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Houdini Lounge » How to show parameter value in Network editor?
- HristoVelev
- 59 posts
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Houdini Lounge » How to show parameter value in Network editor?
- HristoVelev
- 59 posts
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I can't seem to get it to work either - it doesn't evaluate the expression - I see the expression and not the result. That even after I change from literal to hscript/python in the channels tab. I tried evals() too.
Edited by HristoVelev - Oct. 26, 2023 15:19:42
Houdini Lounge » Opening the license service to 3rd parties
- HristoVelev
- 59 posts
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Hi guys,
Ever thought about opening up the license service to 3rd parties? It's a lot of work to support licensing as a plugin dev, and work on our side as a studio to configure and maintain all the different license servers. If they were all hooking up to the Houdini license that would be very nice
Thanks!
Ever thought about opening up the license service to 3rd parties? It's a lot of work to support licensing as a plugin dev, and work on our side as a studio to configure and maintain all the different license servers. If they were all hooking up to the Houdini license that would be very nice
Thanks!
Solaris and Karma » MDL shaders support in Karma
- HristoVelev
- 59 posts
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Hi guys,
We're testing out a workflow from Realillusion Character Creator 4 to Houdini. It seems that a good way to export from CC is USD, so shaders are preserved. The USD export from CC is made for Omniverse, and the shaders are MDL. These are not rendering in Karma - is there a way to support them? I asked about V-Ray too, and there is an update there that does support them, but it would be great if Karma does too.
Thanks!
We're testing out a workflow from Realillusion Character Creator 4 to Houdini. It seems that a good way to export from CC is USD, so shaders are preserved. The USD export from CC is made for Omniverse, and the shaders are MDL. These are not rendering in Karma - is there a way to support them? I asked about V-Ray too, and there is an update there that does support them, but it would be great if Karma does too.
Thanks!
Technical Discussion » Sony Mocopi in Houdini
- HristoVelev
- 59 posts
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Hi guys,
Just got my Mocopi and keen to try it out! Does anybody have experience with it already? Is there a way to stream it in Houdini? Thanks!
Just got my Mocopi and keen to try it out! Does anybody have experience with it already? Is there a way to stream it in Houdini? Thanks!
Technical Discussion » Show HDA guide as flat shaded
- HristoVelev
- 59 posts
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Solaris and Karma » Transform pieces in solaris
- HristoVelev
- 59 posts
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Hi guys,
Anybody done transform pieces in solaris yet? The RiseFX guys said they've done it in their awesome production video. The goal would be to save point transforms separately from prims at rest, then apply the animation. Maybe some vex with the usd_addtransform function?
Thanks
Anybody done transform pieces in solaris yet? The RiseFX guys said they've done it in their awesome production video. The goal would be to save point transforms separately from prims at rest, then apply the animation. Maybe some vex with the usd_addtransform function?
Thanks
Solaris and Karma » Transform prims
- HristoVelev
- 59 posts
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Hi guys,
I'm porting our destruction workflow to Solaris. One thing I need is to be able to save the high resolution rest geometry into one file, and the transforming low resolution with the same names into another file, then in solaris apply the transforms to the high resolution geometry. Any ideas?
Thanks!
I'm porting our destruction workflow to Solaris. One thing I need is to be able to save the high resolution rest geometry into one file, and the transforming low resolution with the same names into another file, then in solaris apply the transforms to the high resolution geometry. Any ideas?
Thanks!
Technical Discussion » Mantra volume shadows on matte geometry
- HristoVelev
- 59 posts
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Cool, I'll try that! Used to do it in two renders but that's taking time, would be great if it becomes AOV.
Technical Discussion » Mantra volume shadows on matte geometry
- HristoVelev
- 59 posts
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Hi guys,
We're rendering surfaces with V-Ray and volumes with Mantra. I'm trying to make a Mantra LPE to give me the shadows that volumes cast on the surfaces, but not much success yet, any ideas how to write it?
Thanks!
We're rendering surfaces with V-Ray and volumes with Mantra. I'm trying to make a Mantra LPE to give me the shadows that volumes cast on the surfaces, but not much success yet, any ideas how to write it?
Thanks!
Solaris and Karma » Payloads not showing in husk/karma render
- HristoVelev
- 59 posts
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Solaris and Karma » Payloads not showing in husk/karma render
- HristoVelev
- 59 posts
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Hi guys,
What would be the cause of payloads in components made by the component builder to show up in hydra karma, but not in husk karma renders?
Thanks!
What would be the cause of payloads in components made by the component builder to show up in hydra karma, but not in husk karma renders?
Thanks!
Technical Discussion » Pyro - disturbance on smooth density only
- HristoVelev
- 59 posts
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@bunker
I started implementing this, in the most basic way first, and it worked immediately - just a random, adding to v multiplied by the random mask for voxel distribution you suggested, amount, and speed. It is extremely simple, looks great and seems robust at different speeds. Doesn't need control fields etc
Vex is super simple:
Attaching a preview gif.
bunker__
Hey Hristo,
not sure if that answers your question but you could try applying disturbance only on the outside of the smoke.
