Hi Jordi,
That sounds awesome!
And a website makes the most sense regarding updates. :-)
rob
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SI Users » Softimage to Houdini guides
- RobW
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Technical Discussion » terrain tools - scattered objects not rendering?
- RobW
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Hi dlee,
Yes that could work, but there are some things happening when doing that:
1. OpenGL view will now show -only- the base texture when using a ‘quickshade’ node for texturing the terrain, instead of all textures used in that node. It will render OK though, so this is a bit confusing.
2. There is a visible UV shift when comparing the heightfield render and converted terrain render.
3.When rendering the merged stream for the scattered objects, shading on the terrain is ignored, resulting in a very flat terrain render. Also the scattered objects have taken over the point color from what looks like the ‘erode’ node. Edit: Fixed this by moving the scattered points into a new geometry node via a object merge.
Maybe we need some additional ‘heightfield’ nodes? ;-)
thanks!
rob
Yes that could work, but there are some things happening when doing that:
1. OpenGL view will now show -only- the base texture when using a ‘quickshade’ node for texturing the terrain, instead of all textures used in that node. It will render OK though, so this is a bit confusing.
2. There is a visible UV shift when comparing the heightfield render and converted terrain render.
3.
Maybe we need some additional ‘heightfield’ nodes? ;-)
thanks!
rob
Edited by RobW - April 13, 2017 03:49:55
Technical Discussion » terrain tools - scattered objects not rendering?
- RobW
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Hi,
Playing around wit the new terrain tools.
I created a simple distorted heightfield terrain, where I scattered points on with the heightfield_scatter node.
From there I use a simple box and a copytopoints node to scatter boxes on the terrain.
Both are merged into one stream.
All this works in the viewport, but the boxes don't render in a region or the renderview.
The terrain and boxes will render when selected as the node itself.
Is there something I'm missing here, or does a merge not work in this case?
rob
Playing around wit the new terrain tools.
I created a simple distorted heightfield terrain, where I scattered points on with the heightfield_scatter node.
From there I use a simple box and a copytopoints node to scatter boxes on the terrain.
Both are merged into one stream.
All this works in the viewport, but the boxes don't render in a region or the renderview.
The terrain and boxes will render when selected as the node itself.
Is there something I'm missing here, or does a merge not work in this case?
rob
Edited by RobW - April 12, 2017 10:59:14
Houdini Indie and Apprentice » Turn mesh into height field
- RobW
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afaik you cannot start with a piece of geo, but you can add geo to the heightfield with a heightfield_project node.
rob
rob
Houdini Indie and Apprentice » Q: stamp command in delete node group field?
- RobW
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Houdini Indie and Apprentice » Q: stamp command in delete node group field?
- RobW
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Hi,
Having a brain freeze atm, but I'm following the GameTutor ‘Hanging Cables’ video and can't get past the first ‘hurdle’.
Basics: Start with Add node with two points > resample node set to max. segments > delete node > copy node with no. of copies linked to max. segments.
The copy node has a stamp variable ‘copyNum’ based on $CY.
In the delete node group field, the stamp function refers to the copy stamp like this:
'stamp(“../copy1”, “copyNum”,0)' ‘stamp(“../copy1”, “copyNum”,0) +1’
In the video this works, but I get a warning about the group not being correct. I've tested this with H15 and H16, but in both cases I get an error on the group name.
If this behavior has changed in later versions, what is the easiest way to create primitives based on the space between curve points?
thanks!
rob
Having a brain freeze atm, but I'm following the GameTutor ‘Hanging Cables’ video and can't get past the first ‘hurdle’.
Basics: Start with Add node with two points > resample node set to max. segments > delete node > copy node with no. of copies linked to max. segments.
The copy node has a stamp variable ‘copyNum’ based on $CY.
In the delete node group field, the stamp function refers to the copy stamp like this:
'stamp(“../copy1”, “copyNum”,0)' ‘stamp(“../copy1”, “copyNum”,0) +1’
In the video this works, but I get a warning about the group not being correct. I've tested this with H15 and H16, but in both cases I get an error on the group name.
If this behavior has changed in later versions, what is the easiest way to create primitives based on the space between curve points?
thanks!
rob
Edited by RobW - March 21, 2017 11:12:50
SI Users » houdini apprentice a 1 monitor program?
- RobW
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Hi,
A bit of a late reply, but I'm running floating panels on 2 monitors just fine.
And if you want the layout to be there on start, save it to the main layout or a new one.
Maybe an update to a more recent graphics driver might help?
rob
A bit of a late reply, but I'm running floating panels on 2 monitors just fine.
And if you want the layout to be there on start, save it to the main layout or a new one.
