Is OTL the only way Houdini geo can come into maya. Aside from OBJ and ABC. What I really need is ability to bring in BGEO sequences out of SOP's (with DOPs feededing data into SOP). Say fracture dynamics. Cook the breakup into BGEO and have a FileIn in Maya. I suppouse Alembic is the way to go, and it appears to work. But I ABC is one file, though it is read as a cache. But what if the file goes above 4TB limit. Mays's BiFrost is same way. BiFrost (formerly naiiad) writes its mesh data into ABC.
DaveR
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Houdini Engine for Maya » Houdini Engine for Maya 2015
- Dave_ah
- 436 posts
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Houdini Lounge » How to feed POP into DOP?
- Dave_ah
- 436 posts
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OK I got it.
Apparently a POPObjectDOP node is required all the time, even w/o an initial state.
DR
Apparently a POPObjectDOP node is required all the time, even w/o an initial state.
DR
Houdini Lounge » How to feed POP into DOP?
- Dave_ah
- 436 posts
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OK I admit, I feel stupid. I read the docs, looked at the examples, but I do not get understand how to get POP into DOP network, and use DOPs to solver particles sims.
I have POP network.
In DOP net, I drop a POPSolver and reference it in in DOP/POPSolver/POP Path. I get nothing. It does not work.
So I do not understand the process of solving particles with DOPs?
When I look at example files, I do not understand what is happening in them.
So what I am looking is a simple explanation. Starting with POP network that has in it an emitter source. How to bring it into DOP?
DR
I have POP network.
In DOP net, I drop a POPSolver and reference it in in DOP/POPSolver/POP Path. I get nothing. It does not work.
So I do not understand the process of solving particles with DOPs?
When I look at example files, I do not understand what is happening in them.
So what I am looking is a simple explanation. Starting with POP network that has in it an emitter source. How to bring it into DOP?
DR
Houdini Lounge » What's the deal with Edit Sculpt tool
- Dave_ah
- 436 posts
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I have both 32bit and 64bit Windows versions of Houdini installed. The 32 bit version is used only to convert RealFlow data to BGEO. RF Import only works in 32. Otherwise I use 64bit version. The Sculpt works fine in 32bit(VC7) version, but not in 64 bit.
Houdini Lounge » What's the deal with Edit Sculpt tool
- Dave_ah
- 436 posts
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Its no big deal. This kind of sculpting is really meant for Zbrush or Mudbox.
I also experience that Sculpt's Operation Goal options don't stick. Unless the parameter is locked. It defaults to Deform Points. If I set it to Smooth Point (or any other option other then Deform), as soon brush is glided over the mesh, the option snaps back to Deform. But like I said, there is no deformation of the surface.
I also experience that Sculpt's Operation Goal options don't stick. Unless the parameter is locked. It defaults to Deform Points. If I set it to Smooth Point (or any other option other then Deform), as soon brush is glided over the mesh, the option snaps back to Deform. But like I said, there is no deformation of the surface.
Houdini Lounge » What's the deal with Edit Sculpt tool
- Dave_ah
- 436 posts
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Its no big deal. This kind of sculpting is really meant for Zbrush or Mudbox.
I also experience that Sculpt's Operation Goal options don't stick. Unless the parameter is locked. It defaults to Deform Points. If I set it to Smooth Point (or any other option other then Deform), as soon brush is glided over the mesh, the option snaps back to Smooth. But like I said, there is no deformation of the surface.
I also experience that Sculpt's Operation Goal options don't stick. Unless the parameter is locked. It defaults to Deform Points. If I set it to Smooth Point (or any other option other then Deform), as soon brush is glided over the mesh, the option snaps back to Smooth. But like I said, there is no deformation of the surface.
Houdini Lounge » What's the deal with Edit Sculpt tool
- Dave_ah
- 436 posts
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I did all that. The Edit tool is in edit mode, I can see the brush ring dancing over the poly surface. The primitive hits are generated. All that is good, except the geometry is not being deformed. Otherwise the edit tool works. Just the sculpt part is dead. I think its a Windows version issue.
