Hi! Happy to participate on a new Mardini edition, good luck to everybody
Cheers!
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Mardini 2024 » Day 1 | Geometry | Spiral | Image
- cdordelly
- 123 posts
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3rd Party » Copy to Points - Not rendering in RedShift!
- cdordelly
- 123 posts
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Also don't forget to enable the "Pack and Instance" option on the copy to points node.
Solaris and Karma » Cannot get velocities blur to work in Karma, Houdini 20.0.59
- cdordelly
- 123 posts
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Hi!
You need to enable the Velocity Blur property on your points using the Render Geometry Settings LOP:
Cheers!
You need to enable the Velocity Blur property on your points using the Render Geometry Settings LOP:
Cheers!
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
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Hi everybody!
I took the last day to upload the final videos, you can see all of them here:
Cheers!
I took the last day to upload the final videos, you can see all of them here:
Cheers!
H20 Tech Art Challenge » Best Houdini Utility Entries
- cdordelly
- 123 posts
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Hi everybody! Here is my submission:
USD Attribute Mapper
The USD Attribute Mapper manipulates the values of the selected USD Primitive attributes (standard USD attribute or USD Primvar attribute) using an internal SOP Network and different operation methods which can modify, create or rename an USD attribute.
This tool is an look to help a wide variety of artists to improve their attribute management workflow in Solaris + USD by opening the possibility to manipulate multiple type of attributes data more quickly with common SOP workflows, besides offer the possibility to directly create or rename USD attributes.
You can see more about the concept behind on the WIP thread of the tool here. [www.sidefx.com]
PD: Extra example videos will be shared on my YT channel and the WIP thread of the tool. (Edit: I decided to also share the videos here maybe they will be useful to someone )
I hope you like it and hope it helps someone to do more things in Solaris, cheers!
USD Attribute Mapper
The USD Attribute Mapper manipulates the values of the selected USD Primitive attributes (standard USD attribute or USD Primvar attribute) using an internal SOP Network and different operation methods which can modify, create or rename an USD attribute.
This tool is an look to help a wide variety of artists to improve their attribute management workflow in Solaris + USD by opening the possibility to manipulate multiple type of attributes data more quickly with common SOP workflows, besides offer the possibility to directly create or rename USD attributes.
You can see more about the concept behind on the WIP thread of the tool here. [www.sidefx.com]
PD: Extra example videos will be shared on my YT channel and the WIP thread of the tool. (Edit: I decided to also share the videos here maybe they will be useful to someone )
I hope you like it and hope it helps someone to do more things in Solaris, cheers!
Edited by cdordelly - Jan. 15, 2024 22:44:46
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
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New bug was found and is already fixed on the final version that I'll publish:
Bug: node returns an error when it tries to add an attribute into an Instance Proxy prim type.
Bug: node returns an error when it tries to add an attribute into an Instance Proxy prim type.
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
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Hi!
Here is the latest version of the USD Attribute Mapper and probably the build that will be submitted to the challenge . This build has a few new things, fixes and improvements:
The first important thing is that now the mapping methods are extended and categorized to 3 (at conceptual level of the tool, the UI is basically the same):
- Modify the source USD attribute.
- Create a new USD attribute/primvar.
- Rename the USD attribute (by duplicating it).
With this, the usage of the tool is even wider for a lot of cases.
Release notes:
- Tool icon added.
- Documentation/Help cards added.
- Added support for rename USD attribute as USD standard attribute or as primvar.
- Support per-prim attribute variation in "Create" attribute operation.
- TimeSample input fixes.
- Mappiing: SOP float attribute x USD float array fix: correct array size output.
- New examples added to example hip file.
Demo of this final release:
---------
I hope you like it, wish me luck with the judges but the important thing is that I hope that this tool can be useful for a lot of users to doing more things in Solaris . Let me know in case you find any issue by sending a simple repro file.
Cheers!
Here is the latest version of the USD Attribute Mapper and probably the build that will be submitted to the challenge . This build has a few new things, fixes and improvements:
The first important thing is that now the mapping methods are extended and categorized to 3 (at conceptual level of the tool, the UI is basically the same):
- Modify the source USD attribute.
- Create a new USD attribute/primvar.
