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Technical Discussion » Ptex error with imported geometry
- NFX
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Finally! So I got it working by pure accident. Turns out I needed to throw down a reverse sop on the version of the model with no tris. Worked like a charm. So lessons learned is ptex does not support tris in houdini and to always try a reverse sop if things just aren't working with imported geometry. Thanks for your help guys!
Technical Discussion » Ptex error with imported geometry
- NFX
- 183 posts
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So I tested using the same model but with no tris since I read that the some people had trouble using ptex with triangles. However the textures don't work. I'm using a windows machine currently so I'm not sure how to call up the info for the ptex file to compare polycount but as far as I can tell I have not altered the mesh at all from the point that I painted on it in mudbox.
Technical Discussion » Ptex error with imported geometry
- NFX
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How could the texture not match up if I converted it to ptex and created the texture in mudbox? It still won't work if I export the converted squash I used in mudbox back into houdini.
Technical Discussion » Ptex error with imported geometry
- NFX
- 183 posts
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Hi there. So I am trying to figure out the PTEX workflow and for the most part have been pretty happy with the results. However I've run into problems as soon as I started using imported geometry from maya. I've tried deleting the UVs, fixing the normals, exporting the model from houdini into mudbox and then reimporting it from mudbox after I'm done painting…nothing seems to be working. I've included a .zip with my file, the imported geometry, and the exported ptex file. Any chance anyone could clue me in to what I am doing wrong?
Houdini Lounge » Bake procedural texture to UVs
- NFX
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Thanks for your help guys. After some playing around I found out that it was unable to do a UV render while ray tracing. What I did to get around this is turn everything I wasn't rendering the UVs for invisible. I also found you need to turn off all gaussian filters both during render and when reimporting the texture to avoid getting small black lines running over the seams of the new UV texture. Have to say that this is an awesome feature that allows you to export textures into programs like mudbox where they can then be converted into ptex or just be used as reference for further texture painting. Cool stuff!
Houdini Lounge » Bake procedural texture to UVs
- NFX
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Hey thanks for the quick replies. So I played around with the mantra UV space render and while it works for objects created in Houdini it seems to have problems with imported objs even if I erase their old uvs and create new ones. Not sure why this happens. Any ideas. Haven't tried the orbolt method yet.
Houdini Lounge » Bake procedural texture to UVs
- NFX
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So I'm working with procedural textures that I want to export them as uv color maps so that I can view them in another program. Any one know how to bake them out to UVs? I just haven't had any luck figuring this out by myself or searching it online…
Thanks in advance!
Thanks in advance!
Houdini Indie and Apprentice » Using point velocities to move fluids
- NFX
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Houdini Indie and Apprentice » Using point velocities to move fluids
- NFX
- 183 posts
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So I am playing around with using houdini to force smoke to take on shapes and flow where directed. While I think I have figured out how to control shape to a large extent by controlling the temperature and diffusion I keep getting wierd results when I try to use custom velocity fields to control the movement. In this case I want the velocity field to be blasting the smoke at a pretty high velocity, however I can never seem to get the smoke moving any faster then normal. Also if I set the velocity fields to copy in the simulation the smoke does not seem to move. Any ideas what I'm doing wrong?
Technical Discussion » Using PTEX with dynamically fracturing geometry
- NFX
- 183 posts
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Interesting. Now does the fur tool use UV's then because I have tried using fur with fracture and even tried creating UV's before fracturing and the fur system went nuts. Maybe there is something about fur that I just don't understand. Any ideas?
Technical Discussion » Using PTEX with dynamically fracturing geometry
- NFX
- 183 posts
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tamte
I would say the opposite is true
UVs can pe preserved at least on outher shell of fractured geometry and additional uvs can be dynamically created on all cuts to map some tileable texture or you can still use rest attribute for procedural textures
PTEX however is highly dependent on polygon indexes, in other words on topology of your geometry, so if you change the topology, your PTEXture cannot be mapped correctly an therefore is completely useless. Since fracturing is changing the topology, I wouldn't bet on PTEX
your best choice is either Rest attribute or UVs
Interesting. So what is the best way to preserve the UVs? All the times I've tried I never been able to pull it off.
