@johm
I get relatively large, irregular gaps without using the offset. Strange, right? I suspect it is because of the geometry that I “fracture”.
However, I am reasonably sure this counts as a bug in the vornoi fracture method.
Currently I deal with the issue by raying the pieces onto the original geo (at minimal distance), then fusing them, then selecting border-edges and fusing those at larger distance.
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Technical Discussion » Vornoi fracture gaps
- DASD
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Houdini Engine for Maya » Maya 2016 Houdini Engine problem with NURBS curve input
- DASD
- 453 posts
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Houdini Engine for Maya » Maya 2016 Houdini Engine problem with NURBS curve input
- DASD
- 453 posts
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Technical Discussion » Vornoi fracture gaps
- DASD
- 453 posts
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Thank you NimaNolan, but that is not the problem. I just want the pattern that the vornoi pieces make as cuts on my geometry.
Technical Discussion » Vornoi fracture gaps
- DASD
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I scatter a few hundred points on the surface of a concave low-poly air-tight mesh and fracture that with vornoi fracture for the purpose of getting interesting patterns on the surface of the mesh. (I do not generate the inside mesh). To further process the result I want to turn all pieces into one air-tight mesh again.
The issue that I face is that there are huge gaps between the pieces. The fuse node always messes things up even more. It fuses points on the same pieces instead of fusing points with the neighbouring pieces, because the gaps are larger than the distances between points on individual pieces. I even tried raying the fractured object onto the original and had roughly the same result. Playing with the cut-offset made matters only worse.
1. Is there a better way to cut a vornoi pattern into a (3D) mesh? A method where nothing gets separated in the first place?
2. How do you avoid creating such gaps in the first place? I would imagine this causes huge issues when the intention is to prefracture an object and you realize that the object looks broken before the pieces separate.
3. The issue does not occur so much on 2D geometry. I considered turning the UVs into a mesh, fracturing that and turning the result back into a 3D mesh, but how would I match the pieces along the UV seams?
The issue that I face is that there are huge gaps between the pieces. The fuse node always messes things up even more. It fuses points on the same pieces instead of fusing points with the neighbouring pieces, because the gaps are larger than the distances between points on individual pieces. I even tried raying the fractured object onto the original and had roughly the same result. Playing with the cut-offset made matters only worse.
1. Is there a better way to cut a vornoi pattern into a (3D) mesh? A method where nothing gets separated in the first place?
2. How do you avoid creating such gaps in the first place? I would imagine this causes huge issues when the intention is to prefracture an object and you realize that the object looks broken before the pieces separate.
3. The issue does not occur so much on 2D geometry. I considered turning the UVs into a mesh, fracturing that and turning the result back into a 3D mesh, but how would I match the pieces along the UV seams?
3rd Party » qLib - an open source asset library for Houdini
- DASD
- 453 posts
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Thanks!
In the end I did it like they suggested:
In git terminal enter the following lines (and press enter after each):
cd PLACE/TO/INSTALL
git clone https://github.com/qLab/qLib.git [github.com]
And add the following lines to houdini.env file:
QLIB=PLACE/TO/INSTALL/qLib/otls
HOUDINI_OTLSCAN_PATH=@/otls;$QLIB/base;$QLIB/future;$QLIB/experimental
With the following lines I get git to update the files:
$ cd qLib
$ git pull
In the end I did it like they suggested:
In git terminal enter the following lines (and press enter after each):
cd PLACE/TO/INSTALL
git clone https://github.com/qLab/qLib.git [github.com]
And add the following lines to houdini.env file:
QLIB=PLACE/TO/INSTALL/qLib/otls
HOUDINI_OTLSCAN_PATH=@/otls;$QLIB/base;$QLIB/future;$QLIB/experimental
With the following lines I get git to update the files:
$ cd qLib
$ git pull
Technical Discussion » Questions about dynamic UI generation
- DASD
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1. I was wondering how I could build a float or integer UI slider (for a HDA) that has a different range, based on script and or nodes inside the HDA.
(So for example, if a geo inside my HDA has 5 primitives, the slider goes from 0 to 4, but not higher. And if the geo randomly has 6 primitives instead, the slider goes from 0 to 5, but not higher.)
2. Similarly I was wondering how to expand this concept to whole folder structures of parameters. For example, the user inputs a NURBS curve of arbitrary lenght and the UI creates 3 different vector 3 parameters (like pos, N and up) for each control vertex on the Curve.
3. In the scenario described in question 2: Would I be able to create the initial values of these vectors from the input and then feed that back into the procedure if the user makes changes to these parameters (or the original curve)?
And would that be possible to do in real-time?
