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Houdini Indie and Apprentice » transfering/generating textures in between two meshes
- grayOlorin
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Houdini Lounge » Converting to Polygons?
- grayOlorin
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On another note, would the Text SOP also work in this situation? I generally use the AI files if I am doing something pretty graphical (like a logo with text)
Houdini Indie and Apprentice » Setting up render passes Houdini 11
- grayOlorin
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Another way of approaching passes if you are working on a single hip file is to use Takes. One nice thing about Takes is that it allows for parameter overrides. If you are coming from Maya, extra image planes in mantra ROPs are like render passes, whereas Takes are like render layers
Houdini Indie and Apprentice » transfering/generating textures in between two meshes
- grayOlorin
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On another quick note… If one uses point clouds on a shading context instead of a vopsop, does it actually operate on the texels? Or it still just works on the points?
Houdini Indie and Apprentice » transfering/generating textures in between two meshes
- grayOlorin
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Hey guys! Sorry for the delayed response! Yes, this is indeed a pre-post of the same post I put on the technical discussion forum (I was not getting replies at the time so I wanted to try the post in another forum)
Thank you for the replies! The raytracing/gather solution on the link was indeed the solution I was looking for (as I needed to sample at the texel level) I appreciate all the help!
Thank you for the replies! The raytracing/gather solution on the link was indeed the solution I was looking for (as I needed to sample at the texel level) I appreciate all the help!
Technical Discussion » No input boxes on digital asset?
- grayOlorin
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Ahh I see! Thank you for clarifying that!
I ended up going the route of the opinputpath() and it works like a charm!
I assume then the only time I can truly use the multiple inputs is in contexts outside of OBJ? (or perhaps I can use them if I convert a subnetwork container into a DA?)
Thanks!
I ended up going the route of the opinputpath() and it works like a charm!
I assume then the only time I can truly use the multiple inputs is in contexts outside of OBJ? (or perhaps I can use them if I convert a subnetwork container into a DA?)
Thanks!
Technical Discussion » No input boxes on digital asset?
- grayOlorin
- 1799 posts
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Hey Jeff, thank you for the reply!
Laying the nodes out did not seem to work for me, which makes me wonder if there is something else going on here…
I was able to repro this with a simpler case, and I included the file. Same situation:
- Created Digital Asset with 0 inputs
- Matched current definition (to make sure it was not open for edit)
- Allowed editing of contents
- Changed min/max inputs to 2
- saved operator type/matched definition
- Inputs were not there (and would not show up with layout)
Note also that I created this digital asset not from a subnetwork originally, but instead from an actual geo node, using the Create Digital Asset right click option
Could there be a setting that I do not have on? Are you able to see the input nodes?
thank you again!
Laying the nodes out did not seem to work for me, which makes me wonder if there is something else going on here…
I was able to repro this with a simpler case, and I included the file. Same situation:
- Created Digital Asset with 0 inputs
- Matched current definition (to make sure it was not open for edit)
- Allowed editing of contents
- Changed min/max inputs to 2
- saved operator type/matched definition
- Inputs were not there (and would not show up with layout)
Note also that I created this digital asset not from a subnetwork originally, but instead from an actual geo node, using the Create Digital Asset right click option
Could there be a setting that I do not have on? Are you able to see the input nodes?
thank you again!
Technical Discussion » No input boxes on digital asset?
- grayOlorin
- 1799 posts
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I hope this question is not too basic,
I recently changed the min/max inputs for a digital asset from 0 to 2 (wanted to have the user wire the input meshes instead of having them imported as OBJs). However, after doing this change, I did not see any input boxes show up in the subnetwork of my digital asset. Is there a step that I am perhaps missing?
thank you in advance!
I recently changed the min/max inputs for a digital asset from 0 to 2 (wanted to have the user wire the input meshes instead of having them imported as OBJs). However, after doing this change, I did not see any input boxes show up in the subnetwork of my digital asset. Is there a step that I am perhaps missing?
thank you in advance!
Technical Discussion » Script equivalent to clearing OpenGL Cache
- grayOlorin
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Technical Discussion » Script equivalent to clearing OpenGL Cache
- grayOlorin
- 1799 posts
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What is the script (python or hscript) equivalent to pressing the OpenGL Cache clear button? I am looking into refreshing textures in my viewport, and pressing this button does the trick I found the other cache commands (texcache, geocache) but could not figure out which one is for the OpenGL
Thanks in advance!
Thanks in advance!
Technical Discussion » soft shadows with environment lights
- grayOlorin
- 1799 posts
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@circusmonkey - In my case, I am using the env light as my main light source (from an HDR capture). I do like having the shadows there, but need them to be just a little softer
@tamte - Thank you for pointing my out to that topic! I will check out the hip file as soon as I get a chance to see if the shadow shader may do the trick. I also do not mind trying out blurring the map or adding shadow lights (i actually saw a difference once I tried a different HDR image)
In regards to my setup, you pretty much guessed right it is quite simple (just an environment/ambient light combo)
Thank you guys for your help!
@tamte - Thank you for pointing my out to that topic! I will check out the hip file as soon as I get a chance to see if the shadow shader may do the trick. I also do not mind trying out blurring the map or adding shadow lights (i actually saw a difference once I tried a different HDR image)
In regards to my setup, you pretty much guessed right it is quite simple (just an environment/ambient light combo)
Thank you guys for your help!
