How does one go about doing that? I tried to bring it into Substance Painter and it doesn't see the individual meshes. I've tried other obj's created in different apps and they come in fine, but not the ones created in Houdini.
I've tried the whole Connectivity + Partition sop deal but that doesn't work either https://www.sidefx.com/forum/topic/16747/?page=1#post-78831 [www.sidefx.com]
I'm sure there must be a simple solution here.
Or, as an alternative how would you do it in FBX? Same problem there, no individual mesh pieces, just one big mesh exported.
The only one I know how to do properly is ABC files, but Substance Painter doesn't recognize those….
Thought I had some answers but everything I tried didn't work.
Thanks
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Houdini Indie and Apprentice » Export Obj with multiple meshes
- firefly9000
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Houdini Indie and Apprentice » Random textures from pool
- firefly9000
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huey_yeng
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today 2:57 p.m.
You can use Python to bulk apply the shaders in a random shuffle manner for the 4000(!) groups.
I'm still not familiar with the Python commands for assigning shaders but you can do something like this.
Thank you for trying to help. I had figured out the randomization bit (though I did it differently), but I got stuck at the same part you did: Assigning the shaders programmatically per group.
My idea was to call them up on a per group basis (in the Material sop) but I have no clue how to do it… or even if it's doable or the right strategy.
Edited by firefly9000 - April 24, 2018 15:56:14
Houdini Indie and Apprentice » Random textures from pool
- firefly9000
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What I'd like to do is the following:
I have about 4k groups that come as part of 1 obj.
I would like to assign shaders in the materials as such:
/matnet1/shader_**for each group pick a random nr from 1 to 5**
or, alternatively in the shader itself in the texture field if possible. Whatever is deemed simpler.
I'm sure I must be missing something as all the answers I found online were old and required adding of attributes and really complicated workflows some with sops that no longer exist.
Can someone point me in the right direction?
Thank you
I have about 4k groups that come as part of 1 obj.
I would like to assign shaders in the materials as such:
/matnet1/shader_**for each group pick a random nr from 1 to 5**
or, alternatively in the shader itself in the texture field if possible. Whatever is deemed simpler.
I'm sure I must be missing something as all the answers I found online were old and required adding of attributes and really complicated workflows some with sops that no longer exist.
Can someone point me in the right direction?
Thank you
Edited by firefly9000 - April 24, 2018 12:37:45
Houdini Indie and Apprentice » Glass Shader & Environment Light
- firefly9000
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dlee
You can add “Light Contributions” in your Environment Light (under Light tab), set “Component” to “refract”, then turn off the checkbox next to it to make it invisible to refractions.
However, you may still run into difficulties in compositing because you won't get useable alpha. If you reduce opacity of glass (as you've done in your example file), it will reduce the contribution of reflections, and also cause camera rays to see backside of the glass and give you incorrect reflections and refractions.
Even if you have proper alpha to composite with, you'll still need to fake refractions in comp (ie distort the backplate using normal pass) to make it look convincing.
My suggestion would be to keep the things the way they were (set refraction/refraction masks back to default, leave opacity of glass at 1), and instead create a matte plane with backplate texture behind the glass object to give it plausible refractions.
Thank you Dlee for the help.
Wouldn't the matte plane obstruct the Env light?
Would it be possible to do a quick example as I'm not sure how it would all fit together in the method you recommend.
If I put the backplate texture behind for the refraction, how do I keep it from coming through as background and ending up with same result?
(or alternatively point me to a tutorial on such things)
Thanks
Edited by firefly9000 - Oct. 24, 2017 19:40:24
Houdini Indie and Apprentice » Glass Shader & Environment Light
- firefly9000
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We're going in the opposite direction I wanted to go…
I'm not explaining this correctly, but I would like something like this (see attached), BUT affected by the Env light and with the reflection. But the background should be transparent. In other words the light geometry should not be visible in render, ONLY it's effects on the objects.
If I get a render such as the one you provided, how would I insert a backplate? The background is baked into the render… It would not be useful at the compositing stage.
I'm not explaining this correctly, but I would like something like this (see attached), BUT affected by the Env light and with the reflection. But the background should be transparent. In other words the light geometry should not be visible in render, ONLY it's effects on the objects.
If I get a render such as the one you provided, how would I insert a backplate? The background is baked into the render… It would not be useful at the compositing stage.
Edited by firefly9000 - Oct. 24, 2017 17:40:50
Houdini Indie and Apprentice » Glass Shader & Environment Light
- firefly9000
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Just so you don't think i'm kidding I'm attaching what I see when rendering with ‘render geo’ off…
Houdini Indie and Apprentice » Glass Shader & Environment Light
- firefly9000
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BabaJ
Ok…I opened your file…one thing you need to do is check off ‘Render Light Geometry’ under your Environment Light ‘Light’ Tab.
Have a look at your scene after a render of that step then maybe take it from there before addressing something else?
It's not checked. I played with it to see differences, but it's not checked in my file. I probably send the file with it checked. But the render is WITHOUT it checked.