Technical Discussion » Using PTEX with dynamically fracturing geometry
- NFX
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So lately I have been playing around with fracturing and have run into the problem that anything UV related such as textures and fur can't work with dynamic fracturing. Instead you have to do the workaround of pre-fracturing geometry and using procedural shaders. However with the advent of PTEX I have been wondering if this could be the potential solution to this problem. So I just wanted to get some opinions on whether PTEX is a good option and how one would go about applying it to dynamic fracturing.
Houdini Indie and Apprentice » Importing SOP animation into RBD sim
- NFX
- 183 posts
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Here is the file. The keyframing is in the Rock geo object. Sorry it is pretty messy. I have been doing some reworking.
Houdini Indie and Apprentice » Importing SOP animation into RBD sim
- NFX
- 183 posts
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Hi all. So I have been hitting my head against the wall with some RBD sims that I'm working on. Basically I need to have an object that's been hand animated on the SOP level interact with an RBD animation. While there is lots of documentation on how to do this with a OBJ level animation, the only thing I could find for SOPs is to use a trail sop and check the deforming geometry option of the RBD Object DOP. The problem with this is that any interaction between the animated object and fractured geometry is explosive in nature. I think this is due to how the solver applies the SDF to the “deforming” geometry. Any ideas how to make this work?
Houdini Indie and Apprentice » How to share attribute with connected prims
- NFX
- 183 posts
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Thanks tons Rafaels. So I need to learn my foreach node better but if I understand correctly what you are doing is promoting the value to a detail to apply the maximum value to all the prims in the group and then demote it down to the point level to avoid getting it mixed in with the next group's values. Not sure if I understand what the culling part is. I will look into that a bit more. Thanks again for all you help. I feel this method has a lot of potential and will come in handy in the future.
Houdini Lounge » Controlling RBD Interaction
- NFX
- 183 posts
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So recently I have been trying to learn RBDs and am creating an animation where a rock with movement that I hand animate rises up through the compressed soil-like ground. However when my rock touches the ground layer it results in a more explosive behavior then anticipated. It almost seems like it is snapping the ground open and sending chunks flying. I was wondering if there is a way to control how explosive RBD interactions are or at least to dampen the effect realistically?
Houdini Indie and Apprentice » How to share attribute with connected prims
- NFX
- 183 posts
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Yeah that's it. Wow that's pretty impressive that you where able to get that convincing of an effect out of just pops and a sop solver. Very cool!
Houdini Indie and Apprentice » How to share attribute with connected prims
- NFX
- 183 posts
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Thanks rafaels! Glad that I could learn something new about the fracture sop. That is a very good feature to know and has solved the majority of the problem. I still would like to figure out how to do the averaging after the fracture so the I can paint one side of a chunk and have it average across or apply to the whole so that I can fine tune which chunks I have selected. Your solution definitely gets me 90% of the way there though. Thanks!
As for the ground fracture thing. I was very impressed by what I saw (at least the one I saw). So what's the basic idea of how it works? is it that the active state of the RBD is effected by an attribute transferred by the curve as it draws within a certain distance of the chunk?
As for the ground fracture thing. I was very impressed by what I saw (at least the one I saw). So what's the basic idea of how it works? is it that the active state of the RBD is effected by an attribute transferred by the curve as it draws within a certain distance of the chunk?
Houdini Indie and Apprentice » How to share attribute with connected prims
- NFX
- 183 posts
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Sure here is my .hip that I'm working on. Sorry that it's something of a mess since I'm in the middle of working things out.
Houdini Indie and Apprentice » How to share attribute with connected prims
- NFX
- 183 posts
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So looks like Edward and I had the same idea. I tried using the promote attribute with the foreach sop and found that it was averaging it for all the prims and not just the ones being processed. Not sure why this happens…
As for your idea rafael, the reason I want to average the weight attribute per chunk is so that I can create a selection of chunks based on a weight paint that I used earlier in the process to create the fracture. I think your idea might have merit though if we can figure how to use it in conjunction with the weight averaging that I am going for. BTW were you the one who did the curve controlled ground fracturing on vimeo?
As for your idea rafael, the reason I want to average the weight attribute per chunk is so that I can create a selection of chunks based on a weight paint that I used earlier in the process to create the fracture. I think your idea might have merit though if we can figure how to use it in conjunction with the weight averaging that I am going for. BTW were you the one who did the curve controlled ground fracturing on vimeo?
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