I'm using polyframe to generate the attributes tangentu and tangentv on a mesh.
I want to access these in a glsl shader. Is it possible to make them show up in in variables or samplerBuffers somehow?
I've tried assuming that naming them according to the uv and normal convention but nothing seems to be passed in.
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Technical Discussion » Pass custom point or vertex attribute to GLSL shader
- David Larsson
- 32 posts
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Technical Discussion » Overriding skinning information in SOP
- David Larsson
- 32 posts
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Technical Discussion » Overriding skinning information in SOP
- David Larsson
- 32 posts
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I need to touch some skinning weights inside a SOP graph.
I tried using a point wrangle but I can't get the syntax for accessing the boneCapture attribute right.
Does anyone know how to write to the boneCapture attribute using vex?
Is there a better way of just flagging a group of points to belong to a different bone?
I tried using a point wrangle but I can't get the syntax for accessing the boneCapture attribute right.
Does anyone know how to write to the boneCapture attribute using vex?
Is there a better way of just flagging a group of points to belong to a different bone?
Technical Discussion » SOP input that accepts multiple geometries
- David Larsson
- 32 posts
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Thanks for the answer. In my case I want one out of 3 inputs to be a multi-input. That might not be a supported situation though since it seems like it's not a multi input but just many inputs being visualized as one.
Thanks for the answers, I'll see if I can get something to work.
Thanks for the answers, I'll see if I can get something to work.
Technical Discussion » Normal maps in the Houdini 14 viewport
- David Larsson
- 32 posts
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Technical Discussion » SOP input that accepts multiple geometries
- David Larsson
- 32 posts
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I see that the merge node only has one input but it allows multiple geometries to be connected to the same input.
Ideally I'd like to know do it using both in the python and c++ interface.
How do I create an input like that?
Ideally I'd like to know do it using both in the python and c++ interface.
How do I create an input like that?
Technical Discussion » Normal maps in the Houdini 14 viewport
- David Larsson
- 32 posts
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I looked in to writing a glsl shader as the workaround but the problem I found was that I didn't know how to feed in any external colors and textures into it.
I tried adding parameters to the parameter interface and hoped they would be matched the ones in the glH_Material structure.
Do you know how that works?
I tried adding parameters to the parameter interface and hoped they would be matched the ones in the glH_Material structure.
Do you know how that works?
Technical Discussion » Normal maps in the Houdini 14 viewport
- David Larsson
- 32 posts
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I'm trying to visualize content with normal maps in the Houdini viewport but it seems like I can't get anything to work. http://www.sidefx.com/docs/houdini14.0/basics/viewporteffects [sidefx.com] suggest that it should be possible
Things I've tried/done:
Enabled high quality lighting in the Display Options->effects
I've tried using FBX materials. Texturing in them seem to be generally broken only showing the last assigned texture as diffuse map.
I've tried using mantra materials such as mantra surface, stone etc and assigned various normal map textures to their normal channel both in the surface tab and the OpenGL tab.
Has anyone had any success showing normal maps in the viewport?
If so, what type of shader and setup did you use.
I'm running Houdini 14.0.361 on Windows 64bit and an AMD Radeon 270.
Things I've tried/done:
Enabled high quality lighting in the Display Options->effects
I've tried using FBX materials. Texturing in them seem to be generally broken only showing the last assigned texture as diffuse map.
I've tried using mantra materials such as mantra surface, stone etc and assigned various normal map textures to their normal channel both in the surface tab and the OpenGL tab.
Has anyone had any success showing normal maps in the viewport?
If so, what type of shader and setup did you use.
I'm running Houdini 14.0.361 on Windows 64bit and an AMD Radeon 270.
Technical Discussion » Skin weights attributes
- David Larsson
- 32 posts
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Technical Discussion » Skin weights attributes
- David Larsson
- 32 posts
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Sorry for the vague question.
I'm looking to read them out through the C++ API to feed them into a mesh processing library and eventually write them back.
Is the pCaptAlpha a pure visualization property or does it affect how the vertices react to a pose?
I'm looking to read them out through the C++ API to feed them into a mesh processing library and eventually write them back.
Is the pCaptAlpha a pure visualization property or does it affect how the vertices react to a pose?
Technical Discussion » Skin weights attributes
- David Larsson
- 32 posts
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Hi,
I'm trying to make sense of how to deal with skinned data in Houdini. I have a rigged character with an array boneCapture capture index pair attributes.