Maybe an update to a more recent graphics driver might help?
rob
Houdini Indie and Apprentice » Q: drag&drop materials on geometry groups in viewport not working in /mat context?
- RobW
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Hi,
In H16 there are some changes regarding materials and behavior, and I am running into this problem:
I can create shaders in /shop, and am able to drag a material onto geometry and see a popup where I can select one of the existing groups.
If I create materials in /mat, I can drag&drop a shader onto the same geometry, but cannot select a group inside the geometry as there's no popup.
Is this a limitation on the new /mat context or a <cough> bug… ;-)
cheers!
rob
In H16 there are some changes regarding materials and behavior, and I am running into this problem:
I can create shaders in /shop, and am able to drag a material onto geometry and see a popup where I can select one of the existing groups.
If I create materials in /mat, I can drag&drop a shader onto the same geometry, but cannot select a group inside the geometry as there's no popup.
Is this a limitation on the new /mat context or a <cough> bug… ;-)
cheers!
rob
Houdini Indie and Apprentice » Q; selecting/grouping primitives by quad/non-quads?
- RobW
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Yes,
I already packed it up and created a little tool for it.
And you're right, the freedom in Houdini to do things makes other 3D apps feel very restricted at times.
But I still miss some (workflow) things from Softimage to make it even easier to work with.
rob
I already packed it up and created a little tool for it.
And you're right, the freedom in Houdini to do things makes other 3D apps feel very restricted at times.
But I still miss some (workflow) things from Softimage to make it even easier to work with.
rob
Houdini Indie and Apprentice » Q; selecting/grouping primitives by quad/non-quads?
- RobW
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Hi,
The additional step did the trick.
So it's group the edges, promote it to points, promote it again to primitives. In the second promote you can check the ‘Include Only Elements Entirely Contained in Original Group’ to get rid of the ‘stray’ elements in the selection.
Now I can easily split the model into separate pieces with a couple of blast nodes, and add materials.
Thanks for the extra nudge in the right direction, as I have some more trees like this model.
rob
The additional step did the trick.
So it's group the edges, promote it to points, promote it again to primitives. In the second promote you can check the ‘Include Only Elements Entirely Contained in Original Group’ to get rid of the ‘stray’ elements in the selection.
Now I can easily split the model into separate pieces with a couple of blast nodes, and add materials.
Thanks for the extra nudge in the right direction, as I have some more trees like this model.
rob
Houdini Indie and Apprentice » Q; selecting/grouping primitives by quad/non-quads?
- RobW
- 147 posts
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Hi,
Back at this one. ;-)
As explained before I have a tree model with no groups, where the tree/branches are made out of quads, and the (flat) leaves are a combination of quads and tris.
To start extracting the leaves, I can select the leaves with a group node, and set it to select ‘unshared edges’.
This will select all the leaves, as they share no borders with other primitives.
From there I can promote the group from edges to a primitive selection.
Only issue here now is that the open end/edges of the branches/tree are moved over to the primitive promotion.
So I have the leaves selected, but also the start primitives of the tree and branches.
There's an option in the grouppromote node to ‘Include Only Elements Entirely Contained in Original Group’.
But when I check that, it's doing exactly the opposite of what I expect, removing everything from my group selection.
In older versions, this would remove the open bordered edges, thus bordering primitives from the selection, and keeping the closed primitives sets (leaves).
Has this node behavior changed in later versions of Houdini?
thanks,
rob
Back at this one. ;-)
As explained before I have a tree model with no groups, where the tree/branches are made out of quads, and the (flat) leaves are a combination of quads and tris.
To start extracting the leaves, I can select the leaves with a group node, and set it to select ‘unshared edges’.
This will select all the leaves, as they share no borders with other primitives.
From there I can promote the group from edges to a primitive selection.
Only issue here now is that the open end/edges of the branches/tree are moved over to the primitive promotion.
So I have the leaves selected, but also the start primitives of the tree and branches.
There's an option in the grouppromote node to ‘Include Only Elements Entirely Contained in Original Group’.
But when I check that, it's doing exactly the opposite of what I expect, removing everything from my group selection.
In older versions, this would remove the open bordered edges, thus bordering primitives from the selection, and keeping the closed primitives sets (leaves).
Has this node behavior changed in later versions of Houdini?
thanks,
rob
Edited by RobW - March 14, 2017 11:35:15
Houdini Learning Materials » Q: mantra output file name variables?
- RobW
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Hi Andy,
Thanks for that tip.
I just have to accept this is all a bit more work than in Softimage and/or Maya.
rob
Thanks for that tip.
I just have to accept this is all a bit more work than in Softimage and/or Maya.
rob
Houdini Learning Materials » Q: mantra output file name variables?
- RobW
- 147 posts
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Maya: There's a script/plugin for that.
