Hi, I would like to copy a line with a point jitter to points on a grid and randomize the seed value of the jitter per copy.
I've been able to randomize the scale of the jitter but can't get the seed to work, any help would be greatly appreciated!
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Technical Discussion » Random seed value per copy in for each loop
- decksounds
- 109 posts
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Technical Discussion » Kine FX rigging errors
- decksounds
- 109 posts
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Hi,
I've been trying to rig a character but it seems like this error keeps popping up on the bonecapturebiharmonic node:
Warning
Error in region “/obj/point_0”.
Warning
Error in region “/obj/point_0”.
Warning
Error in region “/obj/point_1”.
Warning
Error in region “/obj/point_1”.
Warning
Error in region “/obj/point_2”.
Warning
Error in region “/obj/point_2”.
Warning
Error in region “/obj/point_3”.
Warning
Error in region “/obj/point_3”.
Warning
Error in region “/obj/point_4”.
Warning
Error in region “/obj/point_4”.
Warning
Error in region “/obj/point_6”.
Warning
Error in region “/obj/point_6”.
Warning
Error in region “/obj/point_7”.
Warning
Error in region “/obj/point_7”.
Warning
Error in region “/obj/point_9”.
Warning
Error in region “/obj/point_9”.
Warning
Error in region “/obj/point_10”.
Warning
Error in region “/obj/point_10”.
Warning
Error in region “/obj/point_11”.
Warning
Error in region “/obj/point_11”.
Warning
Error in region “/obj/point_12”.
Warning
Error in region “/obj/point_12”.
Warning
Error in region “/obj/point_14”.
Warning
Error in region “/obj/point_14”.
Warning
Error in region “/obj/point_8”.
Warning
Error in region “/obj/point_8”.
Warning
Error in region “/obj/point_15”.
Warning
Error in region “/obj/point_15”.
Warning
Error in region “/obj/point_16”.
Warning
Error in region “/obj/point_16”.
Warning
Error in region “/obj/point_13”.
Warning
Error in region “/obj/point_13”.
Warning
Error in region “/obj/point_18”.
Warning
Error in region “/obj/point_18”.
Warning
Error in region “/obj/point_19”.
Warning
Error in region “/obj/point_19”.
Warning
Error in region “/obj/point_20”.
Warning
Error in region “/obj/point_20”.
Warning
Error in region “/obj/point_22”.
Warning
Error in region “/obj/point_22”.
Warning
– Too many errors, additional errors were suppressed. –
The only way to get rid of it so far has been to create the entire rig again. Is this because of adding or removing joints and is there anything I can do about it?
Thanks a lot!
I've been trying to rig a character but it seems like this error keeps popping up on the bonecapturebiharmonic node:
Warning
Error in region “/obj/point_0”.
Warning
Error in region “/obj/point_0”.
Warning
Error in region “/obj/point_1”.
Warning
Error in region “/obj/point_1”.
Warning
Error in region “/obj/point_2”.
Warning
Error in region “/obj/point_2”.
Warning
Error in region “/obj/point_3”.
Warning
Error in region “/obj/point_3”.
Warning
Error in region “/obj/point_4”.
Warning
Error in region “/obj/point_4”.
Warning
Error in region “/obj/point_6”.
Warning
Error in region “/obj/point_6”.
Warning
Error in region “/obj/point_7”.
Warning
Error in region “/obj/point_7”.
Warning
Error in region “/obj/point_9”.
Warning
Error in region “/obj/point_9”.
Warning
Error in region “/obj/point_10”.
Warning
Error in region “/obj/point_10”.
Warning
Error in region “/obj/point_11”.
Warning
Error in region “/obj/point_11”.
Warning
Error in region “/obj/point_12”.
Warning
Error in region “/obj/point_12”.
Warning
Error in region “/obj/point_14”.
Warning
Error in region “/obj/point_14”.
Warning
Error in region “/obj/point_8”.
Warning
Error in region “/obj/point_8”.
Warning
Error in region “/obj/point_15”.
Warning
Error in region “/obj/point_15”.
Warning
Error in region “/obj/point_16”.
Warning
Error in region “/obj/point_16”.
Warning
Error in region “/obj/point_13”.
Warning
Error in region “/obj/point_13”.
Warning
Error in region “/obj/point_18”.
Warning
Error in region “/obj/point_18”.
Warning
Error in region “/obj/point_19”.
Warning
Error in region “/obj/point_19”.
Warning
Error in region “/obj/point_20”.
Warning
Error in region “/obj/point_20”.
Warning
Error in region “/obj/point_22”.
Warning
Error in region “/obj/point_22”.
Warning
– Too many errors, additional errors were suppressed. –
The only way to get rid of it so far has been to create the entire rig again. Is this because of adding or removing joints and is there anything I can do about it?
Thanks a lot!
Technical Discussion » Why nodes switch to template mode when changing grp select?
- decksounds
- 109 posts
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This is something that I've never understood over the years, even after reading the documentation and no one really mentions it either.