- Rename the USD attribute (by duplicating it).
With this, the usage of the tool is even wider for a lot of cases.
Release notes:
- Tool icon added.
- Documentation/Help cards added.
- Added support for rename USD attribute as USD standard attribute or as primvar.
- Support per-prim attribute variation in "Create" attribute operation.
- TimeSample input fixes.
- Mappiing: SOP float attribute x USD float array fix: correct array size output.
- New examples added to example hip file.
Demo of this final release:
---------
I hope you like it, wish me luck with the judges but the important thing is that I hope that this tool can be useful for a lot of users to doing more things in Solaris . Let me know in case you find any issue by sending a simple repro file.
Cheers!
Edited by cdordelly - Jan. 13, 2024 18:50:02
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
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UPDATE - Beta v0.1:
Hi!
Finally here is the first public beta build of the USD Attribute Mapper . I'm sharing it together with a hip file that contains 12 simple examples with different kind of usages (edit USD attributes reading the original USD attributes, creating attributes, preparing attributes for rendering, etc) I tried to use a combination of simple setups with vanilla nodes and also with MOPs (the best Houdini library on the neighborhood :P) so you can explore multiple techniques to modify the data to be used on the remap combination.
USD Attribute Mapper - Beta Demo 01
*I forgot to add the Karma and RS examples on the video but you will find them on the hip file.
Main pending tasks:
- Icon design.
- Documentation/help cards.
- Test a few other ideas.
----------
This version of the HDA is also on the first post, may be replaced by a newer version later on the first post.
----------
I hope you like it, and let me know in case you find any issue by sending a simple repro file.
Cheers!
Hi!
Finally here is the first public beta build of the USD Attribute Mapper . I'm sharing it together with a hip file that contains 12 simple examples with different kind of usages (edit USD attributes reading the original USD attributes, creating attributes, preparing attributes for rendering, etc) I tried to use a combination of simple setups with vanilla nodes and also with MOPs (the best Houdini library on the neighborhood :P) so you can explore multiple techniques to modify the data to be used on the remap combination.
USD Attribute Mapper - Beta Demo 01
*I forgot to add the Karma and RS examples on the video but you will find them on the hip file.
Main pending tasks:
- Icon design.
- Documentation/help cards.
- Test a few other ideas.
----------
This version of the HDA is also on the first post, may be replaced by a newer version later on the first post.
----------
I hope you like it, and let me know in case you find any issue by sending a simple repro file.
Cheers!
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
- Offline
UPDATE:
- Update extent usd attribute checkbox.
- Support for read/remap array attributes.
- Improve auto-data type combination.
- Update timeSamples in USD if remap is time dependent.
I updated a few important pending things, the data auto-combination was one of the biggest pending features and basically it offers the automatic compatibility between different data types, allowing to save of time to create the same data type to do remaps/combinations. With this, for example, you can multiply each component from a vector using a single float attribute created in SOPs, this is the concept of the current allowed data types combinations:
Another important feature is to write the remaped data as "timeSample" data on the USD stage, the current version support to store the data as timeSample if the internal SOP is timeDependent or the UI remap parameters.
Here is a more detailed demo of the Import Attribute to SOPs feature:
----------
Public beta build v0.1 will be shared on next post.
----------
- Update extent usd attribute checkbox.
- Support for read/remap array attributes.
- Improve auto-data type combination.
- Update timeSamples in USD if remap is time dependent.
I updated a few important pending things, the data auto-combination was one of the biggest pending features and basically it offers the automatic compatibility between different data types, allowing to save of time to create the same data type to do remaps/combinations. With this, for example, you can multiply each component from a vector using a single float attribute created in SOPs, this is the concept of the current allowed data types combinations:
Another important feature is to write the remaped data as "timeSample" data on the USD stage, the current version support to store the data as timeSample if the internal SOP is timeDependent or the UI remap parameters.
Here is a more detailed demo of the Import Attribute to SOPs feature:
----------
Public beta build v0.1 will be shared on next post.
----------
Edited by cdordelly - Jan. 7, 2024 23:12:13
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
- Offline
UPDATE:
- UI: General UI improvements.
