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Houdini Learning Materials » Sharing my tutorials
- grayOlorin
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Hey guys! I am glad to hear these are helpful (I was hoping they would be when I created them), and thank you for checking them out! Daryl, I had that click moment a long time ago and since then it has been hard to put it down since then Looking forward to see your work!
Houdini Learning Materials » Sharing my tutorials
- grayOlorin
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Not a problem! glad you enjoyed them guys! I will try to squeeze a new video once in a while to keep it fresh
Houdini Learning Materials » Sharing my tutorials
- grayOlorin
- 1799 posts
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Hi guys, just wanted to share my tutorial play list if anyone is interested:
https://www.youtube.com/playlist?list=PLjOCJrhSBGUG9uqJ2rMe6ByLJcTD9Jau7 [youtube.com]
My tutorials are mostly focused on procedural content creation (as supposed to VFX). Hope you enjoy it!
https://www.youtube.com/playlist?list=PLjOCJrhSBGUG9uqJ2rMe6ByLJcTD9Jau7 [youtube.com]
My tutorials are mostly focused on procedural content creation (as supposed to VFX). Hope you enjoy it!
Houdini Learning Materials » UV Baking
- grayOlorin
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Hey Allegro, without looking at your file (I cannot right now) I may be able to take a stab at answering a few questions:
a- The reason the base normal may look smooth could be due to the fact that the mesh that you are using as the hi res mesh is, indeed, smooth as well. Since you are generating a tangent space normal map, it is not storing the differences in between samples in world space, but instead trying to bend the tangents and bitangents to mimic the shading of your sphere. Did you make the hi res sphere by just smoothing your low res sphere?
b - The reason yoy may have seams could be because your UVs have seams in that area. In polygonal meshes, the bake texture default behaviour is to generate tangents and bitangents based on your UV attribute. Although you have seams in the textures, those seams may not be present on your shaded mesh as they are meant to make up for a discontinuity in your tangent basis (i.e. imagine if you had a tshirt which was unwrapped at the side seam, and laid so that the top of the UVs are the back, and the bottom of the UVs are the front. This would cause a seam in your tangent basis which should be present in your normal map)
Have you looked at this with the principle shader to see the result?
a- The reason the base normal may look smooth could be due to the fact that the mesh that you are using as the hi res mesh is, indeed, smooth as well. Since you are generating a tangent space normal map, it is not storing the differences in between samples in world space, but instead trying to bend the tangents and bitangents to mimic the shading of your sphere. Did you make the hi res sphere by just smoothing your low res sphere?
b - The reason yoy may have seams could be because your UVs have seams in that area. In polygonal meshes, the bake texture default behaviour is to generate tangents and bitangents based on your UV attribute. Although you have seams in the textures, those seams may not be present on your shaded mesh as they are meant to make up for a discontinuity in your tangent basis (i.e. imagine if you had a tshirt which was unwrapped at the side seam, and laid so that the top of the UVs are the back, and the bottom of the UVs are the front. This would cause a seam in your tangent basis which should be present in your normal map)
Have you looked at this with the principle shader to see the result?
Technical Discussion » What is Houdini's equivalent to Maya's objExists()
- grayOlorin
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If you know the actual full name of your object, you can use this
If hou.node(“someNodePath”) != None:
Do something….
Which is a bit more pythonesque
If hou.node(“someNodePath”) != None:
Do something….
Which is a bit more pythonesque
Technical Discussion » Static Unique Point ID on Changing Topology?
- grayOlorin
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Technical Discussion » Iterating of groups with Python SOP
- grayOlorin
- 1799 posts
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Technical Discussion » Static Unique Point ID on Changing Topology?
- grayOlorin
- 1799 posts
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I often start my networks by adding an attribute which stores the original id's in an attribute, then just reference that instead. Try this:
Add a point wrangle at the beginning of your network
Set this in the code snippet:
i@origid = @ptnum;
Then reference i@origid instead
Does that work?
Add a point wrangle at the beginning of your network
Set this in the code snippet:
i@origid = @ptnum;
Then reference i@origid instead
Does that work?
Houdini Indie and Apprentice » Any way to keep Point Vops sync ?
- grayOlorin
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There is a much obscure feature in Houdini, where you can create a vex context (not a vex node, but vex context), add vop networks in there, and reuse them all over your hip file (I have not used this in a looooong time, but perhaps it will do what you are looking for?)