Usually when I open a project up I can add to and change the group selection on a node but then eventually it starts locking me out so if I want to bevel an edge or whatever, I can't create the node and then select the edges after the fact in the group selection, but rather, I have to select the edges and then tab into the menu and add the node while the edges are selected.
This is really a pain and I can't find a rhyme or reason to why it happens only after a project has been open for a bit.
Thanks a lot!
Usually when I open a project up I can add to and change the group selection on a node but then eventually it starts locking me out so if I want to bevel an edge or whatever, I can't create the node and then select the edges after the fact in the group selection, but rather, I have to select the edges and then tab into the menu and add the node while the edges are selected.
This is really a pain and I can't find a rhyme or reason to why it happens only after a project has been open for a bit.
Thanks a lot!
Edited by decksounds - Oct. 30, 2020 09:30:33
Technical Discussion » How to get God rays with the viewport volumetric fog
- decksounds
- 109 posts
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twod
Distant lights aren't currently lighting the volumetric fog. To shadow properly they need cascading shadowmaps which haven't been implemented yet. Without shadowing the effect is pretty much DOA. I'm hoping to have implemented on an upcoming production build.
Instead, you can place a point light with no falloff attention a long way off from your scene.
Thanks a ton for letting me know! Cool stuff!
Edited by decksounds - Oct. 25, 2020 01:56:00
Technical Discussion » How to get God rays with the viewport volumetric fog
- decksounds
- 109 posts
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Hi, I'm able to get the fog to work but it doesn't seem to react to a direct light. Is there something other than the display settings that need to be changed?
Thanks!
Thanks!
Technical Discussion » Rizom Bridge Auto Cook not working
- decksounds
- 109 posts
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Technical Discussion » Rizom Bridge Auto Cook not working
- decksounds
- 109 posts
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Btw this is the model I am trying to uv. This is in substance painter, and you can see the smart masks are showing really bad seams because the Labs Auto UV result either gives me unacceptable seams or the whole mesh's uvs end up overlapping(all red in uv view mode) depending on the merge threshold/settings with not much of a happy medium. The rizom node does a great job but will only let me do one mesh at a time. There are so many parts to this model that I can't really see doing it manually if I don't have to.
Technical Discussion » Rizom Bridge Auto Cook not working
- decksounds
- 109 posts
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Is there a way to get the Rizom node to auto-cook? I'm trying to use it in a for each loop but can't get auto working.
Thanks!
Thanks!
Technical Discussion » HDA backwards compatibility question...
- decksounds
- 109 posts
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Thanks a lot for this reply, it took me some time to get to it with the holidays. I figured it would be something like that, now I know. Cheers!
Technical Discussion » HDA backwards compatibility question...
- decksounds
- 109 posts
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I recently opened up a few digital assets that I made a few months back and I used a lot of game-dev nodes. When I opened it up, initially, I got a few errors, and then when it cooked it was all sorts of wrong.
What is the typical way of dealing with this? Is there a way to bake the initial configuration into the tool or do I need to keep a build in order just to run it? Sorry if this more obvious than I'm making it out to be. Thanks
What is the typical way of dealing with this? Is there a way to bake the initial configuration into the tool or do I need to keep a build in order just to run it? Sorry if this more obvious than I'm making it out to be. Thanks
Technical Discussion » Possible to control parameters with midi CC controllers?
- decksounds
- 109 posts
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I like the idea for sure. I would also like to have just one knob that I can use to dial in settings for whatever field is active or whatever the mouse is hovering over. That would be slick.
Technical Discussion » Possible to control parameters with midi CC controllers?
- decksounds
- 109 posts
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Dazzer123Like Ableton Live!
Thanks!
Seems like some hoops will need to be jump through to get this working.
Unfortunately my Houdini chops (pun intended) are not up to speed yet but i've earmarked this to have a go at in the future.
Hopefully SideFX can implement this DAW style at some point in the future (right-click parameter, learn, move midi controller, job done).
Technical Discussion » What is the Houdini workflow for retopologizing cloth? Solution Found
- decksounds
- 109 posts
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Here are some renders showing the simulation vs. the one with sculpted details. Just one example of a reason that going through this may be worth it for some situations.
Edited by decksounds - Dec. 10, 2019 17:32:43
Technical Discussion » What is the Houdini workflow for retopologizing cloth? Solution Found
- decksounds
- 109 posts
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tamte
if you already have them aligned as flat planes
you can use Ray SOP in Min distance mode to store Prim Num Attribute and Prim UVW Attribute to quad version from tri
then use Attrib Interpolate SOP to get the P from world space tri version using those attributes
I think I understand but I am going to have to mess around with it before I wrap my head around how that would work. Thank you, that gives me something to try for sure.
danvenn
Thankyou for this, really useful information.
No problem, here is a small update… there were a few typos in my last post so if anyone gets errors from the “UV Transfer” node, you may have to dive in and change the “Connectivity” node at the start of the network (generate_an_attribute_per_shell). Uncheck the box “Use UV Connectivity” and then it shouldn't error out.
Also, if you start getting unwanted tris, bypass the “UV fuse” node at the end of the same network (UV Transfer)shown in the screenshot.
