Now of course I get it to work just after posting..
For posterity, I write .geo to stdout.
Next, making the importer robust…
eetu.
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Technical Discussion » GEOio import format
- eetu
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Technical Discussion » GEOio import format
- eetu
- 606 posts
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Hullo,
I'm working on a lightwave/modo (.lwo) geometry importer, and I'm a bit unsure of how the GEOio mechanism works.
- Should the importer write to stdout, or should it write to stdout.bgeo? The text says stdout, but why then are the converters passed “stdout.bgeo” as a second argument?
- Can the importer write .geo or does it have to be .bgeo? Again the text says “.geo/.bgeo” but I'd like to be sure.
My commandline converter creates valid .geo, but I can't get it to work through GEOio - trying to narrow down the possible problems here
eetu.
I'm working on a lightwave/modo (.lwo) geometry importer, and I'm a bit unsure of how the GEOio mechanism works.
- Should the importer write to stdout, or should it write to stdout.bgeo? The text says stdout, but why then are the converters passed “stdout.bgeo” as a second argument?
- Can the importer write .geo or does it have to be .bgeo? Again the text says “.geo/.bgeo” but I'd like to be sure.
My commandline converter creates valid .geo, but I can't get it to work through GEOio - trying to narrow down the possible problems here
eetu.
Technical Discussion » Subdivs borked between .155 and .156 ?
- eetu
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Hello,
seems to me there's some grave problems with subdivision surfaces in the latest build.
New scene, drop down a box and a spotlight, tick ‘render polygons as subdivision surfaces’
9.1.155: a nice ball
9.1.156: nothing
eetu.
seems to me there's some grave problems with subdivision surfaces in the latest build.
New scene, drop down a box and a spotlight, tick ‘render polygons as subdivision surfaces’
9.1.155: a nice ball
9.1.156: nothing
eetu.
Technical Discussion » 3rd Party Renderers (3Delight and MR)
- eetu
- 606 posts
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I haven't used 3delight or Maxwell with Houdini yet, but;
My computer -> properties -> advanced -> environment variables.
Search for Maxwell toolkit in the Houdini Exchange. (in the menu above)
In fact with any luck it's on the exchange front page at the moment.
eetu.
Freakish
Exactly where do i find the “HOUDINI_DEFAULT_RIB_RENDERER environment variable” to set it as above?
My computer -> properties -> advanced -> environment variables.
Freakish
Also is there a current plugin for Maxwell Render available?
Search for Maxwell toolkit in the Houdini Exchange. (in the menu above)
In fact with any luck it's on the exchange front page at the moment.
eetu.
Technical Discussion » Converting .stl and .lwo to .bgeo
- eetu
- 606 posts
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pbowmar
What do you mean by point attributes of different dimensions? Just curious…
Pretty much what niko said, selection sets (0 dim), weight maps(1dim), UV maps (2dim), RGB and morph maps (3dim) and RGBA point maps (4dim).
I made a .geo loader for LW which tries to handle these, but proper support in the other direction would be super..
eetu.
Technical Discussion » Converting .stl and .lwo to .bgeo
- eetu
- 606 posts
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Seconded!
(and with support for point attributes of different dimensions pretty please
eetu.
(and with support for point attributes of different dimensions pretty please
eetu.
Houdini Indie and Apprentice » importing lwo..
- eetu
- 606 posts
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Yep, normals are smoothed over all points by default. For first aid put down a Facet SOP and tick the “Unique Points” box. That un-merges the points and the edges will look hard.
eetu.
eetu.
Houdini Indie and Apprentice » importing lwo..
- eetu
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According to the documentation, the lwo loader was made for lw 3.5 - which is more than a decade old
An updated one would be real nice, especially as lw objects have all kinds of per point attributes and such these days. It would be very nice to have them accessible in Houdini.
.. And that would add Modo-compatibility for free, too
eetu.
An updated one would be real nice, especially as lw objects have all kinds of per point attributes and such these days. It would be very nice to have them accessible in Houdini.
.. And that would add Modo-compatibility for free, too
eetu.
Houdini Indie and Apprentice » importing lwo..
- eetu
- 606 posts
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Technical Discussion » how to create smooth fractured obj
- eetu
- 606 posts
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1) That is because the objects have smoothed normals. Put a facet SOP after the partition SOP, enable “Unique points”. (which leads to an additional question; is there a way for polygons to have independent normals without duplicating the points? vertices?)
2) In your fractured object DOP, change Collisions -> Surface -> Surface representation from “Points” to “Edges”
eetu.
2) In your fractured object DOP, change Collisions -> Surface -> Surface representation from “Points” to “Edges”
eetu.
Technical Discussion » Realflow plugin in Houdini 9...
- eetu
- 606 posts
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Maybe someone who has managed to compile this for a current
Houdini build would care to share the compiled version? Pwetty Pwease?
I got the impression that it's doable but am too lazy/busy to try to tackle it
myself
eetu.
Houdini build would care to share the compiled version? Pwetty Pwease?
I got the impression that it's doable but am too lazy/busy to try to tackle it
myself
eetu.
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