I'm stupid.. but not THAT stupid
Houdini Indie and Apprentice » Glass Shader & Environment Light
- firefly9000
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Sorry I'm not doing a very good job of explaining what the problem is.
I've attached a simple test of a concrete box inside a bigger box with glass walls. I've reduced the IOR to 1 just to simplify the example.
The problem I have is that the Environment light geometry comes through as a background. See attached photo. This isn't a reflection (which I want) it's just the background Environment Light geometry that is visible through the glass.
Obviously the background plate will be the background for the glass, NOT the Environment light geometry.
Yet even though I disable the “Render Light Geometry” it still comes through as a background in glass.
So what I want:
What I don't want:
Look at my attached image. What you're seeing is the background Env Light geometry, not reflections.
I hope this makes sense. I'm sure it's something simple that I'm not quite grasping yet.
Thank you
I've attached a simple test of a concrete box inside a bigger box with glass walls. I've reduced the IOR to 1 just to simplify the example.
The problem I have is that the Environment light geometry comes through as a background. See attached photo. This isn't a reflection (which I want) it's just the background Environment Light geometry that is visible through the glass.
Obviously the background plate will be the background for the glass, NOT the Environment light geometry.
Yet even though I disable the “Render Light Geometry” it still comes through as a background in glass.
So what I want:
- Reflections in glass
- IBL light going through glass and illuminating interior
- Refraction
What I don't want:
- Seeing the Env Light geometry rendered as background to glass.
Look at my attached image. What you're seeing is the background Env Light geometry, not reflections.
I hope this makes sense. I'm sure it's something simple that I'm not quite grasping yet.
Thank you
Houdini Indie and Apprentice » Glass Shader & Environment Light
- firefly9000
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Hi Babaj,
Thank you for the help. What you say makes a lot of sense, but unfortunately I can't make it take out the IBL being rendered as background.
Look at the attached. There are reflections (which I want to keep), but there is also the ibl being literally rendered as background (even though I uncheck render geo in the Env light tab). (see attached)
If I remove lights from the Geo Render>Shading>LightMask, that doesn't look right either. I now lost all reflections from outside. (see attached)
I cannot figure out how to have the IBL illuminating things but keep it from being rendered as a background.
I may be overlooking something simple but I can't figure it out.
Thanks
Thank you for the help. What you say makes a lot of sense, but unfortunately I can't make it take out the IBL being rendered as background.
Look at the attached. There are reflections (which I want to keep), but there is also the ibl being literally rendered as background (even though I uncheck render geo in the Env light tab). (see attached)
If I remove lights from the Geo Render>Shading>LightMask, that doesn't look right either. I now lost all reflections from outside. (see attached)
I cannot figure out how to have the IBL illuminating things but keep it from being rendered as a background.
I may be overlooking something simple but I can't figure it out.
Thanks
Houdini Indie and Apprentice » Glass Shader & Environment Light
- firefly9000
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What's the best way to render an object encased in glass? (both the glass & object)
Imagine for example a pilot in a cockpit seen from a side view. You have the 1 inch glass that the light goes through (both sides) and the pilot.
Problem I'm encountering is that I render with an Env light and the background comes through in the glass. How do I render ONLY reflections & spec? I deselect showing light in render, but whatever background is seen through glass is still there.
I guess a better questions is what's the best workflow of rendering glass for compositing?
I think I grasp the basic concept but I'd like to hear from experienced users that have done this.
I'm using the Principaled Shader. How should I think/use the transparency/opacity controls. What mantra setting should I pay attention to. Things such as image planes exported.
Maybe I'm thinking about this wrong but glass rendering seems like a totally different beast all together.
Thank you
Imagine for example a pilot in a cockpit seen from a side view. You have the 1 inch glass that the light goes through (both sides) and the pilot.
Problem I'm encountering is that I render with an Env light and the background comes through in the glass. How do I render ONLY reflections & spec? I deselect showing light in render, but whatever background is seen through glass is still there.
I guess a better questions is what's the best workflow of rendering glass for compositing?
I think I grasp the basic concept but I'd like to hear from experienced users that have done this.
I'm using the Principaled Shader. How should I think/use the transparency/opacity controls. What mantra setting should I pay attention to. Things such as image planes exported.
Maybe I'm thinking about this wrong but glass rendering seems like a totally different beast all together.
Thank you
Edited by firefly9000 - Oct. 22, 2017 00:35:34
Houdini Indie and Apprentice » Environment Light Exposure
- firefly9000
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pezetko
Same as other lights.
intensity = 2^exposure
That means if you have intensity 1 and rise exposure to 3 you will get the same result as if you have exposure 0 and intensity 8.
A common workflow is having intensity on 1 (or in <0,1> scale as “scale factor” for animation (on/off/blinking etc…)) and rise up exposure as it better represents f-stops.
Thank you for that. Now it makes sense
Houdini Indie and Apprentice » Environment Light Exposure
- firefly9000
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Can someone please explain to me the difference between ‘light exposure’ and ‘light intensity’ on the Env Light > Light tab?
