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HOULY Daily Challenge » Day 1 | Elements: Earth
- Kvale
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Technical Discussion » Houdini crowds and USD workflow
- Kvale
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cwhite
Aside from debugging, you shouldn't need to use the Bake Skinning node unless the application (or hydra delegate) you're importing the usd file into doesn't support UsdSkel properly. In particular, this is probably the case if an older version of USD is being used.
The Bake Skinning node is basically the equivalent of unpacking the agents
Copy that! Yeah, at the time when I imported my USD into Maya using Multiverse, UsdSkel was not properly supported.
Importing USD files directly through the agent sop looks very promising. I am excited to implement it into our pipeline!
Thank you again cwhite and pardon my late response.
Houdini for Realtime » Houdini Niagara Updates
- Kvale
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Super cool! Ill be digging into this tomorrow after work.
Great presentation you and Paul had over at the InsideUnreal!
Great presentation you and Paul had over at the InsideUnreal!
Edited by Kvale - April 16, 2020 19:43:51
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Kvale
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Technical Discussion » Houdini crowds and USD workflow
- Kvale
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Heileif
Yes,
Crowd will use usdSkel when exported as USD.
cwhite
There's a good chance you'll still want to cache your agents to disk in the usual workflow, particularly if you plan on using lots of bgeo caches for your simulation caches before exporting to USD, or depending on how you import your source characters / share them between files.
In the latest 18.0 builds there is an option to import agents and clips from UsdSkel as well.
And as mentioned above, the SOP Import LOP will convert agent primitives to UsdSkel
Thank you Cameron and Heileif for the info and clarifying! This is really awesome.
Managed to export all my agents to USD. I used the “bakeskinning” node in LOPs as well to get deformation on the crowds working correctly in the exported USD. When exporting to USD without the “bakeskinning” lop node, the deformation of my agents were not applied. My question is this:
Is it bad practice to call the UsdSkel.BakeSkinning function to effectively bake the skinning of the agents when writing out the USD as a final result? Considering the documentation for that node states it should be used for debugging.
Technical Discussion » Houdini crowds and USD workflow
- Kvale
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Hello,
Trying to figure out a reliable workflow regarding crowds and USD.
Anyone have any experience with this and who would like to share a common workflow?
Do you still cache your agents to disk pre-sim, using the old workflow, or is there now a process where you cache them as usd?
Is it possible to export agents from a crowd sim to USD (not just reading them into LOPs, but actually exporting them out), then use the USD in a different software utilizing USD workflow.
Is it possible to write out a crowd sim to USD without unpacking the agents?
Thanks.
Trying to figure out a reliable workflow regarding crowds and USD.
Anyone have any experience with this and who would like to share a common workflow?
Do you still cache your agents to disk pre-sim, using the old workflow, or is there now a process where you cache them as usd?
Is it possible to export agents from a crowd sim to USD (not just reading them into LOPs, but actually exporting them out), then use the USD in a different software utilizing USD workflow.
Is it possible to write out a crowd sim to USD without unpacking the agents?
Thanks.
Houdini Lounge » H18 LOP fracture
- Kvale
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Hi,
Anyone had any experience with fracturing geometry and simmulating it inside LOP? What kind of primitive definition did you use for importing back into LOP and exporting USD? Would it be possible to share a hip file?
Thanks!
Anyone had any experience with fracturing geometry and simmulating it inside LOP? What kind of primitive definition did you use for importing back into LOP and exporting USD? Would it be possible to share a hip file?
Thanks!
Edited by Kvale - Dec. 2, 2019 14:14:08
Technical Discussion » H18- Workflow when fracturing USD and export new USD layer
- Kvale
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Hi folks,
Wondering about a proper and efficient workflow when fracturing an USD and then overlaying the fractured USD as a sublayer in LOPS or exporting an USD layer directly from /geo SOPS to be read into other packages supporting USD.
