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Technical Discussion » importing molecular data gPDB and PDB format
- HUGHSPEERS
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Technical Discussion » importing molecular data gPDB and PDB format
- HUGHSPEERS
- 79 posts
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Hey all
From information glibbed from PDB format doc's and Jenny over at sidefx support.
'The PDB converter parses ATOM and HETATOM lines,
and stores some corresponding fields as point attributes.
By using chainID and resSeq you can get some connectivity.'
I need to do more research but I think the “name” attribute has some connectivity too , AA and AB being connected etc.
I've had a bash at organising the imported point cloud if anyone's interested in having a play and building on the scene
From information glibbed from PDB format doc's and Jenny over at sidefx support.
'The PDB converter parses ATOM and HETATOM lines,
and stores some corresponding fields as point attributes.
By using chainID and resSeq you can get some connectivity.'
I need to do more research but I think the “name” attribute has some connectivity too , AA and AB being connected etc.
I've had a bash at organising the imported point cloud if anyone's interested in having a play and building on the scene
Edited by - Sept. 26, 2014 06:04:40
Technical Discussion » Protein Database files (.PDB) and Houdini.
- HUGHSPEERS
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Hey people
I know you guys posted this a while ago but you may still be interested in the subject . sidefx have a standalone executable now that converts some PDB files into native BGEO format .
Cheers
John
I know you guys posted this a while ago but you may still be interested in the subject . sidefx have a standalone executable now that converts some PDB files into native BGEO format .
Cheers
John
Technical Discussion » distributing spheres on a surface without overlapping
- HUGHSPEERS
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Hi there eetu
thanks for the link , I'm investigating your projects now and trying to adapt your methods to a sphere.
Just from playing a little - your method is to distribute using the voronoi fracture and scatter sops , then measure the area of the polygons and place a circle at the centre of each poly scaled on the area ?
thanks
John
thanks for the link , I'm investigating your projects now and trying to adapt your methods to a sphere.
Just from playing a little - your method is to distribute using the voronoi fracture and scatter sops , then measure the area of the polygons and place a circle at the centre of each poly scaled on the area ?
thanks
John
Technical Discussion » importing molecular data gPDB and PDB format
- HUGHSPEERS
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Hi there
I see that Houdini has made a standalone executable file ‘gpdb’ that converts
PDB files (a format that contains data about molecules) into bgeo format with a variety of point attributes.
I've converted a basic PDB file and imported the point cloud created .
I was thinking of using the simple ADD sop to connect corresponding points
then use the polywire sop to flesh them out . But at the moment I can't find the correct corresponding attribute.
There's no ref in the help doc yet so I was hoping someone might have had some experience in using this in houdini and willing to give some advice?
Thanks
John
I see that Houdini has made a standalone executable file ‘gpdb’ that converts
PDB files (a format that contains data about molecules) into bgeo format with a variety of point attributes.
I've converted a basic PDB file and imported the point cloud created .
I was thinking of using the simple ADD sop to connect corresponding points
then use the polywire sop to flesh them out . But at the moment I can't find the correct corresponding attribute.
There's no ref in the help doc yet so I was hoping someone might have had some experience in using this in houdini and willing to give some advice?
Thanks
John
Technical Discussion » distributing spheres on a surface without overlapping
- HUGHSPEERS
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Hi there
I'm creating some animations on how virus's interact with our evolutionary tree and came across this image of a virus. Basically a sphere with a whole load of evenly spaced random sized sphere's stuck on that don't overlap.
I'm creating some animations on how virus's interact with our evolutionary tree and came across this image of a virus. Basically a sphere with a whole load of evenly spaced random sized sphere's stuck on that don't overlap.
Technical Discussion » vop cops
- HUGHSPEERS
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Technical Discussion » vop cops
- HUGHSPEERS
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Hi there
I'm having difficulty accessing the data in planes other than r g b A within a Vop Cop .
I'm playing around with some NPR styles and attaching patterns to rendered images that use the luminance and hopefully a uv plane as well
.
Vop sops have the import parameter with a scope for the vop nodes different inputs.
Can anyone help me with accessing either the colour data from another input or accessing the data from another plane ?
Thanks
John
I'm having difficulty accessing the data in planes other than r g b A within a Vop Cop .
I'm playing around with some NPR styles and attaching patterns to rendered images that use the luminance and hopefully a uv plane as well
.
Vop sops have the import parameter with a scope for the vop nodes different inputs.
Can anyone help me with accessing either the colour data from another input or accessing the data from another plane ?
