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Houdini Engine for Maya » Maya 2024?
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- Grendizer
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Houdini Engine for Unreal » What can be exported from Hou to Houdini Engine in Unreal?
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- Grendizer
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Thanks Matt.
My question was: why are outputs so different from Houdini Engine for Maya? If we compare Unreal outputs and Maya outputs, it's very different:
https://www.sidefx.com/docs/houdini/maya/outputs.html [www.sidefx.com]
See you,
GZ
My question was: why are outputs so different from Houdini Engine for Maya? If we compare Unreal outputs and Maya outputs, it's very different:
https://www.sidefx.com/docs/houdini/maya/outputs.html [www.sidefx.com]
See you,
GZ
Solaris and Karma » Inspecting volumes attributes in the stage context
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- Grendizer
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Solaris and Karma » Inspecting volumes attributes in the stage context
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- Grendizer
- 375 posts
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Hey Grendizer you have to use the "Scene graph details" window. Look for "primvar" values.
However, what's the best way to use several primvar values in a MTLX material library network node? For example I want to get the min and max density, min and max flame, min and max temperature, etc...
However, what's the best way to use several primvar values in a MTLX material library network node? For example I want to get the min and max density, min and max flame, min and max temperature, etc...
Solaris and Karma » Pyro Bake Volume to XPU Pyro Preview Shader : no colors
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- Grendizer
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Ok as far as what I've understood , ramps/gradient are not available YET in XPU Pyro Preview shader (kma_pyropreview) in Hou 19.5. We'll have to wait for a future release.
Houdini Engine for Unreal » What can be exported from Hou to Houdini Engine in Unreal?
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- Grendizer
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Hello,
I use Houdini Engine for Maya and it can import almost anything created in Houdini : particles, volumes, etc.
With Houdini Engine for Unreal, it does not seem the same. In this video https://www.youtube.com/watch?v=dF7yHULxgDk [www.youtube.com] , Danny needs to install an additional plugin "Houdini Niagara". Then he needs to rebuild the whole material in Houdini. I guess it could be more simple?
So what can be imported in Unreal via Houdini Engine? Particles? Volumes? Fluids? And do I need to rebuild the material each time?
Thanks
Gz
I use Houdini Engine for Maya and it can import almost anything created in Houdini : particles, volumes, etc.
With Houdini Engine for Unreal, it does not seem the same. In this video https://www.youtube.com/watch?v=dF7yHULxgDk [www.youtube.com] , Danny needs to install an additional plugin "Houdini Niagara". Then he needs to rebuild the whole material in Houdini. I guess it could be more simple?
So what can be imported in Unreal via Houdini Engine? Particles? Volumes? Fluids? And do I need to rebuild the material each time?
Thanks
Gz
Houdini Engine for Maya » Maya 2024?
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- Grendizer
- 375 posts
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Houdini Engine for Maya » Maya 2024?
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- Grendizer
- 375 posts
- Offline
Solaris and Karma » SOP import warning message about the imported layer
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- Grendizer
- 375 posts
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Thanks a lot. What's the best place to put this USD file in a Houdini Project? I chose something like:
$JOB/geo/$HIPNAME.$OS.usd
$JOB/geo/$HIPNAME.$OS.usd
Work in Progress » Cam Info Overlay
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- Grendizer
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Hello John! I tested your tool. Very nice handy tool!!!
First thing I like is the video. I really love your voice in the video it's like a hollywood movie!! Are you a pro actor?
Some comments about the tool:
- I think you should add an "author" and a "client" field that could be displayed as a choice in the top or bottom horizontal stripes.
- I don't have any light in the /obj context. With Mantra rendering, without adding a light in the scene, Houdini will create a headlight for rendering. And then I can see the lighting on the 2 stripes is uneven.
- I tried adding a skylight in the /obj context and then I can see the lighting on the 2 stripes is STILL uneven.
- Stage context: when I try to connect a SOP Import node into the network, I get this error message :
Error
Invalid SOP path: /obj/Cam_Info_Overlay1
So that's it for now. Keep up the good work!
David
First thing I like is the video. I really love your voice in the video it's like a hollywood movie!! Are you a pro actor?
Some comments about the tool:
- I think you should add an "author" and a "client" field that could be displayed as a choice in the top or bottom horizontal stripes.
