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Technical Discussion » Houdini -> Maya, faster than FBX-cache solution?
- xtimmyx
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Well, I've kinda solved the export issue now. I'm making a polygon object of all the curves, retaining the vertex numbering. This exports very fast and playbacks well in Maya. Now the only thing left is to find a way in Maya to deform the existing curves with this geometry. Which might prove a bit more challenging. But that is a whole other story completely.
Technical Discussion » Curves from polygon
- xtimmyx
- 166 posts
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Perfect, just what I needed!
I was on the trail. I was almost finished writing a Python script setting it all up with “By Pattern” but this is way better. Thanks!
I was on the trail. I was almost finished writing a Python script setting it all up with “By Pattern” but this is way better. Thanks!
Technical Discussion » Curves from polygon
- xtimmyx
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I have a polygon which I would like to build some curves from, but I can't really figure out a good way to do it.
Example:
I have a polygon with 45 points.
I'd like to procedurally convert point 0-14, 15-29, 30-44 into three nurbs curves.
Which is the best way to achieve that? And as fast as possible since I intend on constructing at least a couple of thousands of curves.
Example:
I have a polygon with 45 points.
I'd like to procedurally convert point 0-14, 15-29, 30-44 into three nurbs curves.
Which is the best way to achieve that? And as fast as possible since I intend on constructing at least a couple of thousands of curves.
Technical Discussion » Houdini -> Maya, faster than FBX-cache solution?
- xtimmyx
- 166 posts
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Wow, MDD sure sounds interesting. Weird that I've missed it before. I'll give it a go later. However as far as I could see the workflow with MDD isn't exactly ideal for lots of objects. But I'll soon find out.
I posted a scene similar to my other scene for you to test with. However I suspect that the problem is that there is just too many objects.
The scene was 34mb if I use my setup so I've attached the script which constructs it. Just run the script and select “Fast feedback, slow separation”.
I posted a scene similar to my other scene for you to test with. However I suspect that the problem is that there is just too many objects.
The scene was 34mb if I use my setup so I've attached the script which constructs it. Just run the script and select “Fast feedback, slow separation”.
Technical Discussion » Houdini -> Maya, faster than FBX-cache solution?
- xtimmyx
- 166 posts
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I'm developing a hair dynamics simulation system within Houdini which imports guide curves from Maya, simulates them in Houdini and then spits them back to Maya cached.
However, in my not so successful stress test I did tonight, exporting an FBX with 3.000 curves with 9 points each, and 300 frames is not yet complete after 14 hours.
Cacheing the geometry in Houdiini to *.bgeo-files takes about a minute, and that stores more data than the cache files, so I don't see why it would have to take so long. And the same geometry exported from Maya is also significantly faster.
Is anybody aware of a way to get the curves from Houdini back to Maya in a more efficient way? Perhaps another cache system?
The topology and naming of the curves is the same, so preferable would be to only export the cache and apply it to the existing curves in Maya.
However, in my not so successful stress test I did tonight, exporting an FBX with 3.000 curves with 9 points each, and 300 frames is not yet complete after 14 hours.
Cacheing the geometry in Houdiini to *.bgeo-files takes about a minute, and that stores more data than the cache files, so I don't see why it would have to take so long. And the same geometry exported from Maya is also significantly faster.
Is anybody aware of a way to get the curves from Houdini back to Maya in a more efficient way? Perhaps another cache system?
The topology and naming of the curves is the same, so preferable would be to only export the cache and apply it to the existing curves in Maya.
Technical Discussion » Shaping pyro effects
- xtimmyx
- 166 posts
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I'm not very into fluids but I'd probably do it with particles since I find them much more controllable. But then again that might be since I'm no fluid expert.
Technical Discussion » Displacement of geometry
- xtimmyx
- 166 posts
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Hi,
If I understand you correctly that can quite easily be achieved with a VOP Sop.
I've attached a simple scene with a VOP which displaces the R channel of an image in the Y direction.
If I understand you correctly that can quite easily be achieved with a VOP Sop.
I've attached a simple scene with a VOP which displaces the R channel of an image in the Y direction.
Work in Progress » houdini Crowd
- xtimmyx
- 166 posts
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Work in Progress » houdini Crowd
- xtimmyx
- 166 posts
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A couple of months ago I made a crowd system in Houdini for use in a commercial. And I used almost the exact approach as you've done on yours as far as I can see and remember.
I used FBX-imported geometry with geometry cache from Maya. Offset of speed and animation in in CHOP's and copied them onto a bunch of particles with stamping.
We used two different models for each instance depending on the distance from camera. The reading and modifying of all the CHOP curves is as far as I've noticed the big time consumer, which we solved by just having the instances of the models in the front with the full-res model. As you point out since its three curves per point, the point number is really crucial to that approach.
One thing which might help, although I'm not sure. Is to save out the geometry caches to *.chan-files. Perhaps those are faster for Houidini to read.
Regarding the file size of your scene, I suspect that the imported geometries and caches are baked into the scene file which perhaps isn't necessary. Try unlocking your file nodes in your FBX-geometry and in your CHOP network.
Sadly I don't really remember if there were any magic tricks to getting it to run faster. But one hour seems a bit extreme. We had close to 15.000 instances and it never took longer than 5 minutes to compute the geometry as far as I can remember. But our geometry was probably not near as intense.
We were thinking of using some kind of low-res geometry as a deformer and similar just to decrease the point count in CHOP's but in the end we've made it with just brute force.
Here's the finished film by the way if you're interested:
http://www.youtube.com/watch?v=FzKgURH82_E [youtube.com]
I used FBX-imported geometry with geometry cache from Maya. Offset of speed and animation in in CHOP's and copied them onto a bunch of particles with stamping.
