Hello all!
I've got an excel spreadsheet with exported vehicle data from a forensic program (PC crash in this case… always found that name funny). It's got columns for time, posx, posy, posz, roll, pitch, yaw for the vehicle's center of gravity as well as its wheels.
I'd like to import that data! I've done something like this in 3ds Max using maxscript but with projects like this I usually get frequent and last minute updates and I'd like to have the file referenced from disk as opposed to having to rerun a script amd relink everything (that's my workflow in Max in the past- always a pain!)
Any suggestions on what to research or where to start?
Thanks!
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Technical Discussion » Car Sim data import?
- The3DStig
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Technical Discussion » Simple RBD to Max (also potentially a rant about Max)
- The3DStig
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Hello,
I've got a very simple RBD sim setup and I'm trying to export it to Max.
File attached.
Export SEEMS to work fine but it crashes Max EVERYTIME, regardless of the export parameters ticked in Houdini. When I try to import the FBX into Houdini I get an error about it being unable to locate the pointcache file..?
Any suggestions? I'd like to export it to 3DS Max and have it be animated geometry, not just a pointcache (need to attach simple objects to it). Alembic works but Max's handling on abc files is awful.
Thanks!
I've got a very simple RBD sim setup and I'm trying to export it to Max.
File attached.
Export SEEMS to work fine but it crashes Max EVERYTIME, regardless of the export parameters ticked in Houdini. When I try to import the FBX into Houdini I get an error about it being unable to locate the pointcache file..?
Any suggestions? I'd like to export it to 3DS Max and have it be animated geometry, not just a pointcache (need to attach simple objects to it). Alembic works but Max's handling on abc files is awful.
Thanks!
Technical Discussion » Mantra can't find the ifds!
- The3DStig
- 126 posts
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Thanks!
I suspect licensing could be the culprit. I'll try refreshing the license manager.
And I should've mentioned that I'm using Houdini FX- this is in my main office. I've been using Indie for my freelance work offsite and complaining about Max/Vray long enough that my management caved and bought me a seat of FX.
Thanks!
I suspect licensing could be the culprit. I'll try refreshing the license manager.
And I should've mentioned that I'm using Houdini FX- this is in my main office. I've been using Indie for my freelance work offsite and complaining about Max/Vray long enough that my management caved and bought me a seat of FX.
Thanks!
Technical Discussion » Mantra can't find the ifds!
- The3DStig
- 126 posts
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I've got a small farm of just three machines (one workstation and two ‘renderboxx’ machines all on windows) and a synology box.
Hqueue connects to everyone and I can write small efficient ifds no problem!
However, once they've been written none of my machines can find them! Hqueue shows the path it's trying to access which I can copy/paste into an explorer window to verify that the path is correct and there are indeed ifds there!
I've tried changing the Houdini access method to 2 with no luck!
I'm stumped. The only odd thing about my setup is that it doesn't have internet access. They all talk to each other over a switch. (Activated the licenses then took them all offline per company policy).
I suspect this is really a synology issue not a Houdini one but I thought I'd try the forums just in case someone else has had a similar issues.
Hqueue connects to everyone and I can write small efficient ifds no problem!
However, once they've been written none of my machines can find them! Hqueue shows the path it's trying to access which I can copy/paste into an explorer window to verify that the path is correct and there are indeed ifds there!
I've tried changing the Houdini access method to 2 with no luck!
I'm stumped. The only odd thing about my setup is that it doesn't have internet access. They all talk to each other over a switch. (Activated the licenses then took them all offline per company policy).
I suspect this is really a synology issue not a Houdini one but I thought I'd try the forums just in case someone else has had a similar issues.
Technical Discussion » Houdini Timeline Display as Seconds?
- The3DStig
- 126 posts
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Simple question- feel silly since it's either super obvious and I missed it or it just doesn't exist.
… can Houdini display it's timeline in seconds instead of just frames?
… can Houdini display it's timeline in seconds instead of just frames?
Houdini Lounge » Any anyone know about Solaris?
- The3DStig
- 126 posts
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Houdini Lounge » Any anyone know about Solaris?
