Thanks cwhite!
I'll check it! For me the color in the spreadsheet was different than the rendered color. I'll check it too.
Thanks again!
Szabolcs
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Technical Discussion » Help needed - crowd and storing agent specific data
- szmatefy
- 141 posts
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Technical Discussion » Help needed - crowd and storing agent specific data
- szmatefy
- 141 posts
- Offline
Hi folks
Thank you in advance reading, and trying to help me.
I have a crowd (any crowd would do). The crowd is built using Mixamo and Adobe Fuse characters. I have to color each agent's top and bottom (jacket and pants) differently. To achieve this, I generate random colors, and store them in two attributes. The idea is to acces those attribute using stylesheet.
1. My problem is (and it's my fault) that I was testing the scene on one frame, and when I ran the animation, I realized that the random number generation happened every frame…How can I generate color randomly and store them in attribute without changing frame by frame?
2. I tried to use the Stylesheet, I understand now how it works, yet it seems it doesn't really do what I expect. Apparently the data read has nothing to do with the data on the given agent. If anyone could take a look, I'd appreciate it.
Lawyer.zip must be extracted to the agents folder of the project
Thanks girls and guys!
Thank you in advance reading, and trying to help me.
I have a crowd (any crowd would do). The crowd is built using Mixamo and Adobe Fuse characters. I have to color each agent's top and bottom (jacket and pants) differently. To achieve this, I generate random colors, and store them in two attributes. The idea is to acces those attribute using stylesheet.
1. My problem is (and it's my fault) that I was testing the scene on one frame, and when I ran the animation, I realized that the random number generation happened every frame…How can I generate color randomly and store them in attribute without changing frame by frame?
2. I tried to use the Stylesheet, I understand now how it works, yet it seems it doesn't really do what I expect. Apparently the data read has nothing to do with the data on the given agent. If anyone could take a look, I'd appreciate it.
Lawyer.zip must be extracted to the agents folder of the project
Thanks girls and guys!
Technical Discussion » Crowd unpacking and packing and 2d bounding box
- szmatefy
- 141 posts
- Offline
Actually, I picked up my programmer mind, and made a couple of Python nodes and Wrangles and for each loop with the unpacked crowd to get this information. It's quite fast, and reliable. Thanks for the help, anyway!
Technical Discussion » Material Stylesheet
- szmatefy
- 141 posts
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Finally I understand (briefly) how stylesheet works. But what if I have a crowd. I store specific colors in attributes, like topcolor, bottomcolor, and I'd like to tint my characters with the specified attribute? How can I do that?
Thanks in advance for every help!
Szabolcs
Thanks in advance for every help!
Szabolcs
Technical Discussion » Urgent pyro help needed!
- szmatefy
- 141 posts
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Hey friends,
I have falling papers and I'd like to make them burn as they fall down. Now it looks like that the source fuel stays in place as the falling paper leaves it's position and I can't make them burn.
I have falling papers and I'd like to make them burn as they fall down. Now it looks like that the source fuel stays in place as the falling paper leaves it's position and I can't make them burn.
Technical Discussion » Crowd unpacking and packing and 2d bounding box
- szmatefy
- 141 posts
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Hi
I have a crowd. I need to create 2D bounding frame around the agents from the given camera.
My idea was to unpack the crowd, store their points screen space coordinates (toNDC) in an attribute, then write the min and the max values back to the packed crowd in attributes for later use. It seems to be quite slow, but I see no other way to access the point data.
Is there any way I can connect two geometries like relational databases?
I have a crowd. I need to create 2D bounding frame around the agents from the given camera.
My idea was to unpack the crowd, store their points screen space coordinates (toNDC) in an attribute, then write the min and the max values back to the packed crowd in attributes for later use. It seems to be quite slow, but I see no other way to access the point data.
Is there any way I can connect two geometries like relational databases?
