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Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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Got the original Geo blasted out (literally) and replaced with some Grids with nice uniform Prims - can do attribute transfer or VEX to value Cd on them to draw the eyeballs/eyebrows, etc.
Technical Discussion » Help me understand the "Swiss Cheese" loop example
- TwinSnakes007
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Your solution will always subtract from the Whole.
The ForLoop solution subtracts from the Remainder, recursively.
The ForLoop solution subtracts from the Remainder, recursively.
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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This seems like a great diversion into MaterialX possibilities, as I need to determine how I'm gonna shade the monitor so that it has at least eyebrows and eyes to convey facial expressions. Textures eat up VRAM, which is precious, since Karma doesnt have OOC yet.
I thought about subdividing to have enough Geo to do something like maybe an attribute transfer, but I think I'm going to try and avoid that and use it as a last resort.
Edit: NOPE!, no Vex support in MtlX yet, so that's a dead end. I'm gonna retopo so I can do a pixelated effect in Vex driving Cd.
I thought about subdividing to have enough Geo to do something like maybe an attribute transfer, but I think I'm going to try and avoid that and use it as a last resort.
Edit: NOPE!, no Vex support in MtlX yet, so that's a dead end. I'm gonna retopo so I can do a pixelated effect in Vex driving Cd.
Edited by TwinSnakes007 - Jan. 2, 2022 23:11:28
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
- 604 posts
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After winning and losing some arguments with SideFX Support around the Instancer LOP (mostly of which I lost, but I do take solace in that they admitted to a Bug), I'm on a great path of a clean workflow approach to this rigid rigged KineFX Agents.
So, now I gotta do one final pass of over my packed primitives to rename them so they match up to the Joint Names and then this week I can start on the RBD Collision shapes and Detaching Limbs.
So, now I gotta do one final pass of over my packed primitives to rename them so they match up to the Joint Names and then this week I can start on the RBD Collision shapes and Detaching Limbs.
Edited by TwinSnakes007 - Dec. 19, 2021 21:38:32
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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Faitel
Look cool, Daryl. Could you explain the setup or point to discussion where you learned about it, please?
This is actually apart of a Solaris and KineFX bootcamp tutorial I'm authoring. Stay tuned.
Houdini Lounge » Rendering out all possible product configurations
- TwinSnakes007
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Yes, PDG. You have PDG pull in each "option" as work-items, grouping them appropriately, then run that thru a for-each loop, and iterate thru the parent-child options and within each iteration of the loop, write the geo to disk or render to disk or both.
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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Thanks to the community, I re-organized how this is done so its all in LOPs - and I think I really like it. It was a nice way to stay in LOPs and have everything organized.
Houdini Lounge » Solaris and USD advantages for one-person teams?
- TwinSnakes007
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Daryl Dunlap
But I like the idea of having everything in one context and I have control about what/how things come onto the /stage in LOPs by organizing things into SOP Create nodes.
This is developing very nicely. There are steps that dont need to be on the stage at all (such as building up an agent (layers, clips, etc.) and for that I'm putting down a SOP Network inside a SOP Create LOP. SOP Network node dont have a Display flag, so they are ignored automatically in LOPs, but they are still accessible/referenceable elsewhere.
So I can have a SOP Create node, that works like OBJ context while still in LOPs - and when I need something out of there on the /stage, I just drop a SOP Import LOP.
It does feel like Inception a little bit, so many levels.....Quickmark's are gonna be crucial in this kind of setup.
Edited by TwinSnakes007 - Dec. 6, 2021 13:25:49
Houdini Lounge » Solaris and USD advantages for one-person teams?
- TwinSnakes007
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raincole
From my understanding, at least for individuals, the best way to work with LOP is to use SOP Create and ignore /obj. (
I think I'm going to try and adopt this approach. I'm working on some tutorial content and I split it between OBJ and LOPs and it fell down once things get to medium complexity - it was just too difficult to manage.
But I like the idea of having everything in one context and I have control about what/how things come onto the /stage in LOPs by organizing things into SOP Create nodes.
Houdini Lounge » Solaris and USD advantages for one-person teams?
- TwinSnakes007
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The biggest disconnect for me is the lack of Help in LOPs directly inside Houdini.