- I don't have any light in the /obj context. With Mantra rendering, without adding a light in the scene, Houdini will create a headlight for rendering. And then I can see the lighting on the 2 stripes is uneven.
- I tried adding a skylight in the /obj context and then I can see the lighting on the 2 stripes is STILL uneven.
- Stage context: when I try to connect a SOP Import node into the network, I get this error message :
Error
Invalid SOP path: /obj/Cam_Info_Overlay1
So that's it for now. Keep up the good work!
David
SideFX Labs Tech Art Challenge 2021 » WIP - TurnTable Object Node [Houdini Utility]
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- Grendizer
- 375 posts
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Hello John
I just finished testing your latest version : v1.5. I didn't notice any issue with it. Some comments :
- Previously, the /obj level node had to be called "TurnTable1", one could not rename it. This seems to be fixed in v1.5!
- The object will turn in an anti-clockwise direction. Is it possible to add a Clockwise rotation?
The first post does not have any link to the file. Do you mind if I add a link to your Google drive here? So other people can download and test it!
Thanks!
Gz
I just finished testing your latest version : v1.5. I didn't notice any issue with it. Some comments :
- Previously, the /obj level node had to be called "TurnTable1", one could not rename it. This seems to be fixed in v1.5!
- The object will turn in an anti-clockwise direction. Is it possible to add a Clockwise rotation?
The first post does not have any link to the file. Do you mind if I add a link to your Google drive here? So other people can download and test it!
Thanks!
Gz
Solaris and Karma » SOP import warning message about the imported layer
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- Grendizer
- 375 posts
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Hello,
I stage context, SOP Import node, sometimes I have the following message :
"Warning
The layer imported from SOPs has no save path set. The SOP node's layer will be output to a file path generated from its Houdini path. "
How can I fix this? What's the layer it's talking about?
I stage context, SOP Import node, sometimes I have the following message :
"Warning
The layer imported from SOPs has no save path set. The SOP node's layer will be output to a file path generated from its Houdini path. "
How can I fix this? What's the layer it's talking about?
Solaris and Karma » Normal and Height-Bump map
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- Grendizer
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Hello it's me again,
I need a bit more help on this. I use both normal and displacement maps. With the displacement map, the render is goes beserk.
Check the attached pic. As you can see the armchair is much less comfortable in the lower pic.
What I tried (but didn't work) :
- Disconnect the normal map.
- In the mtlxdisplacement1 node, decrease the scale to very low values such as 0.1, 0.001, no change whatsoever.
- Use a MTLX Multiply node after the mtlxdisplacement1 and multiply with a very low value again.
- change some option in the MTLX tiled image.
HELP!!!
Thanks
Gz
I need a bit more help on this. I use both normal and displacement maps. With the displacement map, the render is goes beserk.
Check the attached pic. As you can see the armchair is much less comfortable in the lower pic.
What I tried (but didn't work) :
- Disconnect the normal map.
- In the mtlxdisplacement1 node, decrease the scale to very low values such as 0.1, 0.001, no change whatsoever.
- Use a MTLX Multiply node after the mtlxdisplacement1 and multiply with a very low value again.
- change some option in the MTLX tiled image.
HELP!!!
Thanks
Gz
Edited by Grendizer - 2023年6月18日 05:37:41
Solaris and Karma » Viewport in Solaris doesn't show anything.
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- Grendizer
- 375 posts
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In the viewport in the top right menus, first from the left, what did you check? Houdini GL or Karma or Storm?
You need to build a stage network with imported objects, lights cameras and render options. Show us what you got.
You need to build a stage network with imported objects, lights cameras and render options. Show us what you got.
Solaris and Karma » Inspecting volumes attributes in the stage context
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- Grendizer
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Hello
I'm wondering if it's possible to inspect volume attributes in the stage context?
I created a volume in the obj context.
I imported it inside the stage using a scene import node.
I want to check the min and max range of the density attribute.
I tried to select a node then go to geometry spreadsheet > primitive mode, but it's all empty.
Thanks and see you soon,
GS
I'm wondering if it's possible to inspect volume attributes in the stage context?
I created a volume in the obj context.
I imported it inside the stage using a scene import node.
I want to check the min and max range of the density attribute.