Houdini Lounge » What's the deal with Edit Sculpt tool
- Dave_ah
- 436 posts
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Did the same thing. The sculpt option is dead. Non functional. Gotta be some kind of Windows Vista issue.
Houdini Lounge » What's the deal with Edit Sculpt tool
- Dave_ah
- 436 posts
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Houdini Lounge » Sub-Displacement coving
- Dave_ah
- 436 posts
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OK thank you all. I think I have it got hadled. But I still do not understand some basic issues. In the docs, the holes in sub-d displaced geometry are described as coving. But thats not what I was experiencing, it was displacement bounds. So here is what I don't get. The surface is set to render as sub-d, with render engine set to PBR. I assume that PBR icludes Micro-Poly as its diving engine. So , as I understand it, micropoly dices sub-d geometry into pixel size triangles. Is this correct? But I am seeing clear missing triangles, that are a lot larger then single pixel.
This is where I am somewhat confused, as to what is exactly is coving? What exactly is displacement bounds? How are two related?
DR
This is where I am somewhat confused, as to what is exactly is coving? What exactly is displacement bounds? How are two related?
DR
Houdini Lounge » Sub-Displacement coving
- Dave_ah
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Thank you for the HIP example. Problem is that I don't understand what is happening there SHOP wise. There are dozens upon dozens of ab parameter nodes, that do what exactly? Nor do I see , what causes coving in my scene, nor how to fix it. The docs give incomplete info. They say to change coving options. That does not work.
Attached is a frame from my flood scene, the terrain pass. Its just normal polygonal geometry, all fused with clean UV's. Yet it renders with severe coving problems, which change from frame to frame.
Its isn't bounding volume issue, as it would be with a flat surface. Apache_Peak was a simple displacement test on a flat poly grid. Yet even with this case I get coving.
Attached is a frame from my flood scene, the terrain pass. Its just normal polygonal geometry, all fused with clean UV's. Yet it renders with severe coving problems, which change from frame to frame.
Its isn't bounding volume issue, as it would be with a flat surface. Apache_Peak was a simple displacement test on a flat poly grid. Yet even with this case I get coving.
Houdini Lounge » Sub-Displacement coving
- Dave_ah
- 436 posts
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I seem to be having coving issues with displacement shaders. Rendering with Mantra.
The docs state to try changing coving options to ALL PRIMITIVES.
Doesn't do the trick. I get serious holes and missing triangles in displaced geometry.
I went through all the coving options.
My Render options at Object is set to Polygons render as sub-division.
The docs state to try changing coving options to ALL PRIMITIVES.
Doesn't do the trick. I get serious holes and missing triangles in displaced geometry.
I went through all the coving options.
My Render options at Object is set to Polygons render as sub-division.
Houdini Lounge » How rand is rand($PT) in Copy Stamp
- Dave_ah
- 436 posts
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Thas actually great advice . Thank you.
So my exp. in instance rots should
fit(rand($ID),0,1,-180,180)
I thought that $PT is point number, and its different for every point. Since I bake my POP into BGEO , then load it back via fileIn.
DR
So my exp. in instance rots should
fit(rand($ID),0,1,-180,180)
I thought that $PT is point number, and its different for every point. Since I bake my POP into BGEO , then load it back via fileIn.
DR
Houdini Lounge » How rand is rand($PT) in Copy Stamp
- Dave_ah
- 436 posts
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What I have been experiencing is that instance rotations of neighbor instances to be similar.
So when I use a constant multiple in the expression say 3.14 for
fit(rand($PT * 3.14),0,1,-180,180), the rotations of neighbor instances are not randomised enough. However becouse $PSCALE has large value range from , .01 to .2. Using it in the expression fit(rand($PT * $PSCALE),0,1,-180,180), generates significant differences in rotation of instance neighbors.