Is this a standard name that all rigs tend to use so I can just assume it's around on every skinned mesh?
Are there other names or attributes I should look out for that is also used?
I've attached a screen dump of some of the point attributes to give an overview of how it looks in the attribute spread sheet.
I'm trying to make sense of how to deal with skinned data in Houdini. I have a rigged character with an array boneCapture capture index pair attributes.
Is this a standard name that all rigs tend to use so I can just assume it's around on every skinned mesh?
Are there other names or attributes I should look out for that is also used?
I've attached a screen dump of some of the point attributes to give an overview of how it looks in the attribute spread sheet.
Technical Discussion » Drive parameter from attribute
- David Larsson
- 32 posts
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Technical Discussion » Evaluate VOP node from the HDK
- David Larsson
- 32 posts
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Hi,
I'm working on a node doing some material parameter baking and I wonder if it's possible to evaluate VOP material networks from inside HDK.
The typical use case would be finding for me to identify what is connected as diffuse color in a material and given primitive id, barycentric coordinate and object id be able to get the output color.
I understand there is no perfect solution since people can connect view dependent nodes and other stuff that don't bake nicely to those things but I'm more looking for something that works as long as people do things in a generally sane way.
Any suggestions for how to accomplish this without building my own code for every node people use in those networks?
I'm working on a node doing some material parameter baking and I wonder if it's possible to evaluate VOP material networks from inside HDK.
The typical use case would be finding for me to identify what is connected as diffuse color in a material and given primitive id, barycentric coordinate and object id be able to get the output color.
I understand there is no perfect solution since people can connect view dependent nodes and other stuff that don't bake nicely to those things but I'm more looking for something that works as long as people do things in a generally sane way.
Any suggestions for how to accomplish this without building my own code for every node people use in those networks?
Technical Discussion » Drive parameter from attribute
- David Larsson
- 32 posts
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Follow up question.
I didn't get it to work with using a local path to refer to the sop, I needed to explicitly write a global path making it hard to turn my network into an asset. Is it possible to refer to something like “$currentpath/mysop” rather than “/obj/geo1/mysop”. Just writing “mysop” didn't seem to work.
I didn't get it to work with using a local path to refer to the sop, I needed to explicitly write a global path making it hard to turn my network into an asset. Is it possible to refer to something like “$currentpath/mysop” rather than “/obj/geo1/mysop”. Just writing “mysop” didn't seem to work.
Technical Discussion » Drive parameter from attribute
- David Larsson
- 32 posts
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Technical Discussion » Drive parameter from attribute
- David Larsson
- 32 posts
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Hi,
I have a node that projects geometry onto a plane.
The plane it projects on is a parameter (see image).
Now I want to drive the plane direction from a normal attribute in a different node in my SOP network.
Is it possible to write an expression that fetches a normal direction from one of the normals in a different SOP node?
I have a node that projects geometry onto a plane.
The plane it projects on is a parameter (see image).
Now I want to drive the plane direction from a normal attribute in a different node in my SOP network.
Is it possible to write an expression that fetches a normal direction from one of the normals in a different SOP node?
Technical Discussion » Batching processing multiple geometries
- David Larsson
- 32 posts
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Thanks!
That solved it.
A word of warning for other people reading this, it doesn't play well with relative path names but in my case that part was pretty easy to solve manually.
That solved it.
A word of warning for other people reading this, it doesn't play well with relative path names but in my case that part was pretty easy to solve manually.
Technical Discussion » Batching processing multiple geometries
- David Larsson
- 32 posts
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Thanks,
I have another issue that came up in the process.
Most of my objects have object level material assignments as opposed to primitive level assignments. This means when I do a Object Merge I lose the materials since the primitives have no shop_material attribute. Is there a way of globally push the object materials down to primitives?
David
I have another issue that came up in the process.
Most of my objects have object level material assignments as opposed to primitive level assignments. This means when I do a Object Merge I lose the materials since the primitives have no shop_material attribute. Is there a way of globally push the object materials down to primitives?
David
Technical Discussion » Batching processing multiple geometries
- David Larsson
- 32 posts
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Thanks, that did the trick. Forgot to add the sub-network for the FBX file the first time I tried.
Thanks for helping out.
Thanks for helping out.
Technical Discussion » Batching processing multiple geometries
- David Larsson
- 32 posts
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That looks promising.
I can't figure out where to enter the filter or do I have to explicitly add every object I want to merge?
I can't figure out where to enter the filter or do I have to explicitly add every object I want to merge?
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