No, it was on the attribute editor.
I submitted a bug earlier with scene and hda.
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Houdini Engine for Maya » Ramp parameter support!
- kahuna031
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Houdini Engine for Maya » Ramp parameter support!
- kahuna031
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Trying the ramps. Seems like the first segment outputs NaNs. Not until I have two points on x=0 (thus removing the first segment) do I get correct evaluations. The points that queries the first segment disappears.
Also had a a crash when touching a ramp but I'll get back when I got a repro.
Also had a a crash when touching a ramp but I'll get back when I got a repro.
Houdini Engine for Maya » porting material assignments to maya
- kahuna031
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I think the easiest way is to not even bother with Houdini Engine.I think this depends on the work environment. Where I'm now I get a lot of use cases for Engine as it allows non-Houdini users to access procedural solutions.
Houdini Lounge » uiS[cript]Py uispy is being made availible for free download
- kahuna031
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Fantastic! Looks like a great source of resources and learning material. Will take time to see how it fits in my workflows but judging by a quick look it's very promising.
(btw, maybe you should have a link to the download page in your post)
(btw, maybe you should have a link to the download page in your post)
Houdini Engine for Maya » valid HDA > no geo in maya
- kahuna031
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Parameter interface changes only affects to one local node, not the type so the “node” you create in Maya won't know anything about that.
Houdini Lounge » sidefx service page error
- kahuna031
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Trying to file a bug but getting this (tested w Chrome and Internet Explorer):
ERROR: The php get_magic_quotes_gpc option must be turned on.
Houdini Engine for Maya » Ramp parameter support!
- kahuna031
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Houdini Engine for Maya » Ramp parameter support!
- kahuna031
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Houdini Engine for Maya » Support for Maya sets
- kahuna031
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Also: seems that reassigning the input geo to one with different shaderGroups attachments doesn't correctly updates the outputs assignments. “Sync Asset” doesn't fix this but “Reload Asset” does.
Edit: I've tried both deleting the geometry and remove all material assignments before resyncing but the obsolete material assignments from previous input remains. Looks like something needs to be flushed internally. If there's any script functions that can fix this on my side I'd love to hear them, now I'm forced to use “reload asset”, rather than “sync asset” function in my wrappers which is a bit slower.
Edit2: Heads up to anyone working on material assignments on the maya side. If surfaces go flat green it's not Engine's fault but a Maya problem with updating shader assignments in the viewport [forums.autodesk.com]. Moving a vertex on a mesh can force it to update.
Edit: I've tried both deleting the geometry and remove all material assignments before resyncing but the obsolete material assignments from previous input remains. Looks like something needs to be flushed internally. If there's any script functions that can fix this on my side I'd love to hear them, now I'm forced to use “reload asset”, rather than “sync asset” function in my wrappers which is a bit slower.
Edit2: Heads up to anyone working on material assignments on the maya side. If surfaces go flat green it's not Engine's fault but a Maya problem with updating shader assignments in the viewport [forums.autodesk.com]. Moving a vertex on a mesh can force it to update.
Edited by kahuna031 - Dec. 5, 2016 12:54:12
Houdini Engine for Maya » Support for Maya sets
- kahuna031
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Thanks Andrew! Looks clear enough design wise and I seem to be able to repro this fine now in my setup. I think what made this hard for me to diagnose was that both obj sets and shading groups are sets and the maya tool therefor gets confused when their name is the same. Causing for example houdini prim group members to be added to a second shading group which is not allowed. As I was changing the maya_shading_group value I was also getting strange results.
Generally I think the design is solid but could be worth looking at the scripts to check if there's any risks object Sets/shadingGroup mismatch.
Something that hit me when tracking this down is that it would be very nice if we could get the nodes middle mouse info printed out in the cook message. This would allow us to quickly compare Houdini output to Maya result.
Generally I think the design is solid but could be worth looking at the scripts to check if there's any risks object Sets/shadingGroup mismatch.
Something that hit me when tracking this down is that it would be very nice if we could get the nodes middle mouse info printed out in the cook message. This would allow us to quickly compare Houdini output to Maya result.
Houdini Engine for Maya » Support for Maya sets
- kahuna031
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AWong. I'm a bit unclear about the design on this. You say you switched to a prim attribute rather than groups but in your example your only using groups?
I'm adding a prim attribute called ‘maya_shading_group’ on my input on the houdini side but not getting the same behaviour when in maya. For instance, an attribDelete gives this warning in the cook messages.
“Warning: Invalid attribute specification: ”no match for maya_*“.”
Though, right after this node I can use a partition node with the expression `@maya_shading_group` and it gives me a set with the original shading group (or is this in fact the set from the prim group?)
Also getting alot of these
// Error: line 1: Cannot add the following items to the set since they would break the exclusivity constraint: wal_cutter1_0.f //
Even though I delete all groups before adding a single one.
Would be good with a file showing how we should use the prim attrib.
Thanks!
I'm adding a prim attribute called ‘maya_shading_group’ on my input on the houdini side but not getting the same behaviour when in maya. For instance, an attribDelete gives this warning in the cook messages.
“Warning: Invalid attribute specification: ”no match for maya_*“.”