DR
So when I use a constant multiple in the expression say 3.14 for
fit(rand($PT * 3.14),0,1,-180,180), the rotations of neighbor instances are not randomised enough. However becouse $PSCALE has large value range from , .01 to .2. Using it in the expression fit(rand($PT * $PSCALE),0,1,-180,180), generates significant differences in rotation of instance neighbors.
DR
Houdini Lounge » Having all sorts of shading/rendering issues with 9.5
- Dave_ah
- 436 posts
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I have no experience with either Slim or XSI. My expertise is limited to Maya, MayaMental, 3Delight with Maya (which uses Hypershade), and MAX.
Personally I find XSI also to be a confusing package with convoluted workflow. I don't use it.
DR
Personally I find XSI also to be a confusing package with convoluted workflow. I don't use it.
DR
Houdini Lounge » How rand is rand($PT) in Copy Stamp
- Dave_ah
- 436 posts
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Thanks
Actually I used $PSCALE as multiple. So my expression for randomizing instance rots is
fit(rand($PT * $PSCALE),0,1,-180,180)
$PSCALE is also used as instance scaling.
Instance switching is controlled by exp. int(fit($rand($PT),0,1,0,2.5))
So here is my question. For a given point number, is the random number same all the time every time. In Maya world, instance ID's, instance rots, and scales are baked into stamping points during caching. This is a requirement for consistent rendering.
Actually I used $PSCALE as multiple. So my expression for randomizing instance rots is
fit(rand($PT * $PSCALE),0,1,-180,180)
$PSCALE is also used as instance scaling.
Instance switching is controlled by exp. int(fit($rand($PT),0,1,0,2.5))
So here is my question. For a given point number, is the random number same all the time every time. In Maya world, instance ID's, instance rots, and scales are baked into stamping points during caching. This is a requirement for consistent rendering.
Houdini Lounge » Having all sorts of shading/rendering issues with 9.5
- Dave_ah
- 436 posts
- Offline
Houdini Lounge » Having all sorts of shading/rendering issues with 9.5
- Dave_ah
- 436 posts
- Offline
Thank you
What is that scale node. Becouse the scale node that I am getting in VEX is different with different variables. Which tile did you put down, and what is its pourpouse? What is being scaled?
I looked at the construction of Basic Surface. Ummm. Its ununderstandable. At least by me. I don't get how this materials are put together.
Then there are suboutput nodes in SHOP. In Help the instructions are as follows
Creating your own material and adding it to the gallery file
1.
In the SHOP network, create a Material node.
2.
Create one or more SHOPs inside it, and connect it to the suboutput node.
If you create more than one SHOPS, select them both, click and select Collapse to merge the SHOPs into a new material.
There is no Collapse option when RMB on multiple selected SHOPS . So where is this Collapse, and how is SUBOUT created.
To make matters worse HELP on SUBOUT is unavailable. With following message.
Not Found
The resource could not be found.
WSGI Server
What is that scale node. Becouse the scale node that I am getting in VEX is different with different variables. Which tile did you put down, and what is its pourpouse? What is being scaled?
I looked at the construction of Basic Surface. Ummm. Its ununderstandable. At least by me. I don't get how this materials are put together.
Then there are suboutput nodes in SHOP. In Help the instructions are as follows
Creating your own material and adding it to the gallery file
1.
In the SHOP network, create a Material node.
2.
Create one or more SHOPs inside it, and connect it to the suboutput node.
If you create more than one SHOPS, select them both, click and select Collapse to merge the SHOPs into a new material.
There is no Collapse option when RMB on multiple selected SHOPS . So where is this Collapse, and how is SUBOUT created.
To make matters worse HELP on SUBOUT is unavailable. With following message.
Not Found
The resource could not be found.
WSGI Server
Houdini Lounge » How rand is rand($PT) in Copy Stamp
- Dave_ah
- 436 posts
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I am instancing some rocks on a dry river bed for my flood scene. sing Copy with Stamp parms.