4. My guess is this stuff would only work via python scripting and certainly not with Houdini Engine… Am I wrong?
5. Is there any considertion to make parameters more scriptable? Like, for example, the option to put expression functions into the upper and lower limit fields of a float or integer slider.
(So for example, if a geo inside my HDA has 5 primitives, the slider goes from 0 to 4, but not higher. And if the geo randomly has 6 primitives instead, the slider goes from 0 to 5, but not higher.)
2. Similarly I was wondering how to expand this concept to whole folder structures of parameters. For example, the user inputs a NURBS curve of arbitrary lenght and the UI creates 3 different vector 3 parameters (like pos, N and up) for each control vertex on the Curve.
3. In the scenario described in question 2: Would I be able to create the initial values of these vectors from the input and then feed that back into the procedure if the user makes changes to these parameters (or the original curve)?
And would that be possible to do in real-time?
4. My guess is this stuff would only work via python scripting and certainly not with Houdini Engine… Am I wrong?
5. Is there any considertion to make parameters more scriptable? Like, for example, the option to put expression functions into the upper and lower limit fields of a float or integer slider.
Technical Discussion » new vs old foreach
- DASD
- 453 posts
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I think a lot of this stuff would become much more obvious if there were example files for all cases. (I guess you are working on that already.)
Houdini Engine for Maya » Maya 2016's Evaluation Mode
- DASD
- 453 posts
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Technical Discussion » H15 - saving HDAs does not seem to work properly [solved]
- DASD
- 453 posts
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I was running 15.0.297 Indie. I am now trying 15.0.307 and it seems to work fine.
Thanks for trying to help me solve this, everyone.
Thanks for trying to help me solve this, everyone.
Technical Discussion » H15 - saving HDAs does not seem to work properly [solved]
- DASD
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Again, the only thing that works is:
RMB -> Type properties , click apply and accept
But the proper method (RMB -> Save node Type) does nothing. I will try updating to a newer daily build in the weekend.
RMB -> Type properties , click apply and accept
But the proper method (RMB -> Save node Type) does nothing. I will try updating to a newer daily build in the weekend.
Technical Discussion » H15 - saving HDAs does not seem to work properly [solved]
- DASD
- 453 posts
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@MikePaixao
Tried that, it didn't work. Also tried making a new scene and installing the HDA there. That didn't work either.
Tried that, it didn't work. Also tried making a new scene and installing the HDA there. That didn't work either.
Houdini Engine for Maya » Maya 2016 Houdini Engine problem with NURBS curve input
- DASD
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I am trying to make a simple “instance along curve” kind of HDA for Maya 2016 Houdini Engine and it seems that I cannot get the NURBs curve in.
I create a NURBs cuve in Maya, plug it in the HDA, create a polygon box and plug that into the HDA and nothing shows up. When I send the scene to Houdini for debugging, there are no points on the curve that I plugged in.
Can someone please test this? It feels an awful lot like a bug in Maya 2016 to me. Or maybe I fail at creating the right type of NUBRS curve? Or maybe I plug stuff into the wrong inputs.
I create a NURBs cuve in Maya, plug it in the HDA, create a polygon box and plug that into the HDA and nothing shows up. When I send the scene to Houdini for debugging, there are no points on the curve that I plugged in.
Can someone please test this? It feels an awful lot like a bug in Maya 2016 to me. Or maybe I fail at creating the right type of NUBRS curve? Or maybe I plug stuff into the wrong inputs.
Technical Discussion » H15 - saving HDAs does not seem to work properly [solved]
- DASD
- 453 posts
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I feel really stupid now, but it's still not working. So here's what I tried to do:
1. Create digital asset.
2. Delete it and re-create it from TAB menu (to try and work with it, like I would in a different file)
3. RMB -> Allow editing of contents.
4. Edit stuff inside the HDA
5. RMB -> Save node Type
6. Create the Digital Asset from Tab menu -> It does not have any of the changes from step 4.
Alternative:
5b. RMB -> Type properties , click apply and accept
6. Create the Digital Asset from Tab menu -> New asset has changes from step 5b
Note: When I do step 3, it always becomes “Not synchronized with definition”. But how else can I change the HDA?
So what am I missing?
1. Create digital asset.
2. Delete it and re-create it from TAB menu (to try and work with it, like I would in a different file)
3. RMB -> Allow editing of contents.
4. Edit stuff inside the HDA
5. RMB -> Save node Type
6. Create the Digital Asset from Tab menu -> It does not have any of the changes from step 4.
Alternative:
5b. RMB -> Type properties , click apply and accept
6. Create the Digital Asset from Tab menu -> New asset has changes from step 5b
Note: When I do step 3, it always becomes “Not synchronized with definition”. But how else can I change the HDA?