I tried to select a node then go to geometry spreadsheet > primitive mode, but it's all empty.
Thanks and see you soon,
GS
Solaris and Karma » Pyro Bake Volume to XPU Pyro Preview Shader : no colors
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- Grendizer
- 375 posts
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I think I found what's going wrong:
kma_pyropreview does not have a color gradient function.
pyrobakevolume has a gradient, but not kma_pyropreview.
How can I set up in kma_pyropreview the same gradient I have on pyrobakevolume ?
Thanks
Gz
kma_pyropreview does not have a color gradient function.
pyrobakevolume has a gradient, but not kma_pyropreview.
How can I set up in kma_pyropreview the same gradient I have on pyrobakevolume ?
Thanks
Gz
Solaris and Karma » Pyro Bake Volume to XPU Pyro Preview Shader : no colors
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- Grendizer
- 375 posts
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Hello Enivob
Well I got this triple nodes setup when I went into pyrobakevolume1 > quick setup drop down menu > create material.
I don't understand why Houdini puts a Pyro Shader and a Combined Pyro shader, I think only the XPU Pyro Preview should be enough, shouldn't it?
Here, in the material library of the stage context, I re-established the material flags are they were set when I used this menu.
In the pyrobakevolume1 node, in the "assign material" option, I entered the path to this Combined_Pyro_Shaders node.
But the result is the same. Check the pic, thanks.
NOTE: I forgot to mention that I'm trying to render with Karma XPU.
David
Well I got this triple nodes setup when I went into pyrobakevolume1 > quick setup drop down menu > create material.
I don't understand why Houdini puts a Pyro Shader and a Combined Pyro shader, I think only the XPU Pyro Preview should be enough, shouldn't it?
Here, in the material library of the stage context, I re-established the material flags are they were set when I used this menu.
In the pyrobakevolume1 node, in the "assign material" option, I entered the path to this Combined_Pyro_Shaders node.
But the result is the same. Check the pic, thanks.
NOTE: I forgot to mention that I'm trying to render with Karma XPU.
David
Edited by Grendizer - 2023年4月26日 13:33:18
Solaris and Karma » Pyro Bake Volume to XPU Pyro Preview Shader : no colors
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- Grendizer
- 375 posts
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Hi! Following goldleaf's advices in the other thread I used the XPU Pyro Preview material in the Stage's material library.
But from what I understood I must first setup a Pyro Bake Volume in the geometry level. So that's what I did. I followed some Youtube tutorials to set this up.
But unfortunately all my colors are not transmitted from the Pyro Bake Volume to the XPU Pyro Preview Shader.
The Smoke, bound to density, is all white, instead of orange.
The Scatter, bound to scatter, is all white, instead of orange.
Fire and secondary fire, both bound to flame, are more close to their Pyro Bake Volume origins but still do not look like what I set up.
Please check the pic.
Thanks
David
But from what I understood I must first setup a Pyro Bake Volume in the geometry level. So that's what I did. I followed some Youtube tutorials to set this up.
But unfortunately all my colors are not transmitted from the Pyro Bake Volume to the XPU Pyro Preview Shader.
The Smoke, bound to density, is all white, instead of orange.
The Scatter, bound to scatter, is all white, instead of orange.
Fire and secondary fire, both bound to flame, are more close to their Pyro Bake Volume origins but still do not look like what I set up.
Please check the pic.
Thanks
David
Edited by Grendizer - 2023年4月26日 13:02:25
Technical Discussion » Pyro Bake Volume OpenGL Preview
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- Grendizer
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OMG I was tearing my hairs off when I found this post. This glitch is SO annoying! Any Fix, Side Fix? Don't tell me you're called "fix" for nothing.
Solaris and Karma » Particles + Volumes : Karma CPU and XPU too different
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- Grendizer
- 375 posts
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Is there an equivalent to the pyro advanced shader with MTLX? I need to bind attributes to smoke, fire, secondary fire.
Should I do as in this Rohan Dalvi tutorial ? https://www.youtube.com/watch?v=KuI9B1MA6do&t=12s [www.youtube.com] . But he says it only work with Karma CPU...
Should I do as in this Rohan Dalvi tutorial ? https://www.youtube.com/watch?v=KuI9B1MA6do&t=12s [www.youtube.com] . But he says it only work with Karma CPU...
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