Another thing you can do is to use a digital asset, but just embed it in your hip file. You will still create an otl file bUT you can discard it afterwards (and likewise, extract the DA off the hip file later if you wish)
To do so, right click on your node and choose operator type manager. Click on the second tab and choose to save operator definitions to hip files.
Hope this helps!
Another thing you can do is to use a digital asset, but just embed it in your hip file. You will still create an otl file bUT you can discard it afterwards (and likewise, extract the DA off the hip file later if you wish)
To do so, right click on your node and choose operator type manager. Click on the second tab and choose to save operator definitions to hip files.
Hope this helps!
Houdini Engine for Maya » Whoohoo! multiple color sets!
- grayOlorin
- 1799 posts
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Houdini Engine for Maya » Whoohoo! multiple color sets!
- grayOlorin
- 1799 posts
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just saw this!
Tuesday, November 3, 2015
Houdini 14.0.505: Maya: Added support for outputting multiple color sets.
is it coming to 15 soon too ?
thank you very much Andrew! that is great!
Tuesday, November 3, 2015
Houdini 14.0.505: Maya: Added support for outputting multiple color sets.
is it coming to 15 soon too ?
thank you very much Andrew! that is great!
Houdini Engine for Maya » Maya 2016's Evaluation Mode
- grayOlorin
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One thing that could be pretty amazing with this is if we can run multiple hengine nodes at once..! :shock:
Houdini Engine for Maya » Multiple UV sets status
- grayOlorin
- 1799 posts
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Hey Andrew! I finally got a chance to try this in 15.0.270. you have no idea what a happy moment this was for me
One thing I did noticed though is that UV Sets which are currently created in Houdini and did not exist in maya (which do not have the uvNumber attribute) will come through split. Is this as expected, or do you expect that coincidentally positioned UVs created in Houdini should be sewn in maya? If not, should I try to create the uvNumber attribute myself?
this is great! very excited to have this available! Are you thinking you may attempt to also do the color sets as well? at that point I could represent any per point attribute in Maya as color sets
thank you again!
One thing I did noticed though is that UV Sets which are currently created in Houdini and did not exist in maya (which do not have the uvNumber attribute) will come through split. Is this as expected, or do you expect that coincidentally positioned UVs created in Houdini should be sewn in maya? If not, should I try to create the uvNumber attribute myself?
this is great! very excited to have this available! Are you thinking you may attempt to also do the color sets as well? at that point I could represent any per point attribute in Maya as color sets
thank you again!
Houdini Engine for Maya » Multiple UV sets status
- grayOlorin
- 1799 posts
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Houdini Engine for Maya » Multiple UV sets status
- grayOlorin
- 1799 posts
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A big thanks to you Andrew for getting this working! it is a huge improvement in the Maya plug in which is going to open a LOT of doors for us! thank you!
I will download the latest build when I get to work and try it out!
I will download the latest build when I get to work and try it out!
Houdini Engine for Maya » Multiple UV sets status
- grayOlorin
- 1799 posts
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Houdini Engine for Maya » Multiple UV sets status
- grayOlorin
- 1799 posts
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Hey Andrew, I am going to shamelessly poke my head in and see if you had an update on multiple UV set output?
Houdini Engine for Maya » Which Maya version of the plug-in are you using?
- grayOlorin
- 1799 posts
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I said 2015 but we also use 2016 (and one team is still clinging to 2013.5. :p )
Off with 2012's head! :twisted:
Off with 2012's head! :twisted:
Houdini Engine for Maya » Many inputs on HE Asset slows down Maya UI
- grayOlorin
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I think that was me, and yes I think its the same issue
Maya's attribute editor gets pretty slow when you go past 50+ inputs (which is necessary often in Maya due to having to pass multiple meshes as separate inputs).
I think having that logic as default makes sense as anyone who is making more than 4 inputs generally knows where to find them in the attribute editor (and is most likely wiring them with python)
Maya's attribute editor gets pretty slow when you go past 50+ inputs (which is necessary often in Maya due to having to pass multiple meshes as separate inputs).
I think having that logic as default makes sense as anyone who is making more than 4 inputs generally knows where to find them in the attribute editor (and is most likely wiring them with python)
Houdini Lounge » vopsop H14?
- grayOlorin
- 1799 posts
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I think this thread started when the vopsop first got deprecated (which was different). You are right, pointvop/wrangle is just a wrapper over attribvop/wrangle
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