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Technical Discussion » Can you / has anyone layered multiple captures?
- phrenzy84
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Technical Discussion » Can you / has anyone layered multiple captures?
- phrenzy84
- 249 posts
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So here is what i have so far.
I cant seem to paint the weights softer? I get the feeling i am doing something wrong.
I cant seem to paint the weights softer? I get the feeling i am doing something wrong.
Technical Discussion » Can you / has anyone layered multiple captures?
- phrenzy84
- 249 posts
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tamte
that kind of setup will definitely work
I was using it in the past for controllers which were sticking on deforming geometry as a secondary layer of control on top of shape animation
Yep that is exactly what i am looking for.
Thanks for the tip. I will post a example if/when i get it working.
edit/ though i am slightly puzzled, if i will be painting the capture then why do need to make sure the region is in the right place if in the end it will all be custom. Anyways, i will try it out.
Technical Discussion » Can you / has anyone layered multiple captures?
- phrenzy84
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I have no idea what i was doing wrong. I thought maybe because you were using a capture proximity instead of a regular capture sop there was something different.
So i made it with just a regular capture. Works. :shock:
The reason i am asking this is i want to have a sticky object influences by one deform, and that sticky object be the root for another bone.
I've set it up here with no success. I thought maybe the sticky had to be fetched but nope.
So i made it with just a regular capture. Works. :shock:
The reason i am asking this is i want to have a sticky object influences by one deform, and that sticky object be the root for another bone.
I've set it up here with no success. I thought maybe the sticky had to be fetched but nope.
Technical Discussion » Can you / has anyone layered multiple captures?
- phrenzy84
- 249 posts
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Was wondering about that too, so i didn't deform the first set of bones . Just trying to get the second set to work.
This whole experiment is just a small part of a bigger idea but cant get it off the ground.
This whole experiment is just a small part of a bigger idea but cant get it off the ground.
Technical Discussion » Can you / has anyone layered multiple captures?
- phrenzy84
- 249 posts
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Yea i can't seems to get capture > paint > deform and then another set of capture > paint > deform
These are with two separate bone chains.
I've made sure that all weights are deleted after the first deform but it seem to take. I've tried specifying the hierarchy and then bones…. all sorts. The first capture works but the second one doesn't.
These are with two separate bone chains.
I've made sure that all weights are deleted after the first deform but it seem to take. I've tried specifying the hierarchy and then bones…. all sorts. The first capture works but the second one doesn't.
Technical Discussion » Can you / has anyone layered multiple captures?
- phrenzy84
- 249 posts
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I have been trying this for a while and have not been able to layer multiple captures.
I would have one bone chain capture and deform geometry , then after the deform want to do another set of captures and deforms.
Is this allowed because it simply isn't working.
I am deleting all weights after the first capture/deform and have gone through every option but it seems to makes no difference.
Has anyone done this before?
-andrew
I would have one bone chain capture and deform geometry , then after the deform want to do another set of captures and deforms.
Is this allowed because it simply isn't working.
I am deleting all weights after the first capture/deform and have gone through every option but it seems to makes no difference.
Has anyone done this before?
-andrew
SI Users » animation and rigging
- phrenzy84
- 249 posts
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Technical Discussion » Possible mistake with hair model and fur node
- phrenzy84
- 249 posts
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Indeed. You broke it.
The latest build however fixes it.
Along with
The latest build however fixes it.
Fixed a bug in the Fur Object that incorrectly calculated the guide radius when procedural rendering is disabled.
Along with
The Fur SOP is now more robust against numerical precision issues when the root of a guide hair is very close to a parting line.Which is something i do have trouble with so that will be nice to test.
Technical Discussion » Possible mistake with hair model and fur node
- phrenzy84
- 249 posts
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I changed the render_fur node so the guide radius actually referenced the ‘guideradius’ attribute, it surprisingly had no effect on my render.
Technical Discussion » Osipa lip sync tutorials for Houdini?
- phrenzy84
- 249 posts
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If you approach it like his book with a literal translation then it sounds like you would probably need his permission. But just taking the best idea which is pretty much general techniques taken from various apps/forums should be fine.
My question is how did you implement the tapering concept he describes with regards to displacement. Tapering is pretty easy to do in vops on a geometry level (though i have to write a tool to speed up the process) but tapering with the addition of displacement is something i haven't yet tried.
Are blendshapes are best done in vops or with the blendshape sop. If i am doing tapering i prefer do to it in vops but im sure it can be done with a wrangle nodes + blendshape sop.
My question is how did you implement the tapering concept he describes with regards to displacement. Tapering is pretty easy to do in vops on a geometry level (though i have to write a tool to speed up the process) but tapering with the addition of displacement is something i haven't yet tried.
Are blendshapes are best done in vops or with the blendshape sop. If i am doing tapering i prefer do to it in vops but im sure it can be done with a wrangle nodes + blendshape sop.
Houdini Lounge » Custom markers: Area around pointer radius?
- phrenzy84
- 249 posts
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Hi i have a small problem i hope someone can help me out with.
I am combing furdirection attribute, which you have to create a custom marker because i cant see it in the viewport by default. And i want to only see the vectors in the area underneath the pointer/cursor. The problem is the radius for which i see this attribute is huge and it wouldn't make any difference if i had it on for the whole object.
I dont know where i can adjust the radius for this parameter, it would make this function useful.
I am combing furdirection attribute, which you have to create a custom marker because i cant see it in the viewport by default. And i want to only see the vectors in the area underneath the pointer/cursor. The problem is the radius for which i see this attribute is huge and it wouldn't make any difference if i had it on for the whole object.
