Cheers, i will give it a go. I was even at the point of looking at the objs in a text editor.
I will come back with the results for the sake of reference.
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Technical Discussion » Houdini's Obj Export - Is it standard?
- phrenzy84
- 249 posts
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Technical Discussion » Houdini's Obj Export - Is it standard?
- phrenzy84
- 249 posts
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Hi all,
I use the obj export in Houdini pretty often but there is one thing that i cant figure out.
Say I am transferring some attributes from one mesh to another ie updated UV's.
This model is then loaded into Zbrush (from whence it came), the base matching point by point, vertex by vertex. Yet when it is loaded into Zbrush, it is asking should I project the old details onto the new one because the topology has changed.
Even exporting the Lv 0 mesh from Zbrush, import into Houdini, export it right out into Zbrush it still says the topology has changed. Im confused to say the least, is there a setting or something i can do to stop this from happening, its kinda important.
And if anyone has an answer to my SSS question i would love someone/anyone to shed some light or point me in the right direction as to what i am doing wrong.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25752 [sidefx.com]
As always, thanks for taking the time to read this.
-andrew
I use the obj export in Houdini pretty often but there is one thing that i cant figure out.
Say I am transferring some attributes from one mesh to another ie updated UV's.
This model is then loaded into Zbrush (from whence it came), the base matching point by point, vertex by vertex. Yet when it is loaded into Zbrush, it is asking should I project the old details onto the new one because the topology has changed.
Even exporting the Lv 0 mesh from Zbrush, import into Houdini, export it right out into Zbrush it still says the topology has changed. Im confused to say the least, is there a setting or something i can do to stop this from happening, its kinda important.
And if anyone has an answer to my SSS question i would love someone/anyone to shed some light or point me in the right direction as to what i am doing wrong.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25752 [sidefx.com]
As always, thanks for taking the time to read this.
-andrew
Technical Discussion » SSS Strange colours and artifact
- phrenzy84
- 249 posts
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Technical Discussion » SSS Strange colours and artifact
- phrenzy84
- 249 posts
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This model has true displacement on, polys are rendered as subdivision and diffuse intensity is set to 0.2 with a colour of white. The point cloud generated is set to about 1000 points.
The lower eyelids render really dark and certain points read as green along with an area below his neckline that looks like it has lost specular or sss ?
Little confused here . Maybe when colour textures are in place it will be different, right now im just testing.
Any help is as always much appreciated.
The lower eyelids render really dark and certain points read as green along with an area below his neckline that looks like it has lost specular or sss ?
Little confused here . Maybe when colour textures are in place it will be different, right now im just testing.
Any help is as always much appreciated.
Houdini Indie and Apprentice » points into curves
- phrenzy84
- 249 posts
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The add sop can turn points into curves. It can also join them using a 2 different methods, by group or by pattern.
Technical Discussion » Why does this look different?
- phrenzy84
- 249 posts
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Ahh thank you, i knew that mix node outside the “if” had something to do with it. I dont have a session open right now but i would guess the mix is activated when fresnel blending is on, and is a mix between a constant of 1 in input 0 and those settings (fresnel) using the Subsurface minimum as the interpolated bias.
Technical Discussion » Why does this look different?
- phrenzy84
- 249 posts
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Does no one have the answer? Im still looking over it and cant find out where i went wrong.
Technical Discussion » Why does this look different?
- phrenzy84
- 249 posts
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oh and here is the result. Took another look, still cant figure it out. On the left is my shader and the right is the Mantra Surface Material, all settings are the same.
Technical Discussion » Why does this look different?
- phrenzy84
- 249 posts
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Hey guys,
I just helped someone out about using the physical sss vop but one thing struck me when putting together this file. I cant recreate the same result that the mantra surface material produces. To me everything looks like its in the right place. All other connections have to do with fresnel/reflection/added emissions etc.
But just having diffuse + sss with the Mantra Surface material and my own SSS setup which is also diffuse + sss with exactly the same settings, for some reason the Mantra shelf version has a stronger attenuated colour (which i like) .
What is it that i am missing. Some pre-multiply somewhere?
I just helped someone out about using the physical sss vop but one thing struck me when putting together this file. I cant recreate the same result that the mantra surface material produces. To me everything looks like its in the right place. All other connections have to do with fresnel/reflection/added emissions etc.
