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Found 185 posts.

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Solaris and Karma » Adding Schemas to multiple primitives

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JasonSlab
1535 posts
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 2024年10月15日 05:55:15
Hiya
Thanks Rob, definitely simpler than I thought it was, I had the Configure prim working, I just wasn't sure how to add the collision approximation.
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Solaris and Karma » Adding Schemas to multiple primitives

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JasonSlab
1535 posts
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 2024年10月14日 09:45:34
Hi hi

I'm trying to figure out the best solution to add "PhysicsCollisionAPI" data to multiple primitives/meshes for Unreal Engine exports.

Is there a easy way to use `lopinputprims('.', 0)` on the Inline USD LOP?
Or do I have to figure out a python solution of sorts?


Thanks
J
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Solaris and Karma » Karma XPU clamped materials?

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JasonSlab
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 2023年3月9日 02:18:15
tamte
brians
So the question is...
- should XPU behave like CPU and allow albedo/basecolor to go above 1.0?
- or stay the way it is
Since SideFX is trying to be compatible with MtlX it's the best to conform to the specs? (I'm not sure how it's defined there)
Or submit a proposal of what would be the ideal way

Then there is highest chance that CPU, XPU will produce similar renders not only between each other but also among other renderers using the same MtlX shader networks

This is the way!
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Solaris and Karma » Hair Procedural random ID's

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JasonSlab
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 2023年3月8日 13:46:17
o wow, thanks for this Chris!
Yip agreed, simplifying creating random samples would be great!
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Solaris and Karma » Hair Procedural random ID's

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JasonSlab
1535 posts
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 2023年3月8日 02:26:10
O thanks man, pitty there isn't a option on the procedural, at least I wasn't missing something obvious..
Yeah I figured there would be some interpolation issues, and would end up in a sort of clumped look, but was curious to try.

Pity the hair shader doesn't have a bit more control for randomization, I'm using the Diffuse component, which doesn't randomize.

Guess one could always send off some RFE's
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Solaris and Karma » Hair Procedural random ID's

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JasonSlab
1535 posts
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 2023年3月7日 07:31:30
Hi
I'm trying to assign random colours to the hair procedural, but not having much luck.
I've already randomized the id's at SOP level since I couldn't figure this out at shader level. no MtlX randomize?

What should I add in the PrimVarReader? "id" works on the guides render, but doesn't seem to on the procedural.
I did add "id" to the Attributes to Copy on the Hair procedural, but not sure how to access this from the shader?
Thanks
J

guides


render
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PDG/TOPs » Read animated camera?

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JasonSlab
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 2022年9月7日 07:09:44
tamte
If you want to avoid python you can probably also import camera channels to CHOPs, create point per sample and read using Channel SOP to SOPs then bring as workitems with attributes to TOPs and collect into one CSV

EDIT: actually CHOPs .chan files are already sort of CSV or more like TSV files
So you can probably directly use ROP Fetch TOP to render Channel ROP

Ahh great ideas, I was looking at CHOPs yesterday, but got sidetracked after seeing the only output was bclip or chan, didn't think of bringing that data into TOPs!
thanks man!

J
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PDG/TOPs » Read animated camera?

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JasonSlab
1535 posts
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 2022年9月7日 02:32:34
tamte
I'd say yes, since you can use Python Processor or Python Script to do the exporting using Python
heya
Yip I figured as much, I was hoping there was a easier solution out there.
Time to brush off those old python cobwebs. :S

J
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PDG/TOPs » Read animated camera?

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JasonSlab
1535 posts
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 2022年9月6日 09:58:05
Hi

Is there a way to save out a animated cameras transforms to a CSV or json file via TOPs?

thx
Jason
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Houdini Lounge » Reducing Mantra rendering speeds

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JasonSlab
1535 posts
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 2021年4月26日 05:36:55
Yip, defiantly convert your textures to RAT for starters.