I dont know where i can adjust the radius for this parameter, it would make this function useful.
Houdini Lounge » Cloth Help example files???
- phrenzy84
- 249 posts
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Work in Progress » Character - Hitch
- phrenzy84
- 249 posts
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pelos
WOW!
how are you doing the eye? is it geometry with a shader?
or everything is done in a sphere with a shader?
Wow i should check back in this sub-forum more often, didnt realise it was still going kinda.
In this project i did the eye with two pieces of geometry. One shader controlled the opacity of the outer eye (sclera) and another shader for the iris.
But this project is quite old (i have pretty much finished it). I am working on another character at the moment And a different eye setup (have yet to post it yet though).
If you want to keep update with the hitchcock project you can check it out here http://forums.odforce.net/index.php?/topic/16305-hitchcock/page__st__12#entry110977 [forums.odforce.net]
Work in Progress » Houdini Cell Test 002
- phrenzy84
- 249 posts
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Great work, its like a more colourful version of the ZombieUK game trailer. I like it.
Technical Discussion » Cache displaced geometry?
- phrenzy84
- 249 posts
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I was wondering if it was possible to cache displaced geometry. I find in my rendertimes most of the time is spent not creating the geometry nor even shading it but creating the displaced geometry.
Shading goes by blazingly fast but it is this point that really takes a while.
I have looked in the docs and on the forums and cannot find any answers.
-andrew
Shading goes by blazingly fast but it is this point that really takes a while.
I have looked in the docs and on the forums and cannot find any answers.
-andrew
Technical Discussion » Group Transfer based on topology?
- phrenzy84
- 249 posts
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blair_p
If your topologies match, why not use group copy?
uhhh, so for some unknown reason i had a complete brain fart. This is the node i was looking for. Thanks
Technical Discussion » Group Transfer based on topology?
- phrenzy84
- 249 posts
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I would love to know how. This has been a known bug since 4 r2.
Does the object import to zbrush as polygroups?
edit/ Also have you tried saving the zb file with the imported model. Closing and reopen the ztl and then export?
Does the object import to zbrush as polygroups?
edit/ Also have you tried saving the zb file with the imported model. Closing and reopen the ztl and then export?
Technical Discussion » Group Transfer based on topology?
- phrenzy84
- 249 posts
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Hi Houdniks,
So zbrush has this problem. If a model has primitive groups, when exporting they get renamed. It's a ridiculous bug but there is no way around it. Is there a way to Group transfer the names based on topology since the reason it is in zbrush to begin with is usually a shape change.
I have used the group transfer sop in the past and it was notoriously slow, but im not sure if that was just my setup. Is there a way to do this with maybe attributes or something.
Looking forward to hearing your feedback.
-andrew
So zbrush has this problem. If a model has primitive groups, when exporting they get renamed. It's a ridiculous bug but there is no way around it. Is there a way to Group transfer the names based on topology since the reason it is in zbrush to begin with is usually a shape change.
I have used the group transfer sop in the past and it was notoriously slow, but im not sure if that was just my setup. Is there a way to do this with maybe attributes or something.
Looking forward to hearing your feedback.
-andrew
Houdini Lounge » Character Animation...Blendshape, Lattice SOP speed??!!
- phrenzy84
- 249 posts
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edward
The lattice is going to be slow. I don't understand how you're using the lattice to reattach the head.
I'm sure you know of this method, although saying that i haven't seen it being mentioned on forums.
So for models that are mid to high resolution i want to break up the task as much a possible. Especially when it comes to the head (usually you will find the face has more geometry than the rest of the body). So minimizing the amount of points being evaluated is desirable.
Here is a screenshot of the process.
Full Rez Pic [lh6.googleusercontent.com] - Note the lattice settings
The full model on the left, the head with the blendshape split off from the body in the center and with the lattice, the shape aplied to original model via the lattice.
When displayed in the viewport, i only have the base head model and the various shapes passing through with the blendshapes. Then when all is done, a lattice will wrap those to the original model. It is quite a non-linear way to work because the original model is not altered. I will make a video if my explanation is a little too muddy.
Even when you convert all the shapes into edit nodes, the amount of points parsed is still very inefficient.
Ie The full base hitchcock model has around 43k points. The head alone has at least 20k points. (This is not crazy amount of geometry to work with, especially for a digital-double type of asset. I have a project on the shelf that im dreading bring into Houdini with double the detail. )
To have 40k points going through a blendshape node for something as small a change as an eye lid dart, or left lip lift is silly, especially if most of the blendshapes are going to be localized to the head. Regardless of converting the external files into edit sops, it is still 40k points being pushed into a blendshape when 50% isn't needed.
So picture a base head (split from the original) and all the morphs are sculpted and applied to that model. It evaluates much faster, and much smaller on disk. Then a lattice will apply the output of the blendshape to the original full body model.
Here is a the performance monitor of the process.
Full Rez Pic [lh6.googleusercontent.com]
Now imagine 80+ shapes for the face not to mention correctives.
Sadly this is far from what i wanted to talk about. The blendshape sop, is still very slow, 20k points should have such a noticeable effect on speed. Remember this video https://vimeo.com/28025808. [vimeo.com] The number made my mouth water and they were talking about geoemtry with a million points, removing groups, adding points etc. There has been a real difference from H11 to H12.5 but with the new geometry library this really needs to be looked at because I feel character animation is a lost opportunity when it comes to Houdini.
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