Hi. Using H20.0.653 Could anyone tell me id I am I setting OCIO up correctly please.
Im bringing in a Cd value in from SOP's. But assuming this is like brining in a TGA or any 8 but image. Im rendering in Karma so want to make sure I am outputting correctly as well. Fingers crossed I have this right :-)
Best. Mark
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Technical Discussion » default - H19.5 ocio vs default 20 ocio
- Mark Wallman
- 647 posts
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Technical Discussion » custom Deadline usd husk submitter on GitHub
- Mark Wallman
- 647 posts
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Hi.
Sorry. I just saw you post. Its a bit of an old plugin, but from memory there should be a deadline menu that it installs which means you can submit just the usd file directly in Deadline.
Im actually in the middle of changing it all to TOP's to submit TOP's to deadline instead.
Best
Mark
Sorry. I just saw you post. Its a bit of an old plugin, but from memory there should be a deadline menu that it installs which means you can submit just the usd file directly in Deadline.
Im actually in the middle of changing it all to TOP's to submit TOP's to deadline instead.
Best
Mark
Houdini Lounge » Are ray level outputs such as 'P', 'Depth', or 'UV' broken in H20?
- Mark Wallman
- 647 posts
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Technical Discussion » Houdini 20 Scene Doctor LOP
- Mark Wallman
- 647 posts
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Hi all.
Is it possible to use the new SceneDoctor LOP to check is there are any missing textures within the LOP network? Thanks in advance. Best. Mark
Is it possible to use the new SceneDoctor LOP to check is there are any missing textures within the LOP network? Thanks in advance. Best. Mark
Solaris and Karma » H20 Karma Auto AOV. How to
- Mark Wallman
- 647 posts
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Hi
In the whats new: https://www.sidefx.com/docs/houdini20.0/news/20/karma.html [www.sidefx.com]
I should be able to get Karma to auto see any custom AOV's I have made in Material Builder. I am a little stuck on how to do this however. Has anyone tried this and got it to work? Best. Mark
EDIT: This seems to be a bug I have logged it under Bug #132803
In the whats new: https://www.sidefx.com/docs/houdini20.0/news/20/karma.html [www.sidefx.com]
I should be able to get Karma to auto see any custom AOV's I have made in Material Builder. I am a little stuck on how to do this however. Has anyone tried this and got it to work? Best. Mark
EDIT: This seems to be a bug I have logged it under Bug #132803
Edited by Mark Wallman - 2023年11月12日 07:44:22
Houdini Lounge » Houdini x Blender workflow advice
- Mark Wallman
- 647 posts
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Hi. Not to go too off topic but how are Blenders sculpting tools. Are they usable?. Best. Mark
Houdini Lounge » USD Skin/Animation export and import
- Mark Wallman
- 647 posts
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Hi. I don't suppose you still have your hip file example for the above post do you?
Best
Best
Solaris and Karma » Rigging assets for USD animation layers in Solaris
- Mark Wallman
- 647 posts
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Hi.
I have been thinking about this as well. In my head I have been thinking about doing all the rigging and animation in obj SOPs.
And then layering two assets in. The top one the model, the bottom one the USD skel with anim on it.
In terms of the nodes the top one would be a assetReference and the bottom one would be a sopCharacterImport/sopCrowdImport.
I have not got too much further than that though :-)
Best
Mark
I have been thinking about this as well. In my head I have been thinking about doing all the rigging and animation in obj SOPs.
And then layering two assets in. The top one the model, the bottom one the USD skel with anim on it.
In terms of the nodes the top one would be a assetReference and the bottom one would be a sopCharacterImport/sopCrowdImport.
I have not got too much further than that though :-)
Best
Mark
Technical Discussion » KineFX, Auto joint creation: stuck on groupings
- Mark Wallman
- 647 posts
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Technical Discussion » KineFX, Auto joint creation: stuck on groupings
- Mark Wallman
- 647 posts
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Hi. I have made a few nodes that take some geo, pack it and by using rig doctor make joints. In the screen grab I have a few spheres pretending to be arms, So far I can auto build the joints and hierarchy. But only on one thing at a time. IE arms, legs, etc.
I am trying to work out how I can feed in multiple parts to be rigged. IE, Arms and Legs and it automatically make the correct joints and structure. It feels like I need a new for loop that will somehow group similar named bits of geo (legs_01_jnt, legs_02_jnt)and (arms_01_jnt, arms_02_jnt) so when I run the add SOP though it I get all the correct structures built. Hopfully this post makes sense. I can see the finish line but cannot reach it. Any help would much appreciated :-)
Best. Mark
I am trying to work out how I can feed in multiple parts to be rigged. IE, Arms and Legs and it automatically make the correct joints and structure. It feels like I need a new for loop that will somehow group similar named bits of geo (legs_01_jnt, legs_02_jnt)and (arms_01_jnt, arms_02_jnt) so when I run the add SOP though it I get all the correct structures built. Hopfully this post makes sense. I can see the finish line but cannot reach it. Any help would much appreciated :-)
Best. Mark
Houdini Lounge » KineFX Skeleton Swap Sneak Preview
- Mark Wallman
- 647 posts
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Houdini Lounge » USD Skin/Animation export and import
- Mark Wallman
- 647 posts
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Houdini Lounge » University of Hertfordshire 3D/VFX showreel
- Mark Wallman
- 647 posts
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Hi all.
