Hi, I've attached a hip file and screenshot showing how you could also use some random attributes before the for-each loop.
Blue shows random attributes for corners, extrude height, crease weight.
Green shows depth, gap and height.
Rob
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Houdini Indie and Apprentice » How to make a random size rocky flowerpot
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- robsdesign
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Houdini Indie and Apprentice » per object "properties" window
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- robsdesign
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Ahh, I see what you mean. Even if you have two different panes (one for render, one for transform) both panes will switch when you change tabs. So +1 here too.
Houdini Indie and Apprentice » per object "properties" window
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- robsdesign
- 236 posts
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Hi, not sure if this is what you want but you can toggle the "Follow-selection" button. (see screenshot)
Houdini Indie and Apprentice » Copy to points and variants
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- robsdesign
- 236 posts
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Houdini Indie and Apprentice » Copy to points and variants
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- robsdesign
- 236 posts
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tamte
Didn't check the file, but you should be able to use Sort SOP and randomize point numbers and Enumerate SOP to create variant attrib from those point numbers
Randomized point numbers never repeat, it's like a shuffle
I'm probably not understanding or doing it correctly because that results in only variants 0 to 4 being used on each cluster.
ie. if I have 5 points and 12 variants to choose from...
5 points = variants 0,1,2,3,4 whereas I needed 5 points = variants 3,6,8,9,10 etc.
Houdini Indie and Apprentice » Copy to points and variants
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- robsdesign
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Thanks Enivob, I appreciate your help.
I have no clue about Python so I wouldn't have figured that out.

Houdini Indie and Apprentice » Copy to points and variants
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- robsdesign
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Hi, I'm using a copy-to-points and variants setup but would like "unique" variants. I've attached a hip file showing a rough example of what I'm trying to do. I've used colours as a visual aid but the actual project uses different geometry, not colours.
I have 12 variants and 12 "Clusters" and would like to choose 5 variants for each "Cluster" by using a seed.
Cluster 1 has repeated variant #7 which I don't want.
Cluster 2 has "unique" variants. (none are repeated)
Cluster 2 only works because that particular seed just happens to work. Rather than try random seeds to find working ones, I'd like to make sure there are no repeats, no matter what seed is used.
One option would be to use a working seed and shift each variant by 1,2,3 etc but I can't quite figure it out.
I'd appreciate any suggestions.
Rob
I have 12 variants and 12 "Clusters" and would like to choose 5 variants for each "Cluster" by using a seed.
Cluster 1 has repeated variant #7 which I don't want.
Cluster 2 has "unique" variants. (none are repeated)
Cluster 2 only works because that particular seed just happens to work. Rather than try random seeds to find working ones, I'd like to make sure there are no repeats, no matter what seed is used.
One option would be to use a working seed and shift each variant by 1,2,3 etc but I can't quite figure it out.
I'd appreciate any suggestions.
Rob
Technical Discussion » Redshift Material Setup Best Practices.
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- robsdesign
- 236 posts
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Hi, I find the easiest way is to use RS Material Builder. Any node you can use inside it is compatible with Redshift. ie if you try building a material outside it, you'll have access to *all* Houdini nodes, most of which won't work with Redshift. (which makes it harder to find/use/learn RS nodes)
If you are simply adding a texture set to the material, you might want to "edit parameter interface" of the RS Material Builder to promote parameters to the top level. This is also how you'd link the textures to OGL.
Rob
If you are simply adding a texture set to the material, you might want to "edit parameter interface" of the RS Material Builder to promote parameters to the top level. This is also how you'd link the textures to OGL.
Rob
Technical Discussion » Simple modelling question
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- robsdesign
- 236 posts
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Hi, I expect there are better methods but I've attached a hip file showing one way of doing it.
This uses a quad sphere (or you can use the Labs sphere generator). I've manually selected edges to straighten, inset a group for the cut and extruded inward. Use a fine bevel to sharpen edges and use subdivide for the rounded corners. Slide points near the corner to alter the roundness.
Rob
This uses a quad sphere (or you can use the Labs sphere generator). I've manually selected edges to straighten, inset a group for the cut and extruded inward. Use a fine bevel to sharpen edges and use subdivide for the rounded corners. Slide points near the corner to alter the roundness.