Technical Discussion » Houdini crowd data access with python
- szmatefy
- 141 posts
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Thanks a lot!
Now it looks like It works,. I just need to figure out how to get the rotation.
Now it looks like It works,. I just need to figure out how to get the rotation.
Technical Discussion » Houdini crowd data access with python
- szmatefy
- 141 posts
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Hi guys
I need to access a crowd agents data like bounding box, transforms, etc. I can iterate through the points, but I found no example how to access the agents within.
Does anybody have idea how to start?
I need to access a crowd agents data like bounding box, transforms, etc. I can iterate through the points, but I found no example how to access the agents within.
Does anybody have idea how to start?
Technical Discussion » Crowd agents look weird after sim
- szmatefy
- 141 posts
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Hi
I have couple of crowd agents generated with adobe fuse and mixamo. Some of he agents blows up when simulated…Anybody have some idea?
I have couple of crowd agents generated with adobe fuse and mixamo. Some of he agents blows up when simulated…Anybody have some idea?
Technical Discussion » Pyro and cloth
- szmatefy
- 141 posts
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Hey Tanto,
Thanks for the quick reply! Unfortunately, I tried it this before, and I failed I couldn't make it work even with a simple RBD…
Best I could get is if I start with a burning torus, then I do the RBD on it…yet, flame stays in the initial points, although the fuel volume follows the object
Thanks for the quick reply! Unfortunately, I tried it this before, and I failed I couldn't make it work even with a simple RBD…
Best I could get is if I start with a burning torus, then I do the RBD on it…yet, flame stays in the initial points, although the fuel volume follows the object
Technical Discussion » Pyro and cloth
- szmatefy
- 141 posts
- Offline
Hey
I need to create a falling paper with one corner burning. Originally I created my falling paper using cloth, and I blasted some polygons from the corner to use as emitter. As a static object, it burns pretty well. As I apply cloth dynamics, it won't burn, the bounding volume of the fuel disappears after the first frame
I tried to find a tutorial how to make this, in vain.
What's the suggested method to solve this task?
Thanks!
I need to create a falling paper with one corner burning. Originally I created my falling paper using cloth, and I blasted some polygons from the corner to use as emitter. As a static object, it burns pretty well. As I apply cloth dynamics, it won't burn, the bounding volume of the fuel disappears after the first frame
I tried to find a tutorial how to make this, in vain.
What's the suggested method to solve this task?
Thanks!
Technical Discussion » Custom ID aov and crowds
- szmatefy
- 141 posts
- Offline
Hey folks!
I'm working on a crowd scene. I set up an attribute to store unique RGB color for each generated agent. In the material builder I use bind parameter nose to incorporate the parameter. I set up the extra image plate too. It works properly with all other objects, but it doesn't work with crowd.
I need the RGB color I need to control the RGB and also export it as a text file
Cheers
Szabolcs
I'm working on a crowd scene. I set up an attribute to store unique RGB color for each generated agent. In the material builder I use bind parameter nose to incorporate the parameter. I set up the extra image plate too. It works properly with all other objects, but it doesn't work with crowd.
I need the RGB color I need to control the RGB and also export it as a text file
Cheers
Szabolcs
Technical Discussion » Slowdown of Houdini over the day
- szmatefy
- 141 posts
- Offline
I'm not sure, Maya and other programs seems to behave normally. I have a Geforce 1050Ti card. I suspect OS, or other software element, since when I start our media server application (java based) Houdini immediately starts stuttering, and there is no recover from this until I restart my computer.
Technical Discussion » Slowdown of Houdini over the day
- szmatefy
- 141 posts
- Offline
Hey
Got a recurring problem. Houdini slows down over the time, even empty scene is sluggish, interface interaction is sluggish too. After restart it's ok for a while, and then it starts over again.
Did anybody have such experience?
Got a recurring problem. Houdini slows down over the time, even empty scene is sluggish, interface interaction is sluggish too. After restart it's ok for a while, and then it starts over again.