Technical Discussion » soft shadows with environment lights
- grayOlorin
- 1799 posts
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I think the HDR map that I am using may be causing the sharper shadows I am seeing. Let me try hooking up a shadow shader via rendering property like you mentioned (do you happen to have any screenshots of what that shop network looks like?)
Technical Discussion » soft shadows with environment lights
- grayOlorin
- 1799 posts
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Is there a way to get soft shadows if your scene is illuminated with an environment light only? Do I have to do it in separate render passes?
I noticed some of the lights allow you to input a shadow shader, but I did not see this input in the environment light
Thanks in advance
I noticed some of the lights allow you to input a shadow shader, but I did not see this input in the environment light
Thanks in advance
Technical Discussion » Transfering surface information in between two meshes
- grayOlorin
- 1799 posts
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Wow man! Thank you for this example! This is what I was looking for
Love the fact that you can basically bake whatever you can trace…! This is great stuff
Thank you all for your replies!
Love the fact that you can basically bake whatever you can trace…! This is great stuff
Thank you all for your replies!
Technical Discussion » Transfering surface information in between two meshes
- grayOlorin
- 1799 posts
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Hi, wanted to see if someone in this forum could point me in the right direction:
How do you do map transfer/generation in between two meshes in Houdini? some examples of what I am looking for:
- Create a tangent space normal map from a hi res mesh (without UVs) to a low res mesh
- Transfer the color map from a scan model to a low res model without transfering UVs (by doing ray intersections in 3D space)
What I am looking for is similar to the transfer maps utility in maya or the ultimapper in XSI (however, I am looking for basically the results, even if the process is completely different) . I looked into the help, through several forums, etc. but could not find anything in regards to this.
Thank you in advance
How do you do map transfer/generation in between two meshes in Houdini? some examples of what I am looking for:
- Create a tangent space normal map from a hi res mesh (without UVs) to a low res mesh
- Transfer the color map from a scan model to a low res model without transfering UVs (by doing ray intersections in 3D space)
What I am looking for is similar to the transfer maps utility in maya or the ultimapper in XSI (however, I am looking for basically the results, even if the process is completely different) . I looked into the help, through several forums, etc. but could not find anything in regards to this.
Thank you in advance
Houdini Indie and Apprentice » transfering/generating textures in between two meshes
- grayOlorin
- 1799 posts
- Offline
How do you do map transfer/generation in between two meshes in Houdini? some examples of what I am looking for:
- Create a tangent space normal map from a hi res mesh (without UVs) to a low res mesh
- Transfer the color map from a scan model to a low res model without transfering UVs (by doing ray intersections in 3D space)
What I am looking for is similar to the transfer maps utility in maya or the ultimapper in XSI (however, I am looking for basically the results, even if the process is completely different) . I looked into the help, through several forums, etc. but could not find anything in regards to this.
Thank you in advance!
- Create a tangent space normal map from a hi res mesh (without UVs) to a low res mesh
- Transfer the color map from a scan model to a low res model without transfering UVs (by doing ray intersections in 3D space)
What I am looking for is similar to the transfer maps utility in maya or the ultimapper in XSI (however, I am looking for basically the results, even if the process is completely different) . I looked into the help, through several forums, etc. but could not find anything in regards to this.
Thank you in advance!
Technical Discussion » exposing paint manipulator handle (brush circle) on a DA
- grayOlorin
- 1799 posts
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ah looks like I answered my own question:
- If your visible node is a null, you must make sure that Cache Input is on to allow for painting while that node is visible
- Merge nodes change the topology of the mesh. As a result, Houdini shows the template mesh for painting (makes sense, and a nice feature!)
- If your visible node is a null, you must make sure that Cache Input is on to allow for painting while that node is visible
- Merge nodes change the topology of the mesh. As a result, Houdini shows the template mesh for painting (makes sense, and a nice feature!)
Technical Discussion » exposing paint manipulator handle (brush circle) on a DA
- grayOlorin
- 1799 posts
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Thank you! That totally did the trick!
One other quick question… When using this method, it looks like I am able to paint on the visible version of the mesh in the network up to a certain point…. then it will not let me paint onto the mesh, and instead, it shows a templated version of the mesh for me to paint on. Is there anything in particular that may cause this behavior?
One other quick question… When using this method, it looks like I am able to paint on the visible version of the mesh in the network up to a certain point…. then it will not let me paint onto the mesh, and instead, it shows a templated version of the mesh for me to paint on. Is there anything in particular that may cause this behavior?
Technical Discussion » exposing paint manipulator handle (brush circle) on a DA
- grayOlorin
- 1799 posts
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How do you go about exposing the paint handle of a paint node inside of a digital asset?
I have a DA on which I want to allow the user to paint some vertex colors as part of the workflow. I set the pain node as an editable node in the type properties window. However, I was wondering if there is a way for a user to go into paint mode without actually having to dive into the digital asset and select the node itself.
I have been able to expose manipulators such as the xform ones, but I was not sure how to go about exposing the paint handle
Thank you in advance!
I have a DA on which I want to allow the user to paint some vertex colors as part of the workflow. I set the pain node as an editable node in the type properties window. However, I was wondering if there is a way for a user to go into paint mode without actually having to dive into the digital asset and select the node itself.
I have been able to expose manipulators such as the xform ones, but I was not sure how to go about exposing the paint handle
Thank you in advance!
Technical Discussion » Copying/pasting multiple parameters
- grayOlorin
- 1799 posts
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Thank you! It looks that I can even get an array of all of the parameters in a folder (which is where all my lighting settings are ).
Thank you again!
Thank you again!
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