But just having diffuse + sss with the Mantra Surface material and my own SSS setup which is also diffuse + sss with exactly the same settings, for some reason the Mantra shelf version has a stronger attenuated colour (which i like) .
What is it that i am missing. Some pre-multiply somewhere?
Technical Discussion » Mantra Surface VOP only in Artist mode on the PhysicalSSS?
- phrenzy84
- 249 posts
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Hey there,
So ive been exploring more of the Mantra Surface Shader and one thing i notice. If you dive into the network and edit the PhysicalSSS so that it operates in Physical Mode instead of artist, then none of the parameters at the SHOP level dont work anymore.
Is this by design?
I only just realized that the VOP has a bunch of presets and now that i am playing with them everything at the higher level is bypassed. ie Subsurface Color, Attenuation Color etc.
Is there a way to promote these parameters and presets since there is no way i will be able to remember exact Absorption Coefficient values. The presets seem to override all parameter connections.
Thanks
-andrew
So ive been exploring more of the Mantra Surface Shader and one thing i notice. If you dive into the network and edit the PhysicalSSS so that it operates in Physical Mode instead of artist, then none of the parameters at the SHOP level dont work anymore.
Is this by design?
I only just realized that the VOP has a bunch of presets and now that i am playing with them everything at the higher level is bypassed. ie Subsurface Color, Attenuation Color etc.
Is there a way to promote these parameters and presets since there is no way i will be able to remember exact Absorption Coefficient values. The presets seem to override all parameter connections.
Thanks
-andrew
3rd Party » Sculpt SOP - Move
- phrenzy84
- 249 posts
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Hi gary, thank you for taking the time to record the video, i wished i had mentioned i have used this method before. Its even clear in the video you post how it is difficult to be fast and accurate at the same time. Reason being is the method you use is selection based. A opposed to a system where a brush is used where the points affected lie withing the the radius of the brush, just like the standard operation for the sculpt SOP, or Edit > Sculpt. Except instead of displacing points along their normal, how would one be able to move them just like in the youtube video i posted.
Technical Discussion » Houdini Fur
- phrenzy84
- 249 posts
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You can now also Zbrush to sculpt hair with the export curves options in the fibermesh palette.
3rd Party » Sculpt SOP - Move
- phrenzy84
- 249 posts
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http://www.youtube.com/watch?v=DqsFuafor5I [youtube.com] - First 30 seconds they show what the move brush is.
This is the type on functionality i would love to know how to create either in the Sculpt SOP or the sculpt portion of the edit SOP as they both simulate the Standard brush in Zbrush. (They displace points along their normals)
This is the type on functionality i would love to know how to create either in the Sculpt SOP or the sculpt portion of the edit SOP as they both simulate the Standard brush in Zbrush. (They displace points along their normals)
3rd Party » Sculpt SOP - Move
- phrenzy84
- 249 posts
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Hi grayOlorin, are you sure? To me it perform like Zbrush's Standard brush and not the move brush.
3rd Party » Sculpt SOP - Move
- phrenzy84
- 249 posts
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Hi guys,
I was wondering if there is a way to move geometry with the sculpt SOP not by displacing the points of their normal but moving them like the move brush in zbrush?
There are a number of reasons why this would be useful, but to that instantly spring to mind is posed base animation and moving guide geometry (CV') for the fur tool.
If there is a way to set this up with vops i would to hear it.
Loving H12
I was wondering if there is a way to move geometry with the sculpt SOP not by displacing the points of their normal but moving them like the move brush in zbrush?
There are a number of reasons why this would be useful, but to that instantly spring to mind is posed base animation and moving guide geometry (CV') for the fur tool.
If there is a way to set this up with vops i would to hear it.
Loving H12
Technical Discussion » Pyro FX 2 Shader Videos
- phrenzy84
- 249 posts
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Houdini Lounge » Hair Shader's Specular still broken?
- phrenzy84
- 249 posts
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You can also use H12 with the new physical Hair model and be happy as a lark.
Cheers SESI
Cheers SESI
Houdini Indie and Apprentice » Apprentice HD moving to Annual License with H12
- phrenzy84
- 249 posts
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I would highly recommend the Unity engine. Especially since most are using it in a non-commercial capacity due to it's pricing structure. ( Having both Free and paid versions)
Houdini Lounge » Houdini 12 Beta
- phrenzy84
- 249 posts
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Technical Discussion » Split blendshapw with falloff
- phrenzy84
- 249 posts
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