Edited by decksounds - Dec. 10, 2019 17:16:13
Technical Discussion » What is the Houdini workflow for retopologizing cloth? Solution Found
- decksounds
- 109 posts
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I was able to get fairly close to what I wanted using the method below. My issue now is trying to get the seams to line up with proper point count and placement of loops for welding the panels together. I remeshed for this but retopologizing the flat meshes manually would probably get things oriented properly.
I hope this helps someone out, and if anyone thinks of another way to deal with the welding issue I would greatly appreciate it!
Cheers.
Note: This is a Marvelous Designer import, which comes with nice uv's on the triangle output already. I want to preserve them on the retopologized mesh which can be done with the method below. It is similar to a frequently used process in Maya using attribute transfer.
First off, the goal was to go from something like this:
… to something like this:
And here are some screenshots to show how I set it up:
The flat-triangle mesh.
The flat-retopoligized mesh.
Here is the seam-issue
I hope this helps someone out, and if anyone thinks of another way to deal with the welding issue I would greatly appreciate it!
Cheers.
Note: This is a Marvelous Designer import, which comes with nice uv's on the triangle output already. I want to preserve them on the retopologized mesh which can be done with the method below. It is similar to a frequently used process in Maya using attribute transfer.
First off, the goal was to go from something like this:
… to something like this:
And here are some screenshots to show how I set it up:
The flat-triangle mesh.
The flat-retopoligized mesh.
Here is the seam-issue
Edited by decksounds - Dec. 9, 2019 17:27:45
Technical Discussion » What is the Houdini workflow for retopologizing cloth? Solution Found
- decksounds
- 109 posts
- Offline
I want to retopologize and subdivide my triangle mesh cloth with quads and clean uv's, for sculpting-in details in zbrush. I would like to retopologize my tri mesh while flat, and then transfer the point positions by uv. I've tried the uv transfer node to go from the flat tri mesh pattern to the flat-quad retopologized pattern with no luck. How would I go about doing this? Thanks!
Updating Original Post: I found the solution, and there were a few typos in my initial instructions. Please read through to see the corrections and let me know if anything isn't working as described.
Updating Original Post: I found the solution, and there were a few typos in my initial instructions. Please read through to see the corrections and let me know if anything isn't working as described.
Edited by decksounds - Dec. 10, 2019 16:57:18
Technical Discussion » Vellum/RBD necklace question
- decksounds
- 109 posts
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I have a question… is there a way to select particular copies from a copy and transform sop? For instance, if I wanted the beads in certain rows to be larger or whatever, can I group them somehow?
Edited by decksounds - Nov. 20, 2019 23:16:12
Technical Discussion » Vellum/RBD necklace question
- decksounds
- 109 posts
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Thanks a lot! I tried bullet but it kept turning my head mesh into a convex hull which wasn't working but rbd/soft constraints did the trick.
edit: The rdb thing actually didn't conform to the head model, the constraints were completely rigid… so I switched back to bullet and changed the collisions in the static object to concave and it worked.
Thanks for taking the time to help out, here's the result!
Also, here is a really good recent video (after screenshots) on constraint networks for anyone in the same boat as I am.
You can see in this example the rbd wasn't letting the constraints bend no matter what settings I used.
Bullet (constraints work fine)
edit: The rdb thing actually didn't conform to the head model, the constraints were completely rigid… so I switched back to bullet and changed the collisions in the static object to concave and it worked.
Thanks for taking the time to help out, here's the result!
Also, here is a really good recent video (after screenshots) on constraint networks for anyone in the same boat as I am.
You can see in this example the rbd wasn't letting the constraints bend no matter what settings I used.
Bullet (constraints work fine)
Edited by decksounds - Nov. 20, 2019 23:14:04
Technical Discussion » Vellum/RBD necklace question
- decksounds
- 109 posts
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I want to make a beaded necklace that conforms to my character. How can I attach rbd spheres (circle, sphere, copy to points) to the vellum string and have the beads interact with the string/collision objects? What would a basic setup look like? I've turned the spheres into a rigid body and tried attaching them to the string in the dop network with no luck. Sorry if this is stupid simple but I'm a modeler so please forgive me! I've watched most of the tutorials on vellum but can't really understand the path forward for this scenario.
Thanks to anyone that can help a brother out by pointing me in the right direction.
EDIT: I just discovered the granular strand/granular sheet tool! This seems to be what I'm looking for, but I'll have to figure out how to copy my instance “bead” geo to the grain positions.
Thanks to anyone that can help a brother out by pointing me in the right direction.
EDIT: I just discovered the granular strand/granular sheet tool! This seems to be what I'm looking for, but I'll have to figure out how to copy my instance “bead” geo to the grain positions.
Edited by decksounds - Nov. 19, 2019 16:38:35
Technical Discussion » COP2 Memory leaking!
- decksounds
- 109 posts
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I think I “sort of” figured it out. For some reason my viewport says there are 66 MILLION points, I assume the number comes from the 8192x8192 scale… but why is it turning a simple image into points in the viewport? I don't remember this behavior before.
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