (which was a while back now, as my initial post was a few months back) The caching issues did stop.
I never set this thread to solved because I wanted to do more large ocean cache tests to see if it was truly fixed.
I never set this thread to solved because I wanted to do more large ocean cache tests to see if it was truly fixed.
Technical Discussion » Import curve color attribute from Houdini to Maya
- GlennimusPrime
- 78 posts
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I know this is a very old thread, but wondering if anyone had found a solution to this at all?
Getting the Cd attribute into Maya onto a piece of geometry is fine, but doesn't seem to work for curves.
In Maya I see Cd(RGBA) in the Color Set Editor for geometry, but nothing for any selected curves.
Getting the Cd attribute into Maya onto a piece of geometry is fine, but doesn't seem to work for curves.
In Maya I see Cd(RGBA) in the Color Set Editor for geometry, but nothing for any selected curves.
Technical Discussion » Transfer Groups Bleeding Into Other Objects [SOLVED]
- GlennimusPrime
- 78 posts
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Vusta you legend! This is going to save me a lot of time, thank you so much!
A simple thing, but I have also just learnt that groups can be promoted between each other, so overall a good learning exercise for me today.
Thanks for your help!
- Glenn
A simple thing, but I have also just learnt that groups can be promoted between each other, so overall a good learning exercise for me today.
Thanks for your help!
- Glenn
Technical Discussion » Transfer Groups Bleeding Into Other Objects [SOLVED]
- GlennimusPrime
- 78 posts
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Hi KaiStavginski, thanks for this it works well.
I shouldn't have used the for each loop in the example sorry! I was trying to make a simplified version of my master scene, but didn't realise using a for each loop would solve that particular issue!
For my master scene I am doing the same thing, but I am unable to do that with a for each loop.
Without the for each loop, I had the thought of maybe using the explode sop to spread the parts away from each other, then transfer groups, then somehow undo the explode, or transform the pieces back to their original position?
Although with that technique, I wasn't able to work out how to explode the cut pieces together as whole balls, rather each curve would spread apart individually.
Any ideas?
I shouldn't have used the for each loop in the example sorry! I was trying to make a simplified version of my master scene, but didn't realise using a for each loop would solve that particular issue!
For my master scene I am doing the same thing, but I am unable to do that with a for each loop.
Without the for each loop, I had the thought of maybe using the explode sop to spread the parts away from each other, then transfer groups, then somehow undo the explode, or transform the pieces back to their original position?
Although with that technique, I wasn't able to work out how to explode the cut pieces together as whole balls, rather each curve would spread apart individually.
Any ideas?
Technical Discussion » Transfer Groups Bleeding Into Other Objects [SOLVED]
- GlennimusPrime
- 78 posts
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I have 4 primitive spheres sitting in a line, close enough to touch each other. Each sphere has a group name.
I'm doing some voronoi cut operations on a per object basis, then turning those cuts into curves.
I lose my group names somewhere in the process, so need to transfer them back from the original spheres, onto the newly created curves.
The trouble happens when I use a Transfer Groups SOP - The groups that get transferred bleed across onto the surrounding primitives, because they are so close / touching each other.
I kind of expected this to happen, as the transfer groups sop is using a distance to transfer from / to.
How can I transfer the groups from the original spheres, back onto the curves without the groups bleeding into each other?
Test scene attached.
I'm doing some voronoi cut operations on a per object basis, then turning those cuts into curves.
I lose my group names somewhere in the process, so need to transfer them back from the original spheres, onto the newly created curves.
The trouble happens when I use a Transfer Groups SOP - The groups that get transferred bleed across onto the surrounding primitives, because they are so close / touching each other.
I kind of expected this to happen, as the transfer groups sop is using a distance to transfer from / to.
How can I transfer the groups from the original spheres, back onto the curves without the groups bleeding into each other?
Test scene attached.
Edited by GlennimusPrime - July 27, 2020 05:44:45
Technical Discussion » Viewport Orbit Problems [SOLVED]
- GlennimusPrime
- 78 posts
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Hi plabill23 do you have Redshift installed? The issue for me was I didn't have acompatible Redshift version for the current release of Houdini.
There is a handy page here that tells you which Redshift version will work with each version of Houdini: https://docs.redshift3d.com/display/RSDOCS/Houdini+Plugin+Configuration [docs.redshift3d.com]
Also make sure your .env file is pointing to the correct Redshift version path.
There is a handy page here that tells you which Redshift version will work with each version of Houdini: https://docs.redshift3d.com/display/RSDOCS/Houdini+Plugin+Configuration [docs.redshift3d.com]
Also make sure your .env file is pointing to the correct Redshift version path.
Technical Discussion » Applying More PopForce To Particles Within A Higher Range
- GlennimusPrime
- 78 posts
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Hello Houdini pros!
I have a whitewater simulation with @spray particles in the range 0-1
I would like to apply a popforce to all of these spray particles, but less force to the points in the lower zero range and more force to the points in the higher, closer to 1 range.