I find it easier to control that in a wrangle:
pseudo-code:
-keep voxels outside the smoke
-keep voxels that move fast enough
-create 1D noise (with divscale), if above thresold: create 3D noise
-add to velif(f@density<chf("density_threshold")){ float speed = length(v@vel); if(speed>chf("speed_threshold")){ // 1D noise vector hvec = (v@P + chf("divscale"))/chf("divscale"); float r1 = float(random(hvec+@Frame+chf("seed"))); if(r1>chf("noise_threshold")){ // 3D noise vector hvec2 = (v@P + chf("divscale"))/chf("divscale"); vector r3 = (random(hvec2+@Frame+123+chf("seed")))*vector(2)-1; v@vel += r3 * speed * chf("disturbance_amount"); } } }
The noises are really basic and quick to compute, just cubes, no smoothing...
Also that way, I'm only adding noise to some percentage of the voxels
eg: if noise_threshold=0.99, only add noise to 1% of the voxels.
it looks a lot more natural, not just adding noise everywhere
... and you can adapt the code to use any mask easily too!
example attached, hope that helps
I started implementing this, in the most basic way first, and it worked immediately - just a random, adding to v multiplied by the random mask for voxel distribution you suggested, amount, and speed. It is extremely simple, looks great and seems robust at different speeds. Doesn't need control fields etc
Vex is super simple:
vector disturb = random_brj(@P,int(@Frame)+12312);
disturb = fit(disturb,{0,0,0},{1,1,1},{-1,-1,-1},{1,1,1});
float distrib = random_brj(@P,int(@Frame)+14545);
distrib = chramp('distrib',distrib);
float mask = length(@vel)*distrib*ch('disturb');
@vel+=disturb*mask;
Attaching a preview gif.
Edited by HristoVelev - June 10, 2022 20:03:29
Technical Discussion » Pyro - disturbance on smooth density only
- HristoVelev
- 59 posts
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Technical Discussion » New 18.499 Guide Deform Issues
- HristoVelev
- 59 posts
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Technical Discussion » Mantra starting too slowly
- HristoVelev
- 59 posts
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With a plain Houdini it takes 20s to start a render with a single primitive and light in - still way too long. Not sure if it's Shotgrid or the extra HDAs and plugins that we load when launching from it - it's a good thing to test next, but if we can make the plain one start quick first, that would be great
Thanks!
Thanks!
Technical Discussion » Mantra starting too slowly
- HristoVelev
- 59 posts
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Hi guys,
We're having some pain with Mantra startup times. 50 sec for even scenes with a single primitive in them seems strange. Even when ramping up the verbosity level, there's a 'Generating scene' step before any log gets generated, that is taking almost all that time. I've been talking to support, and when trying without our HDA paths (on the network, and there's a couple dozen HDAs) time went down to 20s but still seems too much, and it's not obvious how to solve it - make all the HDAs local?
Anyways, if there's more ideas, would be great to know! Something with the license server on the network also maybe?
Thanks!
We're having some pain with Mantra startup times. 50 sec for even scenes with a single primitive in them seems strange. Even when ramping up the verbosity level, there's a 'Generating scene' step before any log gets generated, that is taking almost all that time. I've been talking to support, and when trying without our HDA paths (on the network, and there's a couple dozen HDAs) time went down to 20s but still seems too much, and it's not obvious how to solve it - make all the HDAs local?
Anyways, if there's more ideas, would be great to know! Something with the license server on the network also maybe?
Thanks!
Technical Discussion » Pyro - disturbance on smooth density only
- HristoVelev
- 59 posts
- Offline
Technical Discussion » Pyro - disturbance on smooth density only
- HristoVelev
- 59 posts
- Offline
About speed - I guess you mean that the disturbed parts become slower? I think I've tried that without much success, there were disturbed areas that are still not much slower than the rest.
Haven't tried the pressure field yet though. That might be a good idea, thanks!
Haven't tried the pressure field yet though. That might be a good idea, thanks!
Technical Discussion » Pyro - disturbance on smooth density only
- HristoVelev
- 59 posts
- Offline
Hi guys,
Basic explosion setup, we use disturbance to add high freq detail. The problem is that it's hard to dial it well when it's a single number - you want a lot of it in the start when things are too smooth, but very little of it afterwards. That leads to putting a lot of time in animating it, exposing multiple disturbances, etc.
Is there a way to drive it with the smoothness of the density field? I've tried (a while back admittedly) to make that work by computing curvature and using it as a control field, but it wasn't really working. Any better ideas?
Thanks
Basic explosion setup, we use disturbance to add high freq detail. The problem is that it's hard to dial it well when it's a single number - you want a lot of it in the start when things are too smooth, but very little of it afterwards. That leads to putting a lot of time in animating it, exposing multiple disturbances, etc.
Is there a way to drive it with the smoothness of the density field? I've tried (a while back admittedly) to make that work by computing curvature and using it as a control field, but it wasn't really working. Any better ideas?
Thanks
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