- The3DStig
- 126 posts
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Whatever it is I just hope it doesn't affect our unlimited render tokens! That was a huge selling point in talking my management into buying a seat of FX.
Houdini Lounge » Any anyone know about Solaris?
- The3DStig
- 126 posts
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Houdini Lounge » Any anyone know about Solaris?
- The3DStig
- 126 posts
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… not the George Clooney movie or the original… although I liked them both…
I've only seen it mentioned twice as a footnote mixed in with feature announcements! What is Project Solaris? An update to Mantra, replacement, a new engine in addition? I think I read somewhere about it supporting USD- so maybe it's something to support quickly going between other engines that support USD?
Anyone know anything about it? And if it is a new engine or update is there a need for beta testers?
I've only seen it mentioned twice as a footnote mixed in with feature announcements! What is Project Solaris? An update to Mantra, replacement, a new engine in addition? I think I read somewhere about it supporting USD- so maybe it's something to support quickly going between other engines that support USD?
Anyone know anything about it? And if it is a new engine or update is there a need for beta testers?
Technical Discussion » Transfer color to texture?
- The3DStig
- 126 posts
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I got the Game Baker working without issue! That's all I need for this project.
However, I'd like to understand how the bake texture rop works as well.
What needs to be done to the source mesh?
I've got UVs on my low res target mesh. Both objects have just a simple principledshader on them (not the same one) and the one assigned to the hi-res src mesh has “use point color” ticket on.
When I go to bake the texture it comes up all white!
As usual I feel like I'm missing something right in front of my face.
Thanks again! GameBaker is exactly what I'm after for now!
However, I'd like to understand how the bake texture rop works as well.
What needs to be done to the source mesh?
I've got UVs on my low res target mesh. Both objects have just a simple principledshader on them (not the same one) and the one assigned to the hi-res src mesh has “use point color” ticket on.
When I go to bake the texture it comes up all white!
As usual I feel like I'm missing something right in front of my face.
Thanks again! GameBaker is exactly what I'm after for now!
Technical Discussion » Transfer color to texture?
- The3DStig
- 126 posts
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Thanks jsmack,
That makes sense. I tried a very simple test using a tube with many rows/columns and added some color using a pointVOP (normals to Cd).
I used attribute transfer to move the color to the target mesh.
The target geo has UVs but is very low resolution so that explains why the bake to texture rop just produced a white mesh! (or at least I think…)
That makes sense. I tried a very simple test using a tube with many rows/columns and added some color using a pointVOP (normals to Cd).
I used attribute transfer to move the color to the target mesh.
The target geo has UVs but is very low resolution so that explains why the bake to texture rop just produced a white mesh! (or at least I think…)
Technical Discussion » Transfer color to texture?
- The3DStig
- 126 posts
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Thanks!
That's it.
The imported messy geometry is a 3d mesh built from some scanning software- it has some pretty decent color on it already but the actual geometry is awful.
The geo I've modeled in Houdini is pretty clean and I've done some simple UV work.
I'll give attribute transfer a try!
Thanks!
That's it.
The imported messy geometry is a 3d mesh built from some scanning software- it has some pretty decent color on it already but the actual geometry is awful.
The geo I've modeled in Houdini is pretty clean and I've done some simple UV work.
I'll give attribute transfer a try!
Thanks!
Technical Discussion » Transfer color to texture?
- The3DStig
- 126 posts
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Hello all,
I've got a cluttered mesh of a large structure from some scanning software (not sure what I've just been asked to work it!).
I was able to generate some clean geometry using some elevation drawings and now my client would like get the colors from the mesh and project or bake them onto the clean geometry.
Not sure where to begin- any clues or keywords to start with?
Thanks!
I've got a cluttered mesh of a large structure from some scanning software (not sure what I've just been asked to work it!).
I was able to generate some clean geometry using some elevation drawings and now my client would like get the colors from the mesh and project or bake them onto the clean geometry.
Not sure where to begin- any clues or keywords to start with?
Thanks!
Technical Discussion » How to fall through a ceiling?
- The3DStig
- 126 posts
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Technical Discussion » How to fall through a ceiling?
