tpetrickYeah that did the trick!
You should be able to replace the last two lines of the script with
Found 44 posts.
Search results Show results as topic list.
PDG/TOPs » Maya PDG Service (pipeline) Sample
-
- JonasSorgenfrei
- 428 posts
- Offline
Thank you very much for your answer.
PDG/TOPs » Maya PDG Service (pipeline) Sample
-
- JonasSorgenfrei
- 428 posts
- Offline
Another thing, when i change the Server Type from Shared Server (deprecated) to Service i get the issue
cmd command not found.
Does anyone has an working example of services with maya ?
cmd command not found.
Does anyone has an working example of services with maya ?
PDG/TOPs » Maya PDG Service (pipeline) Sample
-
- JonasSorgenfrei
- 428 posts
- Offline
Hey
i'm running into a problem with the PDG service example:
$HH/help/files/pdg_examples/top_mayapipeline/mayapipeline.hip
Does anyone has an idea what could be the issue here?
I tested it with maya 2022 and maya 2024.
Getting the issue:
The issue might be because of running maya with an education version, but this has worked before tho.
Cheers
Jonas
i'm running into a problem with the PDG service example:
$HH/help/files/pdg_examples/top_mayapipeline/mayapipeline.hip
Does anyone has an idea what could be the issue here?
I tested it with maya 2022 and maya 2024.
Getting the issue:
[16:38:37.646] ERROR: Failed with: Traceback (most recent call last): File "C:\Users\Jonas\AppData\Local\Temp\houdini_temp\mayapipeline\pdgtemp\scripts\genericrpc.py", line 290, in _exec_script exec(compiled_block, l_dict, l_dict) File "<string>", line 6, in <module> RuntimeError: Unsaved changes. [16:38:37.646] ERROR: Task callback onCookTask failed
The issue might be because of running maya with an education version, but this has worked before tho.
Cheers
Jonas
Solaris and Karma » Crowd random texture on Solaris
-
- JonasSorgenfrei
- 428 posts
- Offline
You can use the USD native shader (Usd UV Texture) (or a vex shader) and put the texture path as a primvars on the agents.
In the material you can read the texture path from the string primvar and this should alter the textures with enough artist control.
In the material you can read the texture path from the string primvar and this should alter the textures with enough artist control.
Edited by JonasSorgenfrei - 2024年2月7日 14:25:14
Technical Discussion » Principled shader not available in Material Library
-
- JonasSorgenfrei
- 428 posts
- Offline
Create a material builder and dive in. There you can create a principle shader or any other vex related shaders .
The new workflow is a little more container like.
The new workflow is a little more container like.
Technical Discussion » EventCallback - BeforeSave
-
- JonasSorgenfrei
- 428 posts
- Offline
Technical Discussion » Feather colors from Cd attribute
-
- JonasSorgenfrei
- 428 posts
- Offline
Hey @PeterMandk
currently it's not possible to use custom point or prim attributes (which are be promoted) with the feather procedural.
What you have to do currently (as a work around) is to create the "custom" attributes as barb attributes e.g. using an uncondense and then a match condense node which creates these barb attributes.
This enables you to use colors on the barbs to create texture like patterns too.
I've edited this in your hipfile and attached it below
I already created an RFE for better control of attribute promotion (like point & primvars).
Cheers
Jonas
If you want to dive deeper in some of creating barb attributes take a look at the examples i build for the hive
https://media.sidefx.com/uploads/houdini-hive/houdini-20-hive/h20_hive_feathers.zip [media.sidefx.com]
currently it's not possible to use custom point or prim attributes (which are be promoted) with the feather procedural.
What you have to do currently (as a work around) is to create the "custom" attributes as barb attributes e.g. using an uncondense and then a match condense node which creates these barb attributes.
This enables you to use colors on the barbs to create texture like patterns too.
I've edited this in your hipfile and attached it below

I already created an RFE for better control of attribute promotion (like point & primvars).
Cheers
Jonas
If you want to dive deeper in some of creating barb attributes take a look at the examples i build for the hive

https://media.sidefx.com/uploads/houdini-hive/houdini-20-hive/h20_hive_feathers.zip [media.sidefx.com]
Houdini Lounge » Houdini 20 - Stability
-
- JonasSorgenfrei
- 428 posts
- Offline
LukePYou're welcome
Where could I download the scene files?