The documentation for this light oddly skips this control http://www.sidefx.com/docs/houdini/nodes/obj/envlight [www.sidefx.com]
The documentation for this light oddly skips this control http://www.sidefx.com/docs/houdini/nodes/obj/envlight [www.sidefx.com]
Houdini Indie and Apprentice » Combining Multiple Projections
- firefly9000
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Olaf Finkbeiner
Hi firefly,
i think you need to be more specific on what you want to do.
However here at least one litte tip
Use -UV texture- node and -perspective from camera- as texture type.
You will also need multiple UVs one for each projection
In your shader setup you can composite the projections.
Or bake out multiple textures and do the composite in cops as a post process.
greetings
olaf
Hi Olaf,
Thanks for the help. Basically I would like to do something like this:
https://www.youtube.com/watch?time_continue=4&v=_5Mx9I4tmac [www.youtube.com]
This is a column put together by multiple projections in Nuke. You can see it at 0:13 sec where the projection areas are each colored differently for ease of visualisation of how they're laid out.
So far I know the basics of projection but I get stuck on combining multiple projections together. You say that I should combine them in the shader setup. Would you be able to give me a heads up on how I could do that?
I usually project using a constant shader (should I use something different?) How would I combine them and work out the seams?
Thank you
Houdini Indie and Apprentice » Combining Multiple Projections
- firefly9000
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Can I combine multiple projections in Houdini similar to the way you can in Nuke?
http://cg.earlyworm.co.nz/camera-projection-in-nuke/ [cg.earlyworm.co.nz]
If yes, can you please let me know what nodes/setup I should look into?
I'm trying to bake out a composite of projections on a piece of geometry.
Thank You
http://cg.earlyworm.co.nz/camera-projection-in-nuke/ [cg.earlyworm.co.nz]
If yes, can you please let me know what nodes/setup I should look into?
I'm trying to bake out a composite of projections on a piece of geometry.
Thank You
Houdini Indie and Apprentice » Alpha Principaled Shader
- firefly9000
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tamte
there is Opacity parameter as well as opacity input directly on Principled shader
Thank you for the help. I cannot make the Constant shader work without a separate opacity map. The Principled shader takes the opacity from the map itself, but Constant does not.
What makes the Principles shader able to take the alpha directly from the map? Looked inside Principled shader but I can't make it out.
** Update **
Kinda figured it out that you need the rgba enabled and get the vector4 > float conversion so you can multiply with alpha. Then it works with the same map, using its alpha.
**
Thank you!
Edited by firefly9000 - Sept. 6, 2017 18:04:26
Houdini Indie and Apprentice » Alpha Principaled Shader
- firefly9000
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Houdini Indie and Apprentice » Python Variable
- firefly9000
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I created a variable in a Python Sop called StartingPoint.
How can I use this variable in parameters in Sops down the pipe.
So I got to a Sop parameter, switch it to Python and type in what??
Done a lot of research online but found only info about doing calculations etc… Nothing about putting a variable you've created.
Thanks
How can I use this variable in parameters in Sops down the pipe.
So I got to a Sop parameter, switch it to Python and type in what??
Done a lot of research online but found only info about doing calculations etc… Nothing about putting a variable you've created.
Thanks
Edited by firefly9000 - Nov. 29, 2016 19:49:11
Houdini Indie and Apprentice » MPlay Flipbook Keyframes Cannot Be Selected
- firefly9000
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arctor
***(so here's where the error is - it should say “You can select them with SHIFT+LMB and drag them along the timeline with MMB.” ***This lets you change the timings of the blocked out images and preview the changes without creating a new flipbook.
When you are finished, choose Tools ▸ Export Channel Blocking in MPlay to apply the edited timings to your scene.
then here again this should read (at least on a mac) “When you are finished, choose ANIM ▸ Export Blocking in MPlay to apply the edited timings to your scene.”
This is a great feature that has been around since H7(?) I think…
Thank You Arctor
Maybe one day, if you have time, you'll get a chance to make a character animation tut [sidefx.com].
Been reading the threads pertaining to animation and rigging and you always give great advice and have a lot of experience. One can hope
PS: I wish I could have listened to your lecture on “Why Rig Characters in Houdini?” [sidefx.com] but it's not available online.
Edited by firefly9000 - Nov. 3, 2016 12:18:11
Houdini Indie and Apprentice » MPlay Flipbook Keyframes Cannot Be Selected
- firefly9000
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peteski
Wow what a weird hidden feature?!
Yeah it looks like left clicking the timeline in mplay doesn't work. I found that dragging a region around it does though. Hold down shift and click the key.
So I'm not crazy here…. thanks
I thought it was just me. I wonder if they check these features before they go in the docs.
Houdini Learning Materials » Character Animation Tutorials
- firefly9000
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peteski
Animation fundamentally is quite similar in Houdini to other programs but I reckon there are a tonne of things we are missing out on that someone in the know might be able to go through in a webinar quite quickly. Even just shortcuts and best practices.
You said it.
BTW, as I noted to BabaJ, maybe you guys can help me figure this out. I posted in on the Indie side of the forum but it relates exactly to what we are talking about: https://www.sidefx.com/forum/topic/46686/ [sidefx.com]
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