- UI: Support for selection arrows for USD and SOP attributes for faster selection.
- Support for import the USD attribute in the SOP network.
----------
Public beta build is not ready yet.
----------
- UI: General UI improvements.
- UI: Support for selection arrows for USD and SOP attributes for faster selection.
- Support for import the USD attribute in the SOP network.
----------
Public beta build is not ready yet.
----------
Edited by cdordelly - Jan. 5, 2024 09:12:35
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
- Offline
UPDATE:
- Added support for maximum and minimum.
- Support for "Remove" an USD attribute was removed because it can't work on an override workflow, it works only when you edit am USD layer directly.
----------
Public beta build is not ready yet.
----------
- Added support for maximum and minimum.
- Support for "Remove" an USD attribute was removed because it can't work on an override workflow, it works only when you edit am USD layer directly.
----------
Public beta build is not ready yet.
----------
Edited by cdordelly - Jan. 4, 2024 17:03:59
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
- Offline
UPDATE:
- Added support for create an USD attribute as primvar with "vertex" interpolation.
The expected/unexpected obstacle with this feature was that a "vertex" interpolation stores the attribute as an array with a size of the amount of points that the prims has, it means that not all the primitives are "compatible" with this because not all the prims can have "points/vertex".
This mean even if the "vertex" interpolation is selected on the UI, it will be only applied into compatible prims such as: Mesh, Points, BasisCurve and Point Instancer:
----------
Public beta build is not ready yet.
----------
I hope you like it and find it useful for your everyday workflow.
Cheers!
- Added support for create an USD attribute as primvar with "vertex" interpolation.
The expected/unexpected obstacle with this feature was that a "vertex" interpolation stores the attribute as an array with a size of the amount of points that the prims has, it means that not all the primitives are "compatible" with this because not all the prims can have "points/vertex".
This mean even if the "vertex" interpolation is selected on the UI, it will be only applied into compatible prims such as: Mesh, Points, BasisCurve and Point Instancer:
----------
Public beta build is not ready yet.
----------
I hope you like it and find it useful for your everyday workflow.
Cheers!
Edited by cdordelly - Jan. 3, 2024 01:04:38
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
- Offline
UPDATE:
- Added support for "Create" operation.
-- Added support for create an USD attribute.
-- Added support for create an USD attribute as primvar with "constant" interpolation.
This one can be useful to create data for render engines:
----------
Public beta build is not ready yet.
----------
I hope you like it and find it useful for your everyday workflow.
Cheers!
- Added support for "Create" operation.
-- Added support for create an USD attribute.
-- Added support for create an USD attribute as primvar with "constant" interpolation.
This one can be useful to create data for render engines:
----------
Public beta build is not ready yet.
----------
I hope you like it and find it useful for your everyday workflow.
Cheers!
Edited by cdordelly - Jan. 4, 2024 17:04:54
H20 Tech Art Challenge » WIP | USD Attribute Mapper [Houdini Utility]
- cdordelly
- 123 posts
- Offline
Hi everybody!
I decided to participate on this H20 Tech Art challenge with this tool called "USD Attribute Mapper", I hope you like this tool and find it useful as the other ones
The idea behind the tool:
One of the most concurrent places to work in Houdini is SOPs, due to this fact, it means that we can have access to a huge set of tools to do an infinite kind of operations to attributes. In SOPs we have multiple ways to create and modify an attribute, the modifications can be done in multiple ways using built-in tools or external libraries like MOPs.
On my short working experience with Solaris, I found that level of accessibility is missing right now due to the nature of USD, where we don't have one node to create an attribute and we need to work with VEX if we want to create an attribute or do complex modifications (i.e. modify an attribute based on the prim position, etc).
With that in mind, I decided to create a tool that can allow to modify an existing USD attribute from a primitives selection or even create an attribute with a more familiar UI to the one that we find in SOPs, this should be compatible and useful for a lot of workflows and type of artists (FX, motion, layout, etc).
Final Release:
Beta Demo:
You will find the current HDA version and an reference hip file attached below with multiple example setups.
Tool Concept:
The USD Attribute Mapper works mainly in two steps:
1 - Create a SOP attribute inside to be used for remapping.