Rob
Houdini Indie and Apprentice » Color Settings OCIO not available
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- robsdesign
- 236 posts
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Hi, when Redshift moved to ACES, they added the related settings inside the camera options (see screenshot). Any old cameras won't have these settings so you need to either replace them with new cameras or use the Redshift shelf tool "CamParms" on the old camera.
Rob
Rob
Houdini Indie and Apprentice » Weird Material Fracture Artifacts
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- robsdesign
- 236 posts
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Hi, I had a quick look at this and found the following;
- You have some reversed normals.
- The fracture seems to work better if you have quads instead of triangles.
I've attached a hip file which doesn't fix it completely but points in the right direction;
- You can correct the normals on the reversed geometries by doing it in Blender or by using a Reverse SOP in Houdini. (The latter can probably be done procedurally)
- If you have quads in Blender, try to export as quads. (if not, you can try a dissolve sop)
Note: The base of the model still has a broken area caused by the fracture. However, if you delete everything apart from the base and apply a fracture, it works. This suggests there are still issues with the mesh. (Hence this is not a complete fix)
Rob
- You have some reversed normals.
- The fracture seems to work better if you have quads instead of triangles.
I've attached a hip file which doesn't fix it completely but points in the right direction;
- You can correct the normals on the reversed geometries by doing it in Blender or by using a Reverse SOP in Houdini. (The latter can probably be done procedurally)
- If you have quads in Blender, try to export as quads. (if not, you can try a dissolve sop)
Note: The base of the model still has a broken area caused by the fracture. However, if you delete everything apart from the base and apply a fracture, it works. This suggests there are still issues with the mesh. (Hence this is not a complete fix)
Rob
Houdini Lounge » Obj merging hair: should it work?
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- robsdesign
- 236 posts
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It might be worth checking on the Redshift forum because of the new hair shader as this could be a (another) potential bug.
ie. Testing your sample scene, checking/unchecking match thickness isn't visibly doing anything whereas something should be happening. If the original looks correct in Mantra but not Redshift, this would be the first setting I'd check as the thickness is what looks different (to me) between your two original renders. (and is *supposed* to be the main difference between Redshift/Mantra hair)
As a quick test, does doubling the hair thickness give correct results?
ie. Testing your sample scene, checking/unchecking match thickness isn't visibly doing anything whereas something should be happening. If the original looks correct in Mantra but not Redshift, this would be the first setting I'd check as the thickness is what looks different (to me) between your two original renders. (and is *supposed* to be the main difference between Redshift/Mantra hair)
As a quick test, does doubling the hair thickness give correct results?
Houdini Lounge » Obj merging hair: should it work?
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- robsdesign
- 236 posts
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Hi, when rendering hair using Redshift, I would avoid merging hair with a "head" because Render Polygons as Hair will usually try to render the "head" as hair. The different look you can see could be caused by this or the hair width/thickness which Houdini and Redshift treat differently. ie. Houdini = radius, Redshift = width/diameter (or visa versa, I can't remember). This is what Match Houdini/Mantra Hair Thickness is for.
Rob
Rob
Houdini Engine for Unity » Point Attributes for Facial Capture?
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- robsdesign
- 236 posts
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Thanks for your help and the link. It's a starting point that I can pass on to the developer.
Houdini Engine for Unity » Point Attributes for Facial Capture?
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- robsdesign
- 236 posts
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I've attached an example that shows Point Attributes on a FBX import. I maybe misunderstanding something but it seems like the Point Attributes are saved to FBX but Unity (and perhaps anything other than Houdini) can't read them from a FBX?
Houdini Engine for Unity » Point Attributes for Facial Capture?
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- robsdesign
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That's a bit confusing, I assumed that the point attributes were exported as part of the FBX file. ie. If I export as FBX and re-import the FBX into Houdini, the point attributes are still there.
Houdini Engine for Unity » Point Attributes for Facial Capture?
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- robsdesign
- 236 posts
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Thanks for your response, I appreciate your time. There is only so much information I can share so I may have been a bit too vague with my description.
