If anyone is interested ive figured out how to use the group name that is currently being used by the “for Each” node.
Basically inside the “for Each” node there is an “each” node. This node helps to split up the the groups to allow the “for each” node to repeat the cooking of the sops within the “for each” node.
The each node has a “cull group” parameter. This outputs the current group name. I just referenced this into the “attributeCreate” sop to allow me to generated the texture path from the group name.
Sorted :¬)
Mucho Thanks
Nick
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Technical Discussion » Assigning texture file paths based on group names.
- niko3d
- 338 posts
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Technical Discussion » Assigning texture file paths based on group names.
- niko3d
- 338 posts
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Quite possibly hit a brick wall :¬/ The “for each” sop would work for what I need. But I dont know how to get the attributeCreate to use the name of the current group that the “for each” node is treating.
I have a slight feeling that what i want todo isnt currently possible with out creating the networks manually as in SYmeks example scene.
Ifs its not possible a big to everyone with the fast responses :¬)
Cheers
Nick
edit–Ive never done any Hscript so wouldnt really know where to start, i can mel script tho …. I guess it should be pretty simple tho just a loop on the groups with a specfic pattern from the original geo file. Might as well try.
I have a slight feeling that what i want todo isnt currently possible with out creating the networks manually as in SYmeks example scene.
Ifs its not possible a big to everyone with the fast responses :¬)
Cheers
Nick
edit–Ive never done any Hscript so wouldnt really know where to start, i can mel script tho …. I guess it should be pretty simple tho just a loop on the groups with a specfic pattern from the original geo file. Might as well try.
Technical Discussion » Assigning texture file paths based on group names.
- niko3d
- 338 posts
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Hi SYmek
Thanks for the example, i think that would be a solution for sure. Probably a last resort tho as we have a lot of enviroments with thousands of buildings. But would work for sure. I have taken a look at the “for each shop in houdini 9” very cool node !! I think this will do exactly what i need it to. If I can find out hot to access the group name it is currently dealing with it will work. Thanks for pointing me to this one.
Thanks
Nick
Thanks for the example, i think that would be a solution for sure. Probably a last resort tho as we have a lot of enviroments with thousands of buildings. But would work for sure. I have taken a look at the “for each shop in houdini 9” very cool node !! I think this will do exactly what i need it to. If I can find out hot to access the group name it is currently dealing with it will work. Thanks for pointing me to this one.
Thanks
Nick
Technical Discussion » Assigning texture file paths based on group names.
- niko3d
- 338 posts
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I had a look at the example for the attribute create. Which works great if you are copying objects and using stamps. The issue I have is the objects are already created in maya. So cant use a copy sop in the same way. What i will have is groups with the correct name for the textures to be generated from.
Which is what im struggling to use. So if i have a building with a group called
“warehouse_A”
I would need to use the attributeCreate to pick up the group name “warehouse_A” and compile it into a texture path. “asset/location/city1/textures/warehouse_A_diffuse.rat”
This would need to be looped for every group I guess. Is that looping of attributeCreate on the groups possible?
Thanks
Nick
Which is what im struggling to use. So if i have a building with a group called
“warehouse_A”
I would need to use the attributeCreate to pick up the group name “warehouse_A” and compile it into a texture path. “asset/location/city1/textures/warehouse_A_diffuse.rat”
This would need to be looped for every group I guess. Is that looping of attributeCreate on the groups possible?
Thanks
Nick
Technical Discussion » Assigning texture file paths based on group names.
- niko3d
- 338 posts
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Thanks guys, Edward this should helpout for sure. If i have any other problems with it i will drop another post. I will also do a quick search for that video rdg
Cheers
Nick
Cheers
Nick
Technical Discussion » Assigning texture file paths based on group names.
- niko3d
- 338 posts
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Still a little confused with what you mean. Are you saying that i need to create a shader for each texture. Then use expressions to assign the correct group that shader?
Technical Discussion » Assigning texture file paths based on group names.
- niko3d
- 338 posts
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Hey guys,
Im not to sure how to approach this best. What im trying todo is to automatically assign the correct textures to 100s of different buildings with 1 shader.
So I have 1000 buildings in maya which we have exported to Houdini with groups based on shader names in Maya. We then have textures that contain the group name with a postfix for the type of texture I.e diffuse, spec etc.
So im trying to utilize the group names that have the shader attached it and assign the group with the correct texture. Anyone know or have any ideas of how todo this?
Thanks
Nick
Im not to sure how to approach this best. What im trying todo is to automatically assign the correct textures to 100s of different buildings with 1 shader.
So I have 1000 buildings in maya which we have exported to Houdini with groups based on shader names in Maya. We then have textures that contain the group name with a postfix for the type of texture I.e diffuse, spec etc.
So im trying to utilize the group names that have the shader attached it and assign the group with the correct texture. Anyone know or have any ideas of how todo this?
Thanks
Nick
Technical Discussion » incrementing copys parameters over time
- niko3d
- 338 posts
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I managed to figure out a method of doing what i needed. Basically using a particle sop on my intial growing branch allowed me to use the $age variable to grow secondary branches from there creation time. Seemed to be the only way i could see doing this with out resorting to L sytems.
Jerry - Im not sure how todo what your suggesting, any tips on getting the copy time of my branches to increment from?
Cheers guys
Nick
Jerry - Im not sure how todo what your suggesting, any tips on getting the copy time of my branches to increment from?
Cheers guys
Nick
Technical Discussion » incrementing copys parameters over time
- niko3d
- 338 posts
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Yeah i kinda thought that it L-systems would be able to do this alot better. It really was more of an exercise to learn from and see what could be done with a copy sop. If i have any decent results i will post it here. It would be good to hear what others suggestions people have about my network.
Thanks for your input JColdrick
Nick
Thanks for your input JColdrick
Nick
Technical Discussion » incrementing copys parameters over time
- niko3d
- 338 posts
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This is my first post here so hi to everyone I have little questions that ive been trying to solve. Im relatively new to houdini and im not to sure what i can and cant do expression wise.
Basically im playing with growing objects i.e incrementing values of objects generated in a copy SOP.
So the result would be something like branches growing and spliting, or leafs growing from growing branches. Using $FF if fine if i want to grow objects from frame 1 but what i need is $FF minus the creation frameNumber of the branch, or someway to increment values starting on creation.
I have a slight feeling that i wont be able todo this with just stamping in the copy SOP. Anyhelp would be great.
Cheers
Nick
Basically im playing with growing objects i.e incrementing values of objects generated in a copy SOP.
So the result would be something like branches growing and spliting, or leafs growing from growing branches. Using $FF if fine if i want to grow objects from frame 1 but what i need is $FF minus the creation frameNumber of the branch, or someway to increment values starting on creation.
I have a slight feeling that i wont be able todo this with just stamping in the copy SOP. Anyhelp would be great.
Cheers
Nick
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