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Houdini Indie and Apprentice » Bake with displacement
- dlee
- 418 posts
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Currently Bake Texture ROP has a limitation where only high-res object is allowed to have displacement.
Houdini Lounge » Half Baked Textures are not Normal!
- dlee
- 418 posts
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Displacement channels contains distance between low-res object and high-res object, so if the surfaces are coincident, or if you haven't assigned a high-res object, then it will output nothing. When outputting vector displacement channels(Vd), you may want to switch the “unwrap method” to “uv match” (under Unwrapping tab). Otherwise, the displacement direction will simply be surface normal of the low-res object.
You can add “Extra Image Plane” (under “Images”->“Main” tab in Bake Texture ROP, “Images”->“Extra Image Planes” tab in Mantra ROP) and use the “VEX Variable” dropdown menu to see some of the common exports. Please keep in mind that you can add any arbitrary channels and write arbitrary vex variables by adding your own exports to a shader.
You can add “Extra Image Plane” (under “Images”->“Main” tab in Bake Texture ROP, “Images”->“Extra Image Planes” tab in Mantra ROP) and use the “VEX Variable” dropdown menu to see some of the common exports. Please keep in mind that you can add any arbitrary channels and write arbitrary vex variables by adding your own exports to a shader.
Houdini Lounge » Half Baked Textures are not Normal!
- dlee
- 418 posts
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Cage mesh should have the same topology as the low-res mesh. Mantra's doc regarding it is admittedly a bit lacking… but if you google for texture baking and cage mesh, you'll find relevant information. (it's an optional input to avoid discontinuities in textures under certain situations)
I believe there is texture baking tutorial in the works that will be coming soon.
As for the attributes, I assume you mean the channels extracted under images->main tab? - as long as you use principled shader or classic shader (and the objects are of polygon or polysoup type), they will all work. Please note that if you build a custom material or layer principled/classic shaders, you may need to manually place bind exports for the channels you want to extract.
I believe there is texture baking tutorial in the works that will be coming soon.
As for the attributes, I assume you mean the channels extracted under images->main tab? - as long as you use principled shader or classic shader (and the objects are of polygon or polysoup type), they will all work. Please note that if you build a custom material or layer principled/classic shaders, you may need to manually place bind exports for the channels you want to extract.
Technical Discussion » SSS internal shadows
- dlee
- 418 posts
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Andy58 is correct. You'll need to use a volume shader. Most implementation of SSS are approximations based on irradiance on the outer surface (ie the surface that's directly visible by the light).
Technical Discussion » Bake Texture + Shading Normal + Antialiasing
- dlee
- 418 posts
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I assume you're the one who submitted the question ticket? I already responded to the ticket, but for anyone who might be curious:
You can assign different pixel filters by creating explicit image plane:
Instead of using the quickplane checkbox for “N”, add “Extra Image Plane”, select “N” as vex variable, and change the pixel filter type to “Gaussian 2x2”.
You can assign different pixel filters by creating explicit image plane:
Instead of using the quickplane checkbox for “N”, add “Extra Image Plane”, select “N” as vex variable, and change the pixel filter type to “Gaussian 2x2”.
Technical Discussion » Black artefact's with Reflections
- dlee
- 418 posts
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Konstantin: Bump is producing normals that are facing away from the camera, so it's being shaded black (those areas are effectively the areas that wouldn't be visible if you were using true displacements). This is particularly troublesome with specular because reflection vectors are shooting into the sphere, and also messes with fresnel.
The solution is to either use true displacement, or massage the output normal from Displace VOP to avoid/reduce these cases (eg bend them towards “I” as the normal starts to face away).
The solution is to either use true displacement, or massage the output normal from Displace VOP to avoid/reduce these cases (eg bend them towards “I” as the normal starts to face away).
Houdini Indie and Apprentice » First render with unwanted white band
- dlee
- 418 posts
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Perhaps the software you're using (Affinity Photo and HitFilm Pro) do not support the data window feature in EXR. You could try disabling “Enable EXR Post Processing” (add it to mantra ROP via Edit Parameter Interface) and see if the problem persists.