To clarify, I can't use HDA or Houdini Engine because of Indie Licensing so everything has to be in FBX anyway. My question is related to Houdini+Unity, rather than Houdini Engine itself.
I'm assuming there are two main methods of driving facial animation via tracking in Unity;
1) Bone rig
2) Blendshapes
I'm guessing that what I've suggested is a 3rd method which doesn't exist (yet?) and will need "complex custom integration".
Can Unity read Point Attributes from a FBX file and if so, where are they displayed in Unity? If I can show the developer the Point Attributes in Unity, maybe they can use it as a starting point to figure out the "complex custom integration".
Rob
To clarify, I can't use HDA or Houdini Engine because of Indie Licensing so everything has to be in FBX anyway. My question is related to Houdini+Unity, rather than Houdini Engine itself.
I'm assuming there are two main methods of driving facial animation via tracking in Unity;
1) Bone rig
2) Blendshapes
I'm guessing that what I've suggested is a 3rd method which doesn't exist (yet?) and will need "complex custom integration".
Can Unity read Point Attributes from a FBX file and if so, where are they displayed in Unity? If I can show the developer the Point Attributes in Unity, maybe they can use it as a starting point to figure out the "complex custom integration".
Rob
Houdini Engine for Unity » Point Attributes for Facial Capture?
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- robsdesign
- 236 posts
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Hi, I'm working on a model to be used in Unity and have a question regarding attributes.
As a quick overview:
- A 3d face will be used with facial capture via Unity.
- I'm creating and exporting the face as an FBX with "Morph" blendshapes.
- There's been a change of plan and the developer now wants me to also create blendshapes of facial expressions.
- I've suggested using Point Attributes instead of blendshapes but the developer doesn't understand what Point Attributes are and I don't use Unity or know how he is doing the facial capture. (language/software barrier)
The question is... Can point attributes be used for facial capture in Unity? ie. Can a "Mouth_Corner" attribute be "linked" to the corner of a mouth on a human face via Unity for facial capture? If so, can anyone provide any information/links I can send to the developer to help explain?
Note: Due to licensing, FBX is the method of choice. I've posted this in the Engine forum as I think asking Houdini+Unity users is more relevant than just asking one or the other.
Rob
As a quick overview:
- A 3d face will be used with facial capture via Unity.
- I'm creating and exporting the face as an FBX with "Morph" blendshapes.
- There's been a change of plan and the developer now wants me to also create blendshapes of facial expressions.
- I've suggested using Point Attributes instead of blendshapes but the developer doesn't understand what Point Attributes are and I don't use Unity or know how he is doing the facial capture. (language/software barrier)
The question is... Can point attributes be used for facial capture in Unity? ie. Can a "Mouth_Corner" attribute be "linked" to the corner of a mouth on a human face via Unity for facial capture? If so, can anyone provide any information/links I can send to the developer to help explain?
Note: Due to licensing, FBX is the method of choice. I've posted this in the Engine forum as I think asking Houdini+Unity users is more relevant than just asking one or the other.
Rob
Technical Discussion » Uv pelt crash on ringed Geo
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- robsdesign
- 236 posts
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I re-opened the file and now it doesn't crash on the uv_project, only on the pelt. Anyway... the fuse fixes that scenario but not on the grid so it does look like a bug with pelt to me.
Technical Discussion » Uv pelt crash on ringed Geo
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- robsdesign
- 236 posts
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Hi, it looks like it crashes on the UV Project, before it gets to the UV Pelt.
If you look at the full_ring Planar Patch, it's no longer a ring and has "filled in" the hole (aka a circle). If you reduce the Open Arc to 359, you'll see it returns to a ring shape and it's those overlapping seams that are causing the crash.
If you append a fuse after the Planar Patch, it should work. (see attached)
Not sure if it's a bug/limitation with Planar Patch or a bug with UV project.
Rob
If you look at the full_ring Planar Patch, it's no longer a ring and has "filled in" the hole (aka a circle). If you reduce the Open Arc to 359, you'll see it returns to a ring shape and it's those overlapping seams that are causing the crash.
If you append a fuse after the Planar Patch, it should work. (see attached)
Not sure if it's a bug/limitation with Planar Patch or a bug with UV project.
Rob
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