2 - Select the operation type to be used on the mapping/modification of the USD attribute.
Examples:
As the image specifies, the created SOP attribute can be used to modify the lights properties (height, width, intensity, etc) and it can be used to slowly enable all the lights on the scene or change their color, etc.
Using the same example, with MOPs we can use the shape falloff nodes to control the USD attributes with a tridimensional shape mask.
In the video below you can see the lights example and one example modifying the "size" attribute from a cube prim:
*In the video in the end I modified the PSR of the points just to show that is still possible to do inside of the node like on the SOP Modify lop node.
Some extra notes:
- There is some basic combination operators available like: Add, Subtract, Multiply and Divide.
- Multiple mappings can be done at the same time but always with the same pattern selection of primitives.
- The USD attribute can be imported in SOPs if it is needed, this might be useful in some cases (depending the type of the attribute this might not work, USD can store multiple types of attributes and in multiple ways, not all of then will be compatible with this workflow).
- A public beta build is not ready yet.
Roadmap:
- Add the possibility to create an USD attribute.
- Add the possibility to create an USD attribute as primvar with "constant" interpolation.
- Add the possibility to create an USD attribute as primvar with "vertex" interpolation.
- Operations: add support for maximum and minimum.
- Operations: add support for "Remove"/"Clean" attribute (this might be useful in some very specific cases).
- Control when the USD attribute can be imported or not on the SOPnet.
- UI improvements.
- Update extent usd attribute checkbox.
- Support for read/remap array attributes.
- Improve auto-data type combination.
- Update timeSamples in USD if remap is time dependent.
- Code reorganization (Probably this one can always be improved).
- Icon design. pending to upload.
- Documentation/Help cards. pending to upload.
- Rename USD attribute as USD standard attribute or as primvar. pending to upload.
- Create mode: per prim attribute variation. pending to upload.
----------
I hope you like it and find it useful for your everyday workflow.
Cheers!
I decided to participate on this H20 Tech Art challenge with this tool called "USD Attribute Mapper", I hope you like this tool and find it useful as the other ones
The idea behind the tool:
One of the most concurrent places to work in Houdini is SOPs, due to this fact, it means that we can have access to a huge set of tools to do an infinite kind of operations to attributes. In SOPs we have multiple ways to create and modify an attribute, the modifications can be done in multiple ways using built-in tools or external libraries like MOPs.
On my short working experience with Solaris, I found that level of accessibility is missing right now due to the nature of USD, where we don't have one node to create an attribute and we need to work with VEX if we want to create an attribute or do complex modifications (i.e. modify an attribute based on the prim position, etc).
With that in mind, I decided to create a tool that can allow to modify an existing USD attribute from a primitives selection or even create an attribute with a more familiar UI to the one that we find in SOPs, this should be compatible and useful for a lot of workflows and type of artists (FX, motion, layout, etc).
Final Release:
Beta Demo:
You will find the current HDA version and an reference hip file attached below with multiple example setups.
Tool Concept:
The USD Attribute Mapper works mainly in two steps:
1 - Create a SOP attribute inside to be used for remapping.
2 - Select the operation type to be used on the mapping/modification of the USD attribute.
Examples:
As the image specifies, the created SOP attribute can be used to modify the lights properties (height, width, intensity, etc) and it can be used to slowly enable all the lights on the scene or change their color, etc.
Using the same example, with MOPs we can use the shape falloff nodes to control the USD attributes with a tridimensional shape mask.
In the video below you can see the lights example and one example modifying the "size" attribute from a cube prim:
*In the video in the end I modified the PSR of the points just to show that is still possible to do inside of the node like on the SOP Modify lop node.
Some extra notes:
- There is some basic combination operators available like: Add, Subtract, Multiply and Divide.
- Multiple mappings can be done at the same time but always with the same pattern selection of primitives.
- The USD attribute can be imported in SOPs if it is needed, this might be useful in some cases (depending the type of the attribute this might not work, USD can store multiple types of attributes and in multiple ways, not all of then will be compatible with this workflow).
Roadmap:
----------
I hope you like it and find it useful for your everyday workflow.
Cheers!
Edited by cdordelly - Jan. 14, 2024 23:30:35
Solaris and Karma » Edit USD asset and keep materials
- cdordelly
- 123 posts
- Offline
Hi!