One on the big render-time killers is displacement bounds that are to large, if you have verbose level on, Mantra will output a warning in the console how much your geo is displaced. you can adjust according to this. Or another easy way is to make your displacement bounds really low, until you start to see black tearing holes in your render, then increase it a little at a time till the holes disappear.
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Technical Discussion » Undirected particle turbulence

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JasonSlab
1535 posts
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 2019年11月4日 05:40:27
You could try a POP Speed limit as a simple solution, it has a minimum speed option.
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Houdini Lounge » Houdini 18 Sneak Peak

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JasonSlab
1535 posts
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 2019年11月4日 05:29:22
jarenas
I have a bad feeling about Karma, I don't think it will be available as an output renderer in H18, only as a viewport renderer..

Karma can render directly to disk.
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PDG/TOPs » Converting UDIMs with rop composite

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JasonSlab
1535 posts
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 2019年7月5日 10:16:30
Great, thanks for the info , I will look into using a generic generator for this then.
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PDG/TOPs » Converting UDIMs with rop composite

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JasonSlab
1535 posts
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 2019年7月5日 00:55:20
chrisgreb
Can you use iconvert instead of ROP Composite ?

Hi I ran a quick test using iconvert via command line, this works on the files.
Guess I could run this through a python script in TOPs?
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PDG/TOPs » Converting UDIMs with rop composite

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JasonSlab
1535 posts
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 2019年7月4日 06:28:12
Hi

Banging my head against the wall here, I'm trying to convert a bunch of EXR's that have UDIM numbers to .RAT's but they just come out black.

It seems that that the PDG/ROP composite is seeing the UDIMs as frame numbers? If I remove the UDIM padding my setup works.

What I noticed is that if I set to ROP Composite Override frame to 1001, it starts to work, however if the UDIMs aren't in a perfect sequence, so 1001, 1002, 1010, 1011… it works up until the gap in the “sequence” then the rest of the files come out black.

Original files look like this:

char_basecolor.1001.exr
char_basecolor.1002.exr
char_basecolor.1003.exr
etc..

Any Ideas?
Sorry can't share a hip.

I'm also using a python script to remove the extension from the filename, so I don't end up with the output file looking like this:
char_basecolor.1003.exr.rat
Edited by JasonSlab - 2019年7月4日 06:36:28
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Houdini Lounge » The Houdini Boutique - T-shirts and Hoodies

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JasonSlab
1535 posts
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 2019年5月16日 11:02:39
rmagee
Actually we have moved on to a new service as our official swag store: https://shop.spreadshirt.com/thehoudiniboutique/ [shop.spreadshirt.com]
hmm, I don't see a PDG t-shirt… just saying!
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Technical Discussion » vex help: connect prims based off attribute?

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JasonSlab
1535 posts
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 2019年2月18日 07:30:20
O interesting. I will look into that. Thanks again.
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Technical Discussion » vex help: connect prims based off attribute?

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JasonSlab
1535 posts
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 2019年2月18日 02:31:41
Dam Tomas, works like a charm, thanks so much!
Just curious, what is the “\” for in the sprintf? seems to work without it..

I wish I could plug my brain into yours and suck our some of that knowledge!

J
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Technical Discussion » vex help: connect prims based off attribute?

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JasonSlab
1535 posts
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 2019年2月17日 23:58:12
Hi guys/gals

I'm having some issues trying to figure our how to connect prims together, but only to connect from one prim to another based off an levels attribute, so, connect level0 > level1, level1 > level2 and so on. At the moment I still get connections between say level0 and level3.

Prob missing something simple here..



thx
J
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Technical Discussion » Vellum hair: constraint orientation in DOPS

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JasonSlab
1535 posts
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 2018年12月14日 09:14:26
Hi

Does anyone know if there is a way to constrain hair or cloth(as far as I remember you cant?) to get the same behaviour as using Pin to Animation>Orient Typeame as Position at DOPs level? For example I would like to constrain leaves to branches.


Thanks
J
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