If you don't have advanced knowledge of USD concepts, you actually have to go hunt OUTSIDE of Houdini to figure out the intricate nuances of USD and why you cant change the material on an Reference.
If you don't have advanced knowledge of USD concepts, you actually have to go hunt OUTSIDE of Houdini to figure out the intricate nuances of USD and why you cant change the material on an Reference.
Houdini Lounge » Solaris and USD advantages for one-person teams?
- TwinSnakes007
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Man, its funny you mention this opinion - I've been doing some very heavy R&D on Solaris workflows - and I gotta say, it took me several.....SEVERAL days to get Instancing working in an understandable way.
I think it just the lack in accessible USD documentation for me, like, I wanna do something in LOPs, but its not really clear when/how/why you used one option or node over the other.
Its very frustrating to be honest. What's the difference between a Reference and an Instanceable Reference?
To this day, I dont know.
I think it just the lack in accessible USD documentation for me, like, I wanna do something in LOPs, but its not really clear when/how/why you used one option or node over the other.
Its very frustrating to be honest. What's the difference between a Reference and an Instanceable Reference?
To this day, I dont know.
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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Its oddly satisfying seeing Solaris cooperating and playing nicely - you have NO idea how hard it was to make sense of the USD/Solaris landscape.
LOPs does not really place nicely and likes to throw tantrums - auto-save with overwrite is your friends folks.
I will admit, that LOPs is very, very freakin powerful.
Anyway, building the robots back up, piece by piece so I can blow them up later.
LOPs does not really place nicely and likes to throw tantrums - auto-save with overwrite is your friends folks.
I will admit, that LOPs is very, very freakin powerful.
Anyway, building the robots back up, piece by piece so I can blow them up later.
Edited by TwinSnakes007 - Dec. 1, 2021 14:22:11
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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Yup, just about ready to blow this lil guy to smithereens....
Took a break from modelling to mature my VFX skills and dive deeper into the Crowds workflow.
Took a break from modelling to mature my VFX skills and dive deeper into the Crowds workflow.
Technical Discussion » Kinefx rig pose error. Bad/Corrupt install or?
- TwinSnakes007
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You are not passing a rig to the RigDoctor. Put a Skeleton node between the Line and RigDoctor and that should create a rig that RigDoctor recognizes.
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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fianna
Moi?
Yup, been supporting Michael since the 1st beta.
I'm hoping he gets around to a true parametric design in the next release.
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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I'm going for a additive manufacturing design for the endoskeleton, I love how it has this organic feel to it while maintaining the same strength/tolerances of a normal solid product
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
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Now that I have a rig working and being measured, I've started modelling one of the hero robots, starting with the elbow joint.
This first pass is just to get a sense of scale, the minute details will come much later.
This first pass is just to get a sense of scale, the minute details will come much later.
Work in Progress » KineFX and Crowds: Robot Project
- TwinSnakes007
- 604 posts
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So, I've gotten A TON of help from SideFX Support on this project and, big shout out to them for filling in the gaps in my understanding, and sometimes, just flat-out telling me I was going about it all wrong.
What's working:
What's under R&D:
..anyway...I'll be dropping images in this thread over time as I continue on my journey.
What's working:
- Procedural Creation of MotionClips
- Measuring point distance(s) as the rig articulates. UI tools to visualize which point pair(s) are being measured.
- Stretchy bones
- Rigid Binding to KineFX Rig
- Procedurally pack skin pieces for instancing in LOPs
- Instancing skin pieces onto Joints in LOPs
What's under R&D:
- Ragdoll Setup
- Limb Detachment based on Forces per-Joint
- Having FX apply forces to the KineFX Joints
- Procedural sparks when limbs detach
- Procedural cables when limbs detach
..anyway...I'll be dropping images in this thread over time as I continue on my journey.
Edited by TwinSnakes007 - Jan. 30, 2022 11:19:56
Houdini Lounge » XPU tests (with sample scene)
- TwinSnakes007
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PaQ WaK
Rhino Vex - TR3970X - CPU
Windows
H19.0.383 : 05:53
H19.0.435 : 01.52
(Linux H19 : 01:38)
Okay, that's what you'd expect between Win vs Linux - 10% to 25% speed increase.
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