I think that you can do the inverse, instead of starting to do your edits in SOP and then start working in LOPs, start working in LOPs by loading your USD (with a sublayer or reference node) and make the edits inside of a SOP modify LOP.
If you want to continue starting in SOPs, you can export your edits, and then in LOPs load the original asset and then load your edits layer, it will override without changing the rest of the data (the materials and assignments) if you don't change your path and usd attributes of course.
I hope this helps,
Cheers!
I think that you can do the inverse, instead of starting to do your edits in SOP and then start working in LOPs, start working in LOPs by loading your USD (with a sublayer or reference node) and make the edits inside of a SOP modify LOP.
If you want to continue starting in SOPs, you can export your edits, and then in LOPs load the original asset and then load your edits layer, it will override without changing the rest of the data (the materials and assignments) if you don't change your path and usd attributes of course.
I hope this helps,
Cheers!
Solaris and Karma » make variants and proxies from usd file
- cdordelly
- 123 posts
- Offline
Hi!
Maybe you can take a look at this Component Builder video:
https://www.youtube.com/watch?v=EgTqz6y_oAs&t=2s [www.youtube.com]
I think if you are not looking to automate the re-process of the asset you can use the component builder by manually re-building each variant with each proxy separately, and then merge all the variants.
You can find the modified hip attached.
I hope it works for you,
Cheers.
Maybe you can take a look at this Component Builder video:
https://www.youtube.com/watch?v=EgTqz6y_oAs&t=2s [www.youtube.com]
I think if you are not looking to automate the re-process of the asset you can use the component builder by manually re-building each variant with each proxy separately, and then merge all the variants.
You can find the modified hip attached.
I hope it works for you,
Cheers.
3rd Party » Dune Solver
- cdordelly
- 123 posts
- Offline
Hi! Will this tool be available again? The Orbolt link looks broken, it looks pretty good.
Cheers!
Cheers!
3rd Party » Render Issue - Redshift Fog Only Black
- cdordelly
- 123 posts
- Offline
Something happens with your attached hip file that crashes my Houdini after few seconds
But I would say that you should not use the Houdini Render View when you use Redshift, maybe you have a incorrect gamma applied there. You should use the RS Render View.
Maybe you just need to tweak some extra values in Redshift to close the look that you got in Mantra.
If you think that you need more help related with redshift, you can try to post it on redshift forum on the Houdini section:
https://redshift.maxon.net/category/26/bugs-houdini [redshift.maxon.net]
But I would say that you should not use the Houdini Render View when you use Redshift, maybe you have a incorrect gamma applied there. You should use the RS Render View.
Maybe you just need to tweak some extra values in Redshift to close the look that you got in Mantra.
If you think that you need more help related with redshift, you can try to post it on redshift forum on the Houdini section:
https://redshift.maxon.net/category/26/bugs-houdini [redshift.maxon.net]
Edited by cdordelly - July 8, 2023 13:56:21
Technical Discussion » Create Houdini interface element class
- cdordelly
- 123 posts
- Offline
Yes, you can define the default values for the HDA parameters, or you can also use the Create Python section to run a script once the HDA is created, in case you want to save only one HDA but create it in multiple ways with different initial values depending on how are you calling, you can create a shelf script to create your HDA and control the initial values with it.
Regarding the pre-defined list, you can create an Ordered Menu parameter instead of a string field like in the example.
Regarding the pre-defined list, you can create an Ordered Menu parameter instead of a string field like in the example.
Technical Discussion » how to promote parms from materialsX
- cdordelly
- 123 posts
- Offline
Hello!
You can manually add it as a relative reference:
https://www.dropbox.com/scl/fi/4hhe15dhdntraelz600tn/houdini_mn0VtRmSuL.mp4?rlkey=633imgargicpuazhsbfl2eulh&dl=0 [www.dropbox.com]
You can manually add it as a relative reference:
https://www.dropbox.com/scl/fi/4hhe15dhdntraelz600tn/houdini_mn0VtRmSuL.mp4?rlkey=633imgargicpuazhsbfl2eulh&dl=0 [www.dropbox.com]
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