- The3DStig
- 126 posts
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I found the file to which I was referring! Of course, it wasn't here- twas on the odforce forum!
https://forums.odforce.net/topic/24182-bullet-activate-on-collisions-or-start-sleeping/ [forums.odforce.net]
https://forums.odforce.net/topic/24182-bullet-activate-on-collisions-or-start-sleeping/ [forums.odforce.net]
Technical Discussion » How to fall through a ceiling?
- The3DStig
- 126 posts
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Why is it that posting to the forums seems to jog my memory?
I think the min_activation_impulse is the answer! Set the object to be static initially then use that value to switch pieces from passive to active.
I think the min_activation_impulse is the answer! Set the object to be static initially then use that value to switch pieces from passive to active.
Technical Discussion » How to fall through a ceiling?
- The3DStig
- 126 posts
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And not take the whole ceiling with you?
I'm trying to setup a sim in which a character falls through a ceiling. I've pre fractured it and setup a glued rbd network. The trouble is once my character steps on the fractured geometry the whole thing starts to fall! Is there a way to prevent pieces from falling until they've been hit by the character?
I seem to recall an example file somewhere on the forums with a few pre fractured cubes and a sphere that hits the cubes but only a few bits of the cube fall..? I remember looking at it quickly and thinking “oh that's so easy!” Maybe an activation threshold or something?
Needless to say, still pretty new to Houdini. Any tips greatly appreciated!
I'm trying to setup a sim in which a character falls through a ceiling. I've pre fractured it and setup a glued rbd network. The trouble is once my character steps on the fractured geometry the whole thing starts to fall! Is there a way to prevent pieces from falling until they've been hit by the character?
I seem to recall an example file somewhere on the forums with a few pre fractured cubes and a sphere that hits the cubes but only a few bits of the cube fall..? I remember looking at it quickly and thinking “oh that's so easy!” Maybe an activation threshold or something?
Needless to say, still pretty new to Houdini. Any tips greatly appreciated!
Technical Discussion » Renderman Boolean Geometry
- The3DStig
- 126 posts
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Ha! Gotta love solving my own questions right after I post it!
Just needed to make sure everything has vert normals…
Just needed to make sure everything has vert normals…
Technical Discussion » Renderman Boolean Geometry
- The3DStig
- 126 posts
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I've been asked to work on a scene using Renderman. It's an arch viz type scene and I used the boolean sop all over the place.
I think I've been spoiled by Mantra because it renders what I see in my viewport perfectly!
Here's an example:
I can get away with rendering straight out of the boolean sop, which is awesome!
However, even after tweaking settings in boolean (detriangulate, unique points, etc), a divide, and a clean sop I still get some funky renders in Renderman:
It's better than what I was originally getting just doing a render from the boolean sop but it's still not right!
Any tips or tricks? It seems like Renderman is trying to divide or smooth the geometry and I'm not sure, if that's the case, on how to adjust that. I should also mention that I get a similar issue in Redshift- but for the time being I've been asked to evaluate Renderman for this particular project.
Thanks!
I think I've been spoiled by Mantra because it renders what I see in my viewport perfectly!
Here's an example:
I can get away with rendering straight out of the boolean sop, which is awesome!
However, even after tweaking settings in boolean (detriangulate, unique points, etc), a divide, and a clean sop I still get some funky renders in Renderman:
It's better than what I was originally getting just doing a render from the boolean sop but it's still not right!
Any tips or tricks? It seems like Renderman is trying to divide or smooth the geometry and I'm not sure, if that's the case, on how to adjust that. I should also mention that I get a similar issue in Redshift- but for the time being I've been asked to evaluate Renderman for this particular project.
Thanks!
Edited by The3DStig - Sept. 12, 2018 23:27:14
Technical Discussion » Hqueue + Alembic + Renderman = Invisible?
- The3DStig
- 126 posts
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Just stumbled across this… just in case anyone is having the same issue, I solved it on both my home network and one at work by changing the houdini_access_method to 2
Hope that helps someone! Alembic works much better in our pipeline than FBX most of the time!
Hope that helps someone! Alembic works much better in our pipeline than FBX most of the time!
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