Did anybody have such experience?
Technical Discussion » URGENT HELP NEEDED!!!! Crowd issue-crowd starts to float and sink when leave the crowdsource geo
- szmatefy
- 141 posts
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Technical Discussion » URGENT HELP NEEDED!!!! Crowd issue-crowd starts to float and sink when leave the crowdsource geo
- szmatefy
- 141 posts
- Offline
Hey guys
I've got a serious problem. I have a crowd and I'd like them to follow a path. I have two geometries where the crowds are originated from. They move fine, but when the leave the crowdsource geometry, they start to go up and down also, floating and sinking into the ground. My ground level is at y=0.125.
What am I doing wrong?
I've got a serious problem. I have a crowd and I'd like them to follow a path. I have two geometries where the crowds are originated from. They move fine, but when the leave the crowdsource geometry, they start to go up and down also, floating and sinking into the ground. My ground level is at y=0.125.
What am I doing wrong?
Technical Discussion » Crowd simulation - POP Steer Path question
- szmatefy
- 141 posts
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Hi
I'd like to use one path with two agent groups. I made two crowds in crowdsource and set two groups, and merged with crowdsources merge. I added a POP Steer Path to the crowd sim node filtering to one group, and added another POP Steer Path filtered to the other group, but set the Reverse ON. I thought it'll make the two groups use the same path with different directions, but unfortunately, it doesn't seem to be the case.
What's the best practice to make use of a curve but bi-directional?
I'd like to use one path with two agent groups. I made two crowds in crowdsource and set two groups, and merged with crowdsources merge. I added a POP Steer Path to the crowd sim node filtering to one group, and added another POP Steer Path filtered to the other group, but set the Reverse ON. I thought it'll make the two groups use the same path with different directions, but unfortunately, it doesn't seem to be the case.
What's the best practice to make use of a curve but bi-directional?
Technical Discussion » Crowd question - Agent primitive randomize
- szmatefy
- 141 posts
- Offline
Hey
I have six different agents. I load the agents from disk. All is fine, and they are in the scene. I have a crowdsource, and I want to randomize the agent primitive. So I made the object merge of the agent prim to merge ALL the agents into the crowdsource network, then I set the crowdsource randomize agent primitive. The bad thing, I see only 3 agents in the agent list out of the six. What could be the problem?
It worked when the baked agents were present in the scene. The scene I have the problem with use plenty of external references so I can't upload it.
I have six different agents. I load the agents from disk. All is fine, and they are in the scene. I have a crowdsource, and I want to randomize the agent primitive. So I made the object merge of the agent prim to merge ALL the agents into the crowdsource network, then I set the crowdsource randomize agent primitive. The bad thing, I see only 3 agents in the agent list out of the six. What could be the problem?
It worked when the baked agents were present in the scene. The scene I have the problem with use plenty of external references so I can't upload it.
Edited by szmatefy - July 2, 2018 04:37:12
Technical Discussion » Custom objectID AOV
- szmatefy
- 141 posts
- Offline
It is solved by Support (thanks Hector), unfortunately, it doesn't work as it was described before on other pages. I had to put the parameter and the shader node within a Material Builder and it works now.
Technical Discussion » Custom objectID AOV
- szmatefy
- 141 posts
- Offline
I would like to create a custom objectID AOV
I have objects with principled shader on them, and I try to use an override to tint the shader with unique colors. It works fine.
When I add the parameter node to the material network and set the Export to Always, the color overrides disappear.
Could someone confirm that? The attached scene contains one torus, but perfect to check. I use Houdini Indie 16.5.496
I have objects with principled shader on them, and I try to use an override to tint the shader with unique colors. It works fine.
When I add the parameter node to the material network and set the Export to Always, the color overrides disappear.
Could someone confirm that? The attached scene contains one torus, but perfect to check. I use Houdini Indie 16.5.496
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