I have stamp params for three instanced objects, with four params for each. rotX, rotY,rotZ, and ScaleU. Named as such. Addional stamp parameter in switch SOP for instance randomization. The point group is provided by POP Network that is frozen.
In Copy Stamp parameters I have the following expression for each rot channell
For example. Inst01_rotX , is controlled by fit(rand($PT),0,1,-180,180) exp. In Copy Stamp params tab.
Similar expressions for other channels.
Scale stamping is controled by following expression
Parameter: Inst01_ScaleU exp. fit(rand($PT),0,1,.01,.15)
The issue I am having is that rocks near other don't have much of difference in rotation. I am wondering is having point numbers that are close together would generate random numbers that are similary close together.
Perhaps there is a better expression for randomizing of instance transforms.
Additional question. Should Copy (with Stamp) better done in Instance instead of Geometry. Is Instance, as opposed to Geometry, is equivalent to Maya's Instancer.
I have attached the samples.
DaveR
I have stamp params for three instanced objects, with four params for each. rotX, rotY,rotZ, and ScaleU. Named as such. Addional stamp parameter in switch SOP for instance randomization. The point group is provided by POP Network that is frozen.
In Copy Stamp parameters I have the following expression for each rot channell
For example. Inst01_rotX , is controlled by fit(rand($PT),0,1,-180,180) exp. In Copy Stamp params tab.
Similar expressions for other channels.
Scale stamping is controled by following expression
Parameter: Inst01_ScaleU exp. fit(rand($PT),0,1,.01,.15)
The issue I am having is that rocks near other don't have much of difference in rotation. I am wondering is having point numbers that are close together would generate random numbers that are similary close together.
Perhaps there is a better expression for randomizing of instance transforms.
Additional question. Should Copy (with Stamp) better done in Instance instead of Geometry. Is Instance, as opposed to Geometry, is equivalent to Maya's Instancer.
I have attached the samples.
DaveR
Houdini Lounge » Having all sorts of shading/rendering issues with 9.5
- Dave_ah
- 436 posts
- Offline
THX
OK, but material still renders as a black hole. No shading, no illumination.
In VEX, inserted Displace Along Normal between Lighting Model and bump texture tile. Piped Displace Along into nN of Lighting Model. The geometry with this shader still renders black. It renders fine when textures are diconnected. The texture maps are 16 bit TIFFs w/o LZW. Is it a requirement to convert them to RATs?
Should color and spec. texture tiles be piped through another tile?
Another issue is various texture channels. What gets me is that I am looking at Lighting Model tile as Maya material. In Maya mats there are channel for color, diffusion, spec, etc.. Same in MAX
In Lighting Model there is diff(for color), spec. So what channell controls the diffuse value, sence diff is color? Its like there are not enough channells.
My next big stumbling block is how Particles are associated with DOPs. The two are separate, and I do not understand the proccess of getting them to share data. In POP network there is so little under Forces menu. All the dynamic fields are in DOPs. Is DOP brought into POP so particles can be affected by fields, and solvers? Or vice versa?
OK, but material still renders as a black hole. No shading, no illumination.
In VEX, inserted Displace Along Normal between Lighting Model and bump texture tile. Piped Displace Along into nN of Lighting Model. The geometry with this shader still renders black. It renders fine when textures are diconnected. The texture maps are 16 bit TIFFs w/o LZW. Is it a requirement to convert them to RATs?
Should color and spec. texture tiles be piped through another tile?
Another issue is various texture channels. What gets me is that I am looking at Lighting Model tile as Maya material. In Maya mats there are channel for color, diffusion, spec, etc.. Same in MAX
In Lighting Model there is diff(for color), spec. So what channell controls the diffuse value, sence diff is color? Its like there are not enough channells.
My next big stumbling block is how Particles are associated with DOPs. The two are separate, and I do not understand the proccess of getting them to share data. In POP network there is so little under Forces menu. All the dynamic fields are in DOPs. Is DOP brought into POP so particles can be affected by fields, and solvers? Or vice versa?
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