Houdini: There's an expression for that……
I appreciate the long answer and example, but it would be nice to have Houdini behave a little bit more user friendly in these cases. Would it hurt to have at least some basic variables available in a dropdown, so one can quickly and easily set up a couple of variables for a output name?
This stuff is very handy, and I have been using this functionality in Softimage and Maya for years.
Don't get me wrong, I do like Houdini, despite the strong learning curve in certain areas of the application, but stuff like this shouldn't have to resemble your example, that hurts my eyes as well as my brain
rob
Houdini: There's an expression for that……
I appreciate the long answer and example, but it would be nice to have Houdini behave a little bit more user friendly in these cases. Would it hurt to have at least some basic variables available in a dropdown, so one can quickly and easily set up a couple of variables for a output name?
This stuff is very handy, and I have been using this functionality in Softimage and Maya for years.
Don't get me wrong, I do like Houdini, despite the strong learning curve in certain areas of the application, but stuff like this shouldn't have to resemble your example, that hurts my eyes as well as my brain
rob
Houdini Learning Materials » Queston about the training sessions att GDC 2017
- RobW
- 147 posts
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Yes, a dedicated video on all the new shading stuff in the /mat context, and shading related workflow.
rob
rob
Houdini Learning Materials » Q: mantra output file name variables?
- RobW
- 147 posts
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Hi,
Looking at the documentation on the mantra ROP, is there no way to set variables for e.g. folder to render to, scenename, renderlayer/renderpass, camera etc. in the output name?
This is very common workflow with Softimage and Maya, and for now I cannot find something similar in the Mantra ROP expression docs.
What I mean is functionality like this:
Softimage: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/rendering_props_OutputPathTemplates.htm,topicNumber=d30e61345 [download.autodesk.com]
or
Maya: http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-546B9BE6-612D-4D21-948E-5DF542CAE64B [help.autodesk.com]
thanks,
rob
Looking at the documentation on the mantra ROP, is there no way to set variables for e.g. folder to render to, scenename, renderlayer/renderpass, camera etc. in the output name?
This is very common workflow with Softimage and Maya, and for now I cannot find something similar in the Mantra ROP expression docs.
What I mean is functionality like this:
Softimage: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/rendering_props_OutputPathTemplates.htm,topicNumber=d30e61345 [download.autodesk.com]
or
Maya: http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-546B9BE6-612D-4D21-948E-5DF542CAE64B [help.autodesk.com]
thanks,
rob
Edited by RobW - March 13, 2017 06:51:44
Houdini Indie and Apprentice » Q; selecting/grouping primitives by quad/non-quads?
- RobW
- 147 posts
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Hi,
Found the group expression node as well, after some searching.
What about selecting via points or edges?
It seems more useful as one can drill into the geo model to delete small parts and merge it all back later.
Cannot seem to find examples on this atm in the docs :\
rob
edit: tree + branches are mostly quads and some triangles, leafs are quads and triangles.
Found the group expression node as well, after some searching.
What about selecting via points or edges?
It seems more useful as one can drill into the geo model to delete small parts and merge it all back later.
Cannot seem to find examples on this atm in the docs :\
rob
edit: tree + branches are mostly quads and some triangles, leafs are quads and triangles.
Edited by RobW - March 6, 2017 08:42:21
Houdini Indie and Apprentice » Q; selecting/grouping primitives by quad/non-quads?
- RobW
- 147 posts
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Hi,
Maybe a silly question, but I have this geo tree model without any groups.
How can I select/group/separate the tree itself and the leafs without too much hassle, so I can assign materials to both separate selections?
I found some old threads on grouping via quad/non-quad selections, but they don't seem to work anymore.
It's probably a simple one, but thanks for all tips!
rob
Maybe a silly question, but I have this geo tree model without any groups.
How can I select/group/separate the tree itself and the leafs without too much hassle, so I can assign materials to both separate selections?
I found some old threads on grouping via quad/non-quad selections, but they don't seem to work anymore.
It's probably a simple one, but thanks for all tips!
rob
Houdini Learning Materials » What is the best way to make a realistic grass field in Houdini 16?
- RobW
- 147 posts
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Thanks all for the examples guys!
And the scene file from matthias answered some questions I had about using the pointwrangle and copy node
cheers!
rob
And the scene file from matthias answered some questions I had about using the pointwrangle and copy node
cheers!
rob
Houdini Learning Materials » What is the best way to make a realistic grass field in Houdini 16?
- RobW
- 147 posts
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Would a Point node work as well on this? As most of the needed parameters are already available to set up.
If anyone is willing, a simple scenefile for the grass setup would be appreciated
rob
If anyone is willing, a simple scenefile for the grass setup would be appreciated
rob
Technical Discussion » Displacement not showing in viewport
- RobW
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