So what am I missing?
Technical Discussion » H15 - saving HDAs does not seem to work properly [solved]
- DASD
- 453 posts
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Well that is my issue:
Save Node Type does not save the changes to the hda definition. And I have this issue on two different computers. I feel like I'm doing something wrong, or this is some kind of bug.
Save Node Type does not save the changes to the hda definition. And I have this issue on two different computers. I feel like I'm doing something wrong, or this is some kind of bug.
Technical Discussion » H15 - saving HDAs does not seem to work properly [solved]
- DASD
- 453 posts
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As far as I remember, in H14 it used to be that when you right-click on an HDA and select “save node type”, the HDA would save all changes and turn blue.
Now in H15 I am creating HDAs (with the .hdalc extension) and the “save node type” option seems to do nothing at all.
Is this intentional? Is there an option to get the old behavior?
Now in H15 I am creating HDAs (with the .hdalc extension) and the “save node type” option seems to do nothing at all.
Is this intentional? Is there an option to get the old behavior?
Edited by - Nov. 27, 2015 16:04:16
Houdini Engine for Unreal » How to assign multiple materials to the same object
- DASD
- 453 posts
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My guess is that it does not like that you feed objects into each other. Try putting it all into one object node.
Houdini Engine for Unreal » Do Engine-baked blueprints need Houdini Engine to work?
- DASD
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So, I did some extensive testing and here is my main finding:
For blueprint transfer to work, you need to copy the folder hierarchy and folder naming. Essentially the instance blueprint seems to work with absolute paths within Unreal when it is looking for the meshes that it will instance.
I am also reasonably sure that I had to add a parameter to my HDA (a parameter that I didn't even use) so that instancing via Houdini Engine works at all.
For blueprint transfer to work, you need to copy the folder hierarchy and folder naming. Essentially the instance blueprint seems to work with absolute paths within Unreal when it is looking for the meshes that it will instance.
I am also reasonably sure that I had to add a parameter to my HDA (a parameter that I didn't even use) so that instancing via Houdini Engine works at all.
3rd Party » qLib - an open source asset library for Houdini
- DASD
- 453 posts
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Awesome stuff, thanks to everyone involved!
What's the best way to install this on a Windows machine?
What's the best way to install this on a Windows machine?
Technical Discussion » Basic questions about H15 texture baking tools
- DASD
- 453 posts
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I find the documentation for the baketexture rop (Houdini 15) a bit lacking in detail. Here's a few things that I am curious about:
1. How do I use the baketexture shader? - Currently I use the baketexture ROP and it seems to work - At least for a Displacement map bake.
It seems to work without the baketexture shader. What's the intend here? What's the right way to set things up?
2. Can I use a cage for shooting the rays?
3. Can I change some kind of tolerance so high-res geometry that intersects with low-res geometry gets fully rendered?
Or does the low-res baking object always have to be smaller than the high-res?
- Note: It would be very bad if the low-res has to always be smaller than the high-res, because usually the goal is to minimize the difference in mesh(-size) between the two and simply inflating the high-res before the bake won't work properly for complex meshes.
- Note 2: Assuming that there is currently no such tolerance value: I saw that the baking process can determine areas where the high-res falls below the low-res. That information could drive where the tolerance is applied for a perfect result. The only way that would break is if the high-res had a hole in the area or was outside the ray-cage. In any case, it seems like a better result could be achieved without much effort.
4. Can I bake out a point/primitive/vertex attribute (like color, or curvature) with the new baking tools? (If not, what is the simplest alternative?)
1. How do I use the baketexture shader? - Currently I use the baketexture ROP and it seems to work - At least for a Displacement map bake.
It seems to work without the baketexture shader. What's the intend here? What's the right way to set things up?
2. Can I use a cage for shooting the rays?
3. Can I change some kind of tolerance so high-res geometry that intersects with low-res geometry gets fully rendered?
Or does the low-res baking object always have to be smaller than the high-res?
- Note: It would be very bad if the low-res has to always be smaller than the high-res, because usually the goal is to minimize the difference in mesh(-size) between the two and simply inflating the high-res before the bake won't work properly for complex meshes.
- Note 2: Assuming that there is currently no such tolerance value: I saw that the baking process can determine areas where the high-res falls below the low-res. That information could drive where the tolerance is applied for a perfect result. The only way that would break is if the high-res had a hole in the area or was outside the ray-cage. In any case, it seems like a better result could be achieved without much effort.
4. Can I bake out a point/primitive/vertex attribute (like color, or curvature) with the new baking tools? (If not, what is the simplest alternative?)
Edited by - Dec. 3, 2015 16:49:22
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