Thanks
John
Technical Discussion » VEX UV Ripple from camera projection
- HUGHSPEERS
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thank you Rafaels
That's a very quick solution very nice ,
I was exporting my attributes with a parameter vex node rather than a attribute vex node, a ha.
Your right maybe better to avoid the maths when you can.
Although if you have any insight into were I was going wrong I'd be interested.
I think I need to get both the U and the V into the equation for starters.
I tried doing this separately and then adding the product together , which got interesting patterns but not the ripple :shock:
Thanks for taking the time to look into it.
John
That's a very quick solution very nice ,
I was exporting my attributes with a parameter vex node rather than a attribute vex node, a ha.
Your right maybe better to avoid the maths when you can.
Although if you have any insight into were I was going wrong I'd be interested.
I think I need to get both the U and the V into the equation for starters.
I tried doing this separately and then adding the product together , which got interesting patterns but not the ripple :shock:
Thanks for taking the time to look into it.
John
Technical Discussion » VEX UV Ripple from camera projection
- HUGHSPEERS
- 79 posts
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Hi there
I'm trying to create ripples through some geometry generated from scattered points on a surface , I want to control the effect relative to the cameras point of view so I'm projecting UV's on to the geometry.
I've managed to set everything up with a Vex node creating the ripple through the UV's and generating an attribute that I can access in the copy SOP.
I've been filming objects close up then tracking them and experimenting with adding hallucinatory like patterns.
I was surprised at how easy it was to translate the written code I'd found reference to on the internet into vex visual code, and I'm quite excited at the possibilities opened by not being hampered by terrible speling !
I managed to generate a wave through my geometry but not a proper ripple of concentric circles.
Also I had to add an extra create attribute node to get the attribute working after the VEX node which confused me.
Can anyone help me with the Vex set up?
Thanks
John
I'm trying to create ripples through some geometry generated from scattered points on a surface , I want to control the effect relative to the cameras point of view so I'm projecting UV's on to the geometry.
I've managed to set everything up with a Vex node creating the ripple through the UV's and generating an attribute that I can access in the copy SOP.
I've been filming objects close up then tracking them and experimenting with adding hallucinatory like patterns.
I was surprised at how easy it was to translate the written code I'd found reference to on the internet into vex visual code, and I'm quite excited at the possibilities opened by not being hampered by terrible speling !
I managed to generate a wave through my geometry but not a proper ripple of concentric circles.
Also I had to add an extra create attribute node to get the attribute working after the VEX node which confused me.
Can anyone help me with the Vex set up?
Thanks
John
Technical Discussion » After Effects
- HUGHSPEERS
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Houdini Indie and Apprentice » colours 8 bit and 16 bit houdini too Adobe
- HUGHSPEERS
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I've been colour picking from the 8 bit images in Houdini so I guess this means I've been storing the colour information from 8 bit by doing that which might cause some inaccuracy.
Fortunately I'm not working in production.
To use precise colours stick with 16 bit images then.
I'll have a play and work out what works best for me with houdini to adobe.
thanks for your help Edward and fsimerey.
John
Fortunately I'm not working in production.
To use precise colours stick with 16 bit images then.
I'll have a play and work out what works best for me with houdini to adobe.
thanks for your help Edward and fsimerey.
John
Houdini Indie and Apprentice » colours 8 bit and 16 bit houdini too Adobe
- HUGHSPEERS
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Thanks a lot Edward that's a very thorough answer.
So calibrate mplay and get your colours and lighting right in Houdini first.
That makes sense so that you've got more room to play with and adjust in your compositor.
Just one thing - could I be confusing things by bringing 8 bit images into houdini's display as my reference which don't need gamma correction?
thanks a lot for the advice
John
So calibrate mplay and get your colours and lighting right in Houdini first.
That makes sense so that you've got more room to play with and adjust in your compositor.
Just one thing - could I be confusing things by bringing 8 bit images into houdini's display as my reference which don't need gamma correction?
thanks a lot for the advice
John
Houdini Indie and Apprentice » colours 8 bit and 16 bit houdini too Adobe
- HUGHSPEERS
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Hi Edward
thanks for your response.
I'm rendering stills then opening them in after effects and photoshop.
Things look fine in Houdini and M-play , it's just in adobe software where there is a desaturation based on the bit depth. 8 bit fine , 16 bit desaturated.
I did some scouting based on your ‘gamma’ tip and found that there's a whole lot of options based on gamma correction in adobe for when your importing HDR, or converting to a lower bit depth.
http://help.adobe.com/en_US/Photoshop/11.0/WSfd1234e1c4b69f30ea53e41001031ab64-78e8a.html [help.adobe.com]
I'll have a play with them and see what works best.
