I have four wedges to drive four render sequence , each one have 50 frame.
When cook ropfetch node , It will cook 1 frame in wedge1 ,and then cook 1 frame in wedge2 , and cook 1 frame in wedge3 ,and so on
How can i control PDG cook order to 1,2,3,4,5,6,7....in wedge1 and then wedge2 ?
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Technical Discussion » How to control PDG render order
- happybabywzy
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Technical Discussion » How to bake triplanar tex use Lab Maps Baker
- happybabywzy
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tamte
I'm not sure you can, I believe Maps Baker uses COPs to sample textures and some attributes to generate the output maps
I don't think it evaluates shaders at all
You may need to use Labs Games Baker or Bake Texture ROP
Thank your for reply , Flinaly I decide use baketexture rop and get it work
Technical Discussion » How to bake triplanar tex use Lab Maps Baker
- happybabywzy
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I have High mesh with triplanar diffuse texture with principledshader
I have Low mesh with UVs
How to bake triplanar tex use Lab Maps Baker?
I have Low mesh with UVs
How to bake triplanar tex use Lab Maps Baker?
Houdini Learning Materials » MaterialX Essentials (Nodes Pack)
- happybabywzy
- 83 posts
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nicolaas.tanghehappybabywzy
Hi,I would like to know how to create a more detailed Noise pattern with MTLX node,just like like Arnold noise below?
I`ve atached a file with a similar matx node setup, you could pack it into a subnet.
Thank you very much for your help ~
Technical Discussion » Which is better to learn for Houdini and UE? C++ or Python
- happybabywzy
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animatrix_
For Houdini: VEX. Python for general automation, external tools, scripts, etc.
Thank your for your reply
Technical Discussion » Which is better to learn for Houdini and UE? C++ or Python
- happybabywzy
- 83 posts
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mestela
UE has python, handy for similar things to houdini python; pipeline, UI etc.
Thank you for your reply
Technical Discussion » Which is better to learn for Houdini and UE? C++ or Python
- happybabywzy
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vik_lc
For Houdini I would say Python rather than C++. Especially for the beginning. You will get more help with Python here as well.
However, how deep you can access Houdini in relation to C++ is not clear to me. At least I can say that the HOM API is very extensive, and as far as I know you can extend it yourself, but with C++.
I think if you are purely interested in writing tools or scripts that make life easier for you or others, and not very deep into the architecture, so in terms of programming your own solvers, etc.. then you are quite well served with Python. And you still have VEX. The two in combination are already very powerful.
In Unreal, you currently have no choice other than to work with C++ or with Blueprints. However, VERSE [www.youtube.com], the new language, was recently presented at the GDC. Looks very interesting, but it needs time until it is established, has enough resources to learn, and so on.
But in the end it's all up to your preference, I think.
Thank you very much for your detailed reply
Technical Discussion » Which is better to learn for Houdini and UE? C++ or Python
- happybabywzy
- 83 posts
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Hi I have use Houdini for years ,Mainly used in VFX and procedural modeling direction , I know some basic VEX , and recently i want to learn a codeding language, I also want to learn UE in the future
So Which is better to learn ? C++ or Python
So Which is better to learn ? C++ or Python
Houdini Learning Materials » MaterialX Essentials (Nodes Pack)
- happybabywzy
- 83 posts
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Hi,I would like to know how to create a more detailed Noise pattern with MTLX node,just like like Arnold noise below?
Houdini Learning Materials » Where can I find the Arnold light?
- happybabywzy
- 83 posts
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Hi,It looks like your Arnold renderder not installed correctly, If Arnold works in Houdini , there should a Arnold menu on the top next Help menu.
Technical Discussion » How to get a waterdrop with tension
- happybabywzy
- 83 posts
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There is a simple preset in the Particle Fluid shelf ,called Drip Particle Fluid , You can try it ~
Holp this help you out
Holp this help you out
Edited by happybabywzy - Jan. 26, 2023 18:49:11
Technical Discussion » Any documentation about pdgattribvals function?
- happybabywzy
- 83 posts
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Robbert
The documentation is here; https://www.sidefx.com/docs/houdini/expressions/pdgattribvals.html [www.sidefx.com]
it will just return the values of the attribute with the name given in the parenthesis. So for whatever work_item is currently processing it will return the value of "image" and use that to retrieve and insert the path to the image file that is to be zipped. The function he uses is a common command-line/terminal function; https://www.geeksforgeeks.org/zip-command-in-linux-with-examples/ [www.geeksforgeeks.org]
Hope this helps you out, cheers!
Thank you , it very helpful to me
Technical Discussion » Any documentation about pdgattribvals function?
- happybabywzy
- 83 posts
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Hi I am new to PDG,and in this tutorial he write some codes(called pdgattribvals function) to ZIP the output images , so Any documentation about how to wrtie those codes? If i want to do something outside Houdini such like Email or Zip after PDG ,Am I must write python?
Technical Discussion » How to blend Low and High res result of SOP Flip sim
- happybabywzy
- 83 posts
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Hi , I would like to know that the uper res workflow in SOP Flip , Do i need to blend the result of high and low res simulation? and how to do that?
Or I just only need the high res result?
Or I just only need the high res result?
Edited by happybabywzy - Jan. 5, 2023 07:30:56
Technical Discussion » white water source emit nothing ,help please
- happybabywzy
- 83 posts
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Hi, I did a flip sim , but in the 1f-60f range there 4 field in the cache,and by connect to whitewatersource node,it emit nothing , but in the 60f-240f there are 2 field , and whitewatersource node works well, i would like to know why?
help please
help please
Edited by happybabywzy - Dec. 4, 2022 08:33:22
Technical Discussion » WhiteWater in Karma Ocean Node
- happybabywzy
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Hi guys , I know there is a new node called Karma Ocean node in Houdini 19.5 ,I have sim a box falldown into a flat ocean , and displacment the flat area with ocean spectrum after meshing , then i render it in Karma with karma ocean node ,it works well , but i would like to know : is karma ocean node can also deal with whitewater? and how to render whitewater use karma ocean node with right displacment ?
Technical Discussion » how to understand Ambient Temp(K) and Reference Temp(K) ?
- happybabywzy
- 83 posts
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tamte
temperature in pyro is in ambiguous values where 0 is always ambient temperature and 1 can mean be whatever
however to help getting real world based buoyancy, there are those Kelvin sliders that are then used to compute buoyancy by assuming 0 is Ambinent Temp and 1 is Reference Temp
similarly those values can be used for shading if you use blackbody (Temperature at 0 and Temperature at 1)
Thank you for reply , but i am still confused with those. I would like to sim a cloud , when the temperature greater than ambient temperature the cloud rise ,when the temperature rise to less than ambient temperature the cloud sink , how to setup those Kelvin sliders ?
Technical Discussion » how to understand Ambient Temp(K) and Reference Temp(K) ?
- happybabywzy
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Technical Discussion » how to understand Ambient Temp(K) and Reference Temp(K) ?
- happybabywzy
- 83 posts
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Hi everyone , I know "Ambient Temperature" parameter in Gas Buoyancy node can help control smoke move up and down by different temperature threshold. But i am completely confused by the "Ambient Temp(K)" and "Reference Temp(K)" parameters in the newly Pyro Slover Sparse node.I have tested those two parameters all day but still can't understand.I would like to know : are those two parameters same as "Ambient Temperature" parameter in Gas Buoyancy node?
Technical Discussion » How to use RangeOfFilter in FileMerge Node
- happybabywzy
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