Currently I have the popforce group enabled with @spray>0 which is applying the force to all spray points with a value above zero.
If possible, I would love to include ramp control within the range 0-1 where I could adjust the amount of popforce applied.
I haven't attached my shot as it's quite large, but hopefully this is something simple to achieve? If not, I can happily upload a quick makeshift hip file.
- Glenn
I have a whitewater simulation with @spray particles in the range 0-1
I would like to apply a popforce to all of these spray particles, but less force to the points in the lower zero range and more force to the points in the higher, closer to 1 range.
Currently I have the popforce group enabled with @spray>0 which is applying the force to all spray points with a value above zero.
If possible, I would love to include ramp control within the range 0-1 where I could adjust the amount of popforce applied.
I haven't attached my shot as it's quite large, but hopefully this is something simple to achieve? If not, I can happily upload a quick makeshift hip file.
- Glenn
Technical Discussion » FLIP Compressed Cache Saving Woes [SOLVED]
- GlennimusPrime
- 78 posts
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I have since upgraded to Houdini v18.0.416 and now I am unable to even use ‘Save to disk in background’
I get the error ‘Cannot perform background render with unsaved changes’ - Even if the file is saved and has only just been saved, directly before licking save to disk in background.
So now I am unable to do either of the save operations!
As a last resort, I have the file cache SOP set to write files and I am playing down the timeline.
This seems incredibly strange. Has anyone else had these troubles?
I get the error ‘Cannot perform background render with unsaved changes’ - Even if the file is saved and has only just been saved, directly before licking save to disk in background.
So now I am unable to do either of the save operations!
As a last resort, I have the file cache SOP set to write files and I am playing down the timeline.
This seems incredibly strange. Has anyone else had these troubles?
Technical Discussion » How to use Labs Box Cutter SOP [SOLVED]
- GlennimusPrime
- 78 posts
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Whoops, I never saw the instructions a the bottom of the screen. Thanks for pointing that out!
Although the placement of this box with the depth control feels really weird and awkward to move around. Resetting the pivot does not move it to the center. Think I will stick with the regular boolean operation. After all, I guess that's all this is. A boolean with a copy + transform.
Although the placement of this box with the depth control feels really weird and awkward to move around. Resetting the pivot does not move it to the center. Think I will stick with the regular boolean operation. After all, I guess that's all this is. A boolean with a copy + transform.
Technical Discussion » How to use Labs Box Cutter SOP [SOLVED]
- GlennimusPrime
- 78 posts
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Hello, I have just checked out the latest Hive video on the Labs plugin and wanted to have a play with the Box Cutter SOP.
It doesn't look like there is any built in documentation, and I couldn't find info online.
It's a fairly simple node with 1 input. It asks for an input shape, which I've provided but I get no boolean operation working at all.
Any tips?
It doesn't look like there is any built in documentation, and I couldn't find info online.
It's a fairly simple node with 1 input. It asks for an input shape, which I've provided but I get no boolean operation working at all.
Any tips?
Edited by GlennimusPrime - May 25, 2020 05:40:08
Technical Discussion » ReSeed FLIP Only When Points Are Above Waterline
- GlennimusPrime
- 78 posts
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I found this parameter on the Flip Solver. Can this be used to define a specific area to be reseeded?
Technical Discussion » ReSeed FLIP Only When Points Are Above Waterline
- GlennimusPrime
- 78 posts
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Crosspost from Odforce, as I hadn't any luck over there.
Hello Houdini pros!
I'm using the FLIP Solver's Reseeding feature, but it doesn't seem to be applying enough reseeding in the areas that count. It is reseeding the entire FLIP tank, where I'm really only needing the detail in the splash.
Current train of thought:
I'm stuck on reseeding only that group. I see the Reseed attribute name is ‘oversampling’ and ‘oversamplingbandwidth’ but I'm unsure how to edit those in a pop wrangle, or where to place the pop wrangle. Before or after the FLIP Solver?
Have had a search around online and have found one person talking about this, but not how to impliment it.
Any help is greatly appreciated!
File attached of where I'm up to.
Hello Houdini pros!
I'm using the FLIP Solver's Reseeding feature, but it doesn't seem to be applying enough reseeding in the areas that count. It is reseeding the entire FLIP tank, where I'm really only needing the detail in the splash.
Current train of thought:
- Create group of particles that are above the waterline (my current method isn't great, as it groups all points above P.y 0.01)
- Apply reseeding only to that group.
I'm stuck on reseeding only that group. I see the Reseed attribute name is ‘oversampling’ and ‘oversamplingbandwidth’ but I'm unsure how to edit those in a pop wrangle, or where to place the pop wrangle. Before or after the FLIP Solver?
Have had a search around online and have found one person talking about this, but not how to impliment it.
Any help is greatly appreciated!
File attached of where I'm up to.
Edited by GlennimusPrime - May 18, 2020 20:38:30
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