Now, there's alot of new things to learn in H18, and I'll admit I've yet to understand all of the documentation on USD and Solaris/LOPS workflow, but so far I haven't found a good workflow when fracturing imported USD geo and exporting it back out as a sublayer, and I'm a bit confused. I may be blind and the solution may be right in front of me, in the docs. In that case please point me to the documentation for my dumb mind to read it properly and understand.
I followed the 5th USD tutorial(FX) in the documentation, but on the RBD part it only touched on simulating existing geo, and not do any sort of edits to the geometry. It was also mostly imported and exported as packed USDs. I watched all the talks and presentations I could find so far on Solaris and H18 (that came out prior to 27.11.19. The TDs go somewhat into the FX workflow for a USD based pipeline, jowever they only briefly touch on the RBD part. They don't really show any fracturing. Now it is explained that a fracture workflow was used on some buildings(in the H18 launch event vid), however that setup isn't shown in full detail.
I read through the Pixar USD documentation on exporting and overlaying fractured USDs. It explains that the “usdprimpath” is important to transfer to the inside of the fractured pieces before exporting. The USD export SOP node is a tad different in H18 and has alot more options to define the primitives when the USD will be read back in.
So a couple of questions:
1. What's an efficient way to read an USD, fracture it and export as a overlay USD layer to existing USD file in H18 with the new USDexport node in SOP.
2. If you pack the fractured pieces, do you need to promote certain usd primattribs to pointlevel, when exporting? How does names and path affect the export.
3. If you simulate it, whats an efficient way to export the geo pieces as one USD layer, and the pointcloud of your sim as a different USD layer that only export transforms?
4. Will there be a masterclass on RBD FX workflow with USD where fracturing, sim and export is covered?
Guess reading up on Primitive Definitions a couple more times wont hurt.
Wasn't any helpcards for “USDexport” in SOPS, however the documentation on “sopmodify” in LOPS mostly covers the same options.
In general, super excited about H18 and the SideFX team is beyond awesome.
Thanks in advance.
- Kvale
Wondering about a proper and efficient workflow when fracturing an USD and then overlaying the fractured USD as a sublayer in LOPS or exporting an USD layer directly from /geo SOPS to be read into other packages supporting USD.
Now, there's alot of new things to learn in H18, and I'll admit I've yet to understand all of the documentation on USD and Solaris/LOPS workflow, but so far I haven't found a good workflow when fracturing imported USD geo and exporting it back out as a sublayer, and I'm a bit confused. I may be blind and the solution may be right in front of me, in the docs. In that case please point me to the documentation for my dumb mind to read it properly and understand.
I followed the 5th USD tutorial(FX) in the documentation, but on the RBD part it only touched on simulating existing geo, and not do any sort of edits to the geometry. It was also mostly imported and exported as packed USDs. I watched all the talks and presentations I could find so far on Solaris and H18 (that came out prior to 27.11.19. The TDs go somewhat into the FX workflow for a USD based pipeline, jowever they only briefly touch on the RBD part. They don't really show any fracturing. Now it is explained that a fracture workflow was used on some buildings(in the H18 launch event vid), however that setup isn't shown in full detail.
I read through the Pixar USD documentation on exporting and overlaying fractured USDs. It explains that the “usdprimpath” is important to transfer to the inside of the fractured pieces before exporting. The USD export SOP node is a tad different in H18 and has alot more options to define the primitives when the USD will be read back in.
So a couple of questions:
1. What's an efficient way to read an USD, fracture it and export as a overlay USD layer to existing USD file in H18 with the new USDexport node in SOP.
2. If you pack the fractured pieces, do you need to promote certain usd primattribs to pointlevel, when exporting? How does names and path affect the export.
3. If you simulate it, whats an efficient way to export the geo pieces as one USD layer, and the pointcloud of your sim as a different USD layer that only export transforms?
4. Will there be a masterclass on RBD FX workflow with USD where fracturing, sim and export is covered?
Guess reading up on Primitive Definitions a couple more times wont hurt.
Wasn't any helpcards for “USDexport” in SOPS, however the documentation on “sopmodify” in LOPS mostly covers the same options.
In general, super excited about H18 and the SideFX team is beyond awesome.
Thanks in advance.
- Kvale
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