Houdini Lounge » Houdini 20 - Stability
-
- JonasSorgenfrei
- 428 posts
- Offline
@LukeP i prepared some simpler example files for the Hive's feather presentation you can finde them here:
https://www.sidefx.com/houdini-hive/houdini-20-hive/#feathers [www.sidefx.com]
https://www.sidefx.com/houdini-hive/houdini-20-hive/#feathers [www.sidefx.com]
Solaris and Karma » Karma Refraction Black Faces on thin Material
-
- JonasSorgenfrei
- 428 posts
- Offline
Hey @jsmack,
thank you so much for your responds. Yeah fair point, cranking the values up helped.
I was just testing up to refract 10, reflect 10 cause I wasn't considering that the light would bounce that much.
That's a good point, and makes totattly sense now.
Think in a production scene i would probably overwrite the limits just on the object with a geometry settings node then.
Thanks for the help!
Cheers
Jonas
thank you so much for your responds. Yeah fair point, cranking the values up helped.
I was just testing up to refract 10, reflect 10 cause I wasn't considering that the light would bounce that much.
That's a good point, and makes totattly sense now.
Think in a production scene i would probably overwrite the limits just on the object with a geometry settings node then.
Thanks for the help!
Cheers
Jonas
Edited by JonasSorgenfrei - 2023年3月26日 20:41:46
Solaris and Karma » Karma Refraction Black Faces on thin Material
-
- JonasSorgenfrei
- 428 posts
- Offline
Hey,
i'm struggeling getting a proper "thin" glass material working with Karma.
I tried to extrude a simple grid

and added a MaterialX Shader.


Ive added a simple Dome Light and enabled render Light Geometry for the test.
When rendering with Karma, it feels like there's kind of self shaddowing happening inside of the glass, which leads to the black sides.

When rendering the exact same setup with vray, it does the proper side refraction too:

Additionally when i increase the thickness of the extrusion to around 1, karma does proper refractions on the sides of my geo too.
Did i miss a specific setting or is this a bug in the renderer?
i'm struggeling getting a proper "thin" glass material working with Karma.
I tried to extrude a simple grid
and added a MaterialX Shader.
Ive added a simple Dome Light and enabled render Light Geometry for the test.
When rendering with Karma, it feels like there's kind of self shaddowing happening inside of the glass, which leads to the black sides.
When rendering the exact same setup with vray, it does the proper side refraction too:
Additionally when i increase the thickness of the extrusion to around 1, karma does proper refractions on the sides of my geo too.
Did i miss a specific setting or is this a bug in the renderer?
Technical Discussion » Karma True Displacment
-
- JonasSorgenfrei
- 428 posts
- Offline
I'm looking for the Karma equivalent to the geometry toggle "Enable True Displacement" for mantra.
In mantra it was possible to toggle and disable it to only apply bumpmapping based on the displacement and not the whole displacement. (vm_truedisplace)
Is it possible to achieve the same thing with karma?
In mantra it was possible to toggle and disable it to only apply bumpmapping based on the displacement and not the whole displacement. (vm_truedisplace)
Is it possible to achieve the same thing with karma?
Edited by JonasSorgenfrei - 2022年3月6日 13:43:47
MARDINI Daily Challenge 2021 » Day 31 Animation | Elements | Fire
-
- JonasSorgenfrei
- 428 posts
- Offline
Last entry for this month. Dont know what to do with all the spare time after work now. :S
MARDINI Daily Challenge 2021 » IRON HEART WINNERS
-
- JonasSorgenfrei
- 428 posts
- Offline
Was a nice ride and cool to use different tools which are not usually in my dailiy toolkit but sometimes hard to find the strength and motivation after a long work day.
But it was a nice experience getting something out everyday and not iterating to long on the same things (eventho a lot of my entries could need some more iterations).
Thanks for the fun activity. And kudo to all participants and winners.
But it was a nice experience getting something out everyday and not iterating to long on the same things (eventho a lot of my entries could need some more iterations).
Thanks for the fun activity. And kudo to all participants and winners.
Edited by JonasSorgenfrei - 2021年3月31日 20:59:50
MARDINI Daily Challenge 2021 » Day 30 Animation | Elements | Water
-
- JonasSorgenfrei
- 428 posts
- Offline
Shaders could be a litte more tweaked and the ripple surface could get some more max clamping but
for a fast shot i like the result
for a fast shot i like the result
Edited by JonasSorgenfrei - 2021年3月31日 06:07:15
MARDINI Daily Challenge 2021 » Day 26 Animation | Creatures | Perch
-
- JonasSorgenfrei
- 428 posts
- Offline
MARDINI Daily Challenge 2021 » Day 19 Animation | Worlds | Rural
-
- JonasSorgenfrei
- 428 posts
- Offline
MARDINI Daily Challenge 2021 » Day 29 Animation | Elements | Wind
-
- JonasSorgenfrei
- 428 posts
- Offline
Relative Wind
Love using vellum softbodies on rubbertoy in this challenge
Love using vellum softbodies on rubbertoy in this challenge
Edited by JonasSorgenfrei - 2021年3月29日 19:09:38
MARDINI Daily Challenge 2021 » Day 21 Animation | Creatures | Run
-
- JonasSorgenfrei
- 428 posts
- Offline
MARDINI Daily Challenge 2021 » Day 27 Animation | Creatures | Burrow
-
- JonasSorgenfrei
- 428 posts
- Offline
-
- Quick Links