Though, right after this node I can use a partition node with the expression `@maya_shading_group` and it gives me a set with the original shading group (or is this in fact the set from the prim group?)
Also getting alot of these
// Error: line 1: Cannot add the following items to the set since they would break the exclusivity constraint: wal_cutter1_0.f //
Even though I delete all groups before adding a single one.
Would be good with a file showing how we should use the prim attrib.
Thanks!
Edited by kahuna031 - Dec. 1, 2016 07:38:00
Technical Discussion » dead pixels in bake
- kahuna031
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This “bake texture” render is with simply N -> Cd in the shader using “uv to surface” as unwrap mode. There's no unshared edges within the uv patch and still you can find some black pixels every now and then. In those, the alpha is black too even though it's set to a constant = 1 in the shader. If I add a value of .00001 to the uv the dead pixels jump around randomly and I can make them fade away by increasing the pixel samples.
What can cause the render to fail to render pixels like this?
What can cause the render to fail to render pixels like this?
Technical Discussion » wire objects remembers original angles
- kahuna031
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My wires can't be completely stretched out, if they were created with a tight angle somewhere that's always visible in the solved shape. Is this angle stored on the geometry? I would love if I could adjust it in a sop solver?
Houdini Engine for Maya » Xform data from Maya to Houdini
- kahuna031
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Would appreciate peoples opinions on this.
Our tools are often limited by lack of view port interaction. Passing transforms could solve a lot of these cases as we could essentially pass a “rig” to Houdini to assemble. In my perspective a point cloud representation of Maya locator inputs with xform matrices and name as point attributes would be a good solution.
Does people out there have a better one?
Our tools are often limited by lack of view port interaction. Passing transforms could solve a lot of these cases as we could essentially pass a “rig” to Houdini to assemble. In my perspective a point cloud representation of Maya locator inputs with xform matrices and name as point attributes would be a good solution.
Does people out there have a better one?
Houdini Engine for Maya » Curve crashes my first HDA in Maya
- kahuna031
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Technical Discussion » Render OBJ nodes inside other contexts
- kahuna031
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Now we're getting somewhere! Adding a camera to the objnet and using “subnet/ropnet1/objnet1/*” as candidates and “/obj/subnet/ropnet1/objnet1/cam1” for camera works.
Either setting candidate specifically to “subnet/ropnet1/objnet1/sphere” or camera to “/obj/cam1” will break the setup again. So the camera needs to be seen by the renderer somehow. I'll go submit this as a bug.
Thanks a lot for the help Enivob.
Either setting candidate specifically to “subnet/ropnet1/objnet1/sphere” or camera to “/obj/cam1” will break the setup again. So the camera needs to be seen by the renderer somehow. I'll go submit this as a bug.
Thanks a lot for the help Enivob.
Houdini Engine for Maya » Multiple curves input
- kahuna031
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Looking more deeply at this it seems that what's passed from the hairsystem to Engine is not the original curve but the rebuilt “Output curve”. In the picture the dark blue curve is the input and the light blue curve is the output. As you see the output is not a correct representation of the original.
In my book this is a big limitation. Many, if not most, tools is built on spline inputs.
and from engines script that handles the connections we can see it's the output curve that gets passed to Engine:
In my book this is a big limitation. Many, if not most, tools is built on spline inputs.
and from engines script that handles the connections we can see it's the output curve that gets passed to Engine:
string $outputHairs = `listAttr -multi ($object + “.outputHair”)`;
int $iInput = 0;
for ($outputHair in $outputHairs)
{
string $follicleShapes =
`listConnections ($object + “.” + $outputHair)`;
for ($follicleShape in $follicleShapes)
{
string $inputPlug =
`format -s $inputNode -s $iInput "^1s.inputCurves“`;
connectAttr ($follicleShape + ”.outCurve") $inputPlug;
}
$iInput += 1;
}
Technical Discussion » Render OBJ nodes inside other contexts
- kahuna031
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This doesn't work. I even use the op picker gui to make sure I get the correct path (which in this case is “subnet/ropnet1/objnet1/sphere”).
Interesting detail, if I assign the box and render in the IPR I get rerenders when editing the box geo. When doing the same with the sphere I don't. So it's not just that I get a blank render, the geometry isn't included in the render at all.
Interesting detail, if I assign the box and render in the IPR I get rerenders when editing the box geo. When doing the same with the sphere I don't. So it's not just that I get a blank render, the geometry isn't included in the render at all.
Technical Discussion » Render OBJ nodes inside other contexts
- kahuna031
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In this network, from the mantra1 node I can render the “box” object but not the “sphere”.
It looks to me like objects can't be rendered when they're not directly in the OBJ context? I'm trying to wrapp a bake procedure in a Engine tool, how am I to do this if I can't point at OBJ networks?
Edited by kahuna031 - Oct. 3, 2016 08:45:36
Houdini Engine for Maya » Multiple curves input
- kahuna031
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Great. I think I can wrap this with a maya script to a decent workflow.
Out of curiosity, is there any plans to allow for multiple objects as import. (Like treating the group as a merge node)
Out of curiosity, is there any plans to allow for multiple objects as import. (Like treating the group as a merge node)
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