We used two different models for each instance depending on the distance from camera. The reading and modifying of all the CHOP curves is as far as I've noticed the big time consumer, which we solved by just having the instances of the models in the front with the full-res model. As you point out since its three curves per point, the point number is really crucial to that approach.
One thing which might help, although I'm not sure. Is to save out the geometry caches to *.chan-files. Perhaps those are faster for Houidini to read.
Regarding the file size of your scene, I suspect that the imported geometries and caches are baked into the scene file which perhaps isn't necessary. Try unlocking your file nodes in your FBX-geometry and in your CHOP network.
Sadly I don't really remember if there were any magic tricks to getting it to run faster. But one hour seems a bit extreme. We had close to 15.000 instances and it never took longer than 5 minutes to compute the geometry as far as I can remember. But our geometry was probably not near as intense.
We were thinking of using some kind of low-res geometry as a deformer and similar just to decrease the point count in CHOP's but in the end we've made it with just brute force.
Here's the finished film by the way if you're interested:
http://www.youtube.com/watch?v=FzKgURH82_E [youtube.com]
Houdini Indie and Apprentice » middle mouse click on a mac
- xtimmyx
- 166 posts
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CMD-Click works in some cases. Not in Houdini however. As far as I know you need a mouse with a middle mouse button.
Technical Discussion » Geometry level sticky
- xtimmyx
- 166 posts
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Technical Discussion » Geometry level sticky
- xtimmyx
- 166 posts
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derrick
Would computing a local transform for each point of on the skin and then applying it to each hair work? Here's a simple HDA for doing this. It uses animated and rest skin as inputs and assumes a simple mapping from point numbers on hairs to the corresponding point on the skin. You can then use a Wire Glue Constraint DOP or simply create a point attribute called “gluetoanimation” set to one for points you wish to constrain and zero for unconstrained points.
Nice! That one seems to do exactly what I want. However I can't seem to get an accurate result with it. I've posted an example scene for you to look at. It seems to work quite well but their not perfectly pinned to the deforming skin.
Technical Discussion » Geometry level sticky
- xtimmyx
- 166 posts
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kahuna031
You want the wireglueconstraint DOP. There's a good demo of it in the help.
Thanks, however, to get the wireglueconstraint DOP to work the curves need to already follow the deforming surface as far as I can tell.Which mine are not.
In the example in the help, lines are copied onto the geometry and therefore follow it in SOP as well.
My curves are only lined up to the geometry on the first frame.
Technical Discussion » Geometry level sticky
- xtimmyx
- 166 posts
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To clarify:
I have couple of curves, each with its first point at the same position as a point on a deforming geometry. I would like to have the curves translating/rotating according the the position and normal of the point on the deforming geometry which they are positioned on.
I have couple of curves, each with its first point at the same position as a point on a deforming geometry. I would like to have the curves translating/rotating according the the position and normal of the point on the deforming geometry which they are positioned on.
Technical Discussion » Geometry level sticky
- xtimmyx
- 166 posts
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I'm trying out Houdini's wire solver for solving guide hairs imported from Maya. What I would need is a way to pin those curves to the geometry which they are stuck to on frame one. And aligning the curve to the point normal.
Just like if I would use Copy SOP with a line onto deforming geometry. However in this case I already have the curves, and they are positioned their vertex from the beginning.
Does anybody have a smart way of achieving this? I have a way that might work but unfortunately probably is a bit computational intense.
Just like if I would use Copy SOP with a line onto deforming geometry. However in this case I already have the curves, and they are positioned their vertex from the beginning.
Does anybody have a smart way of achieving this? I have a way that might work but unfortunately probably is a bit computational intense.
Houdini Lounge » changing particles color
- xtimmyx
- 166 posts
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I'm not certain but I think you might find some help in this tutorial:
http://www.sidefx.com/index.php?option=com_content&task=view&id=1423&Itemid=132 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1423&Itemid=132 [sidefx.com]
Technical Discussion » Particle Interaction
- xtimmyx
- 166 posts
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Hmm, weird. It works for me, but perhaps we're thinking of two different things. Anyway I've uploaded my test scene. Their radius is just basically their Z position multiplied with the time.
Technical Discussion » Particle Interaction
- xtimmyx
- 166 posts
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Couldn't you just type the their radius attribute in the radius parameter on the Interact POP?
Create an attribute, “particleradius” for example, then just use $PARTICLERADIUS in the radius paramter?
Perhaps that is what you've already tried and I've misunderstood you but that should work as far as I know.
Create an attribute, “particleradius” for example, then just use $PARTICLERADIUS in the radius paramter?
Perhaps that is what you've already tried and I've misunderstood you but that should work as far as I know.
Technical Discussion » Saving and exporting .obj
- xtimmyx
- 166 posts
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aplink
Hello,
One Simple quesion -
How can i save models as .obj and export it to photoshop to paint it.
Thanks.
Steve
Five simple answers.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16973&highlight=export+obj [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=11155&highlight=export+obj [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=10405&highlight=export+obj [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=10000&highlight=export+obj [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=2135&highlight=export+obj [sidefx.com]
Technical Discussion » Particle Stick and Cling
- xtimmyx
- 166 posts
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Hi, thanks for the reply.
However that approach I've tried and it gets me quite near what I want. However I'm more interested in sticking the particles to the geometry and them letting them go than to slide them.
When using slide they seem to have a little problem with staying still on the geometry.
However that approach I've tried and it gets me quite near what I want. However I'm more interested in sticking the particles to the geometry and them letting them go than to slide them.
When using slide they seem to have a little problem with staying still on the geometry.
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