Houdini Lounge » Mantra surface deprecated?
- dlee
- 418 posts
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Hi. Things got shuffled around a bit in Classic shader: The node “sssColor” that's referenced in the video tutorial (at 15:20 mark) is now called “sssDiffColor.”
Houdini Indie and Apprentice » Bake texture separately by group
- dlee
- 418 posts
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You could add an integer parameter and have the Wedge ROP alter that parameter instead, and have the Group parameter on UV Project SOP use the integer parameter (eg primGroup`ch(“yourparametername”)`). You'll also need to have the output file name also be affected by the parameter.
Alternatively, you could leverage UDIMs to have every grid rendered in one go. i.e. use 0~1 U coordinate for the first grid, 1~2 for second grid etc (also please remember that, with UDIMS, V coordinate needs to be incremented every 10th grid).
Alternatively, you could leverage UDIMs to have every grid rendered in one go. i.e. use 0~1 U coordinate for the first grid, 1~2 for second grid etc (also please remember that, with UDIMS, V coordinate needs to be incremented every 10th grid).
Technical Discussion » Texture baking with point clouds
- dlee
- 418 posts
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Ah, it turns out there was a bug with space transformation in bake renders, so transform VOP was failing (and it was looking up pointcloud in the wrong space). The fix will be in upcoming daily build. Thank you.
Technical Discussion » Texture baking with point clouds
- dlee
- 418 posts
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Your hip file seems to referencing an obj file and a pointcloud. Can you attach those files too, please?
Technical Discussion » Texture baking with point clouds
- dlee
- 418 posts
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I noticed that you're using your own material (/mat/diffuse). To get certain parameters to export when baking, you can create Bind Export nodes with vex variable name you want to export. (for example, “diffcolor” is “export_diffcolor”). You can look inside principled shader or classic shader and look for bind nodes to see what the names for individual variables are.
I also noticed that on your Bake Texture ROP, “Output Picture” parameter is set to a tif image. Please leave it as .rat and change the “Extract format” to the desired format instead.
I also noticed that on your Bake Texture ROP, “Output Picture” parameter is set to a tif image. Please leave it as .rat and change the “Extract format” to the desired format instead.
Technical Discussion » baketexture normal for a very round sphere.
- dlee
- 418 posts
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Hi. The reason why the tangent-space normals are flat is likely because the low-res sphere has smooth normals (the normals interpolated across its surface lines up with the normals on the hi-res sphere). If you use faceted normals on the low-res sphere (eg use “normal” SOP to assign per-vertex normals with 0 cusp angle) and bake Nt, you'll get what you're looking for.
Technical Discussion » Baking Opacity / Alpha?
- dlee
- 418 posts
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Hi. The alpha/opacity is retained if “UDIM Post Process” is disabled on BakeTexture ROP. (under “unwrapping” tab)
Technical Discussion » baketexture problem
- dlee
- 418 posts
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When you render to mplay, border expansion doesn't get applied to the baked planes. Could that be the difference you're seeing?
Technical Discussion » terrain tools - scattered objects not rendering?
- dlee
- 418 posts
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Hi. Rendering merged heightfield is unsupported at the moment.
I recommend using Convert Heightfield SOP (and convert to poly) as a workaround.
I recommend using Convert Heightfield SOP (and convert to poly) as a workaround.
Technical Discussion » Bake Texture
- dlee
- 418 posts
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Hi. Can you attach the hip file that produces the above crash? Thanks.
Edited by dlee - April 7, 2017 15:11:20
Technical Discussion » Bake Texture ROP issue
- dlee
- 418 posts
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Technical Discussion » Bake Texture ROP issue
- dlee
- 418 posts
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Ah, this issue seems to be exclusive to Windows.
It may be unrelated to the issue that was addressed in build 563.
Still investigating…
It may be unrelated to the issue that was addressed in build 563.
Still investigating…
Technical Discussion » Bake Texture ROP issue
- dlee
- 418 posts
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That does sound abnormal - and I can't reproduce the problem on my end. Can you attach the .hip you're using?
Thanks.
Thanks.
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