Where does the gamma value of 2.2 come from?
thanks
John
thanks for your response.
I'm rendering stills then opening them in after effects and photoshop.
Things look fine in Houdini and M-play , it's just in adobe software where there is a desaturation based on the bit depth. 8 bit fine , 16 bit desaturated.
I did some scouting based on your ‘gamma’ tip and found that there's a whole lot of options based on gamma correction in adobe for when your importing HDR, or converting to a lower bit depth.
http://help.adobe.com/en_US/Photoshop/11.0/WSfd1234e1c4b69f30ea53e41001031ab64-78e8a.html [help.adobe.com]
I'll have a play with them and see what works best.
Where does the gamma value of 2.2 come from?
thanks
John
Work in Progress » toon test
- HUGHSPEERS
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that looks really cool arzo
so you did an edge detect in cops and then multiplied that with a separate ramp shaded pass?
John
so you did an edge detect in cops and then multiplied that with a separate ramp shaded pass?
John
Houdini Lounge » WREN toon output
- HUGHSPEERS
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Houdini Lounge » WREN toon output
- HUGHSPEERS
- 79 posts
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Opening them in illustrator sounds fun, then you could apply a brush to the vectors.
That'd be easier than rendering an op_id pass then creating mattes for all the layers then auto rotoscoping them.
If your animating them they'll probably move all over the place though , more like scratch film, alternatively you could add a brush texture to polygon lines by giving them width and rendering them in mantra.
Digitallysane did you mean adding a post script paramater in the wren renderer? I can't seem to find anything under wren or postscript in the edit parameters interface?
cheers
john
That'd be easier than rendering an op_id pass then creating mattes for all the layers then auto rotoscoping them.
If your animating them they'll probably move all over the place though , more like scratch film, alternatively you could add a brush texture to polygon lines by giving them width and rendering them in mantra.
Digitallysane did you mean adding a post script paramater in the wren renderer? I can't seem to find anything under wren or postscript in the edit parameters interface?
cheers
john
Houdini Indie and Apprentice » colours 8 bit and 16 bit houdini too Adobe
- HUGHSPEERS
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Hi there
when I render an image out from Houdini and open it in After effects or photoshop the colours become much less saturated.
I discovered after a bit of trial and error that if I converted them to 8 bit
(they were in 16bit ) then all would be well but obviously limiting me to 8bit colour.
I was wondering if any one has any good advice for referencing colours outside of Houdini and making sure they stay the same when exporting.
I guess this relates to comping, how do people go about matching colours
in a plate and making sure they render out as matched?
cheers
John
when I render an image out from Houdini and open it in After effects or photoshop the colours become much less saturated.
I discovered after a bit of trial and error that if I converted them to 8 bit
(they were in 16bit ) then all would be well but obviously limiting me to 8bit colour.
I was wondering if any one has any good advice for referencing colours outside of Houdini and making sure they stay the same when exporting.
I guess this relates to comping, how do people go about matching colours
in a plate and making sure they render out as matched?
cheers
John
Houdini Indie and Apprentice » Houdini keyboard shortcuts
- HUGHSPEERS
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Thanks for the response people
Yep need to get using the tree more , I didn't realise it navigated you to the different environments as well as giving you an over view.
I'm using the technical view more now, as it gives you more room to build complex networks of nodes, I realised recently I was doing half the work in one tiny corner of my monitor , daft.
About the keyboard hotkeys , is there any lists anywhere I could make a print out for easy reference?
cheers all
john
Yep need to get using the tree more , I didn't realise it navigated you to the different environments as well as giving you an over view.
I'm using the technical view more now, as it gives you more room to build complex networks of nodes, I realised recently I was doing half the work in one tiny corner of my monitor , daft.
About the keyboard hotkeys , is there any lists anywhere I could make a print out for easy reference?
cheers all
john
Houdini Indie and Apprentice » Houdini keyboard shortcuts
- HUGHSPEERS
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Hey there
I was wondering if there was any keyboard shortcuts to navigate you between different networks.
At the moment I stick to putting chops and materials within sops because I can use the u and i to get in and out
I'd use the different neworks more if I could navigate quickly tio them.
It'd be nice to get a print out of the keyboard shortcuts too is there one knocking about
john
I was wondering if there was any keyboard shortcuts to navigate you between different networks.
At the moment I stick to putting chops and materials within sops because I can use the u and i to get in and out
I'd use the different neworks more if I could navigate quickly tio them.
It'd be nice to get a print out of the keyboard shortcuts too is there one knocking about
john
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