Another year done (almost). We have our film day with over 50 companies coming on Friday. Here is the newest cut of my students best work. I might be going soppy in my old age but Im really going to miss most of the 3rd years. Quite a lot are off to Electric Theater Collective, Framestore, Dneg, ILM, One of Us, some Bio vis places and a few more. It is so super cool that most have jobs before they even finish.
A really big thank you to SideFX peeps and SideFX education as there is a huge amount of Houdini work in this reel.
Enjoy!. Best. Mark
https://www.youtube.com/watch?v=KGCdA15CcNQ [www.youtube.com]
Another year done (almost). We have our film day with over 50 companies coming on Friday. Here is the newest cut of my students best work. I might be going soppy in my old age but Im really going to miss most of the 3rd years. Quite a lot are off to Electric Theater Collective, Framestore, Dneg, ILM, One of Us, some Bio vis places and a few more. It is so super cool that most have jobs before they even finish.
A really big thank you to SideFX peeps and SideFX education as there is a huge amount of Houdini work in this reel.
Enjoy!. Best. Mark
https://www.youtube.com/watch?v=KGCdA15CcNQ [www.youtube.com]
Houdini Lounge » Sending rigged character to Unreal Engine?
- Mark Wallman
- 647 posts
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Hi. I have no answers but over in the university of Hertfordshire in England I am also thinking of trying to move rigging and anim from maya to houdini for our 3d, games and vfx degrees. I did toy with image output in unreal via usd but have decided to stick with karma for non realtime rendering. Here is what the 3d and vfx students get up to. https://youtu.be/H2dIW5NXwjQ [youtu.be]
Best. Mark
Best. Mark
Edited by Mark Wallman - 2023年4月7日 16:03:56
Technical Discussion » USD caching for non deforming geometry
- Mark Wallman
- 647 posts
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Hi.
We are teaching full USD workflows now. We have nailed down deforming USD geometry from Maya to Houdini and SOPs to LOPs etc though USD caches/USD stitching etc.
This year I am trying to work out a way to get non deforming animated USD geo from Maya to Solaris without the huge caches. And The same from USD saved out files (SOPs to LOPs). For example if I was to animate a plane rather than caching every vertex is there a way just to cache the transform/Xform data for the geo.
I have not looked at USDSkel at all yet but was thinking one of these two options is probably the solution. I have no idea if Maya can export a USDskel to be read into Houdini. (googling awaits me). I was wondering if anyone else has cracked this nut. ;-)
Best
Mark
We are teaching full USD workflows now. We have nailed down deforming USD geometry from Maya to Houdini and SOPs to LOPs etc though USD caches/USD stitching etc.
This year I am trying to work out a way to get non deforming animated USD geo from Maya to Solaris without the huge caches. And The same from USD saved out files (SOPs to LOPs). For example if I was to animate a plane rather than caching every vertex is there a way just to cache the transform/Xform data for the geo.
I have not looked at USDSkel at all yet but was thinking one of these two options is probably the solution. I have no idea if Maya can export a USDskel to be read into Houdini. (googling awaits me). I was wondering if anyone else has cracked this nut. ;-)
Best
Mark
Technical Discussion » KineFX new biharmonic setup in 19.5
- Mark Wallman
- 647 posts
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Technical Discussion » KineFX new biharmonic setup in 19.5
- Mark Wallman
- 647 posts
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Hi Tomas. Thanks
Would you know how to set it up. This is my (wrong) attempt at the bottom of this screengrab. Also I noticed this is joint based rather than bone based. being a complete newbie to KineFX should I be using joint based workflows rather than bone based ones?. Thanks for your help!
Best. Mark
Would you know how to set it up. This is my (wrong) attempt at the bottom of this screengrab. Also I noticed this is joint based rather than bone based. being a complete newbie to KineFX should I be using joint based workflows rather than bone based ones?. Thanks for your help!
Best. Mark
Technical Discussion » KineFX new biharmonic setup in 19.5
- Mark Wallman
- 647 posts
- Offline
Hi.
In Matt's rather excellent cgwiki he mentions that 19.5 has a much simpler setup for KineFX biharmonic workflows. But does not say what it is. Although it is one node.
The HIP files from the site don't load which was my first thing I though of.
https://www.tokeru.com/cgwiki/HoudiniKinefx [www.tokeru.com]
Has anyone tried this mysterious setup or knows what it might be... or even better have a quick and dirty example?
I am going though what new in 19.5 trying to work out what it might be.
https://www.sidefx.com/docs/houdini19.5/news/19_5/kinefx.html [www.sidefx.com]
Regards
Mark
In Matt's rather excellent cgwiki he mentions that 19.5 has a much simpler setup for KineFX biharmonic workflows. But does not say what it is. Although it is one node.
The HIP files from the site don't load which was my first thing I though of.
https://www.tokeru.com/cgwiki/HoudiniKinefx [www.tokeru.com]
Has anyone tried this mysterious setup or knows what it might be... or even better have a quick and dirty example?
I am going though what new in 19.5 trying to work out what it might be.
https://www.sidefx.com/docs/houdini19.5/news/19_5/kinefx.html [www.sidefx.com]
Regards
Mark
Edited by Mark Wallman - 2023年3月3日 10:40:00
Technical Discussion » Solaris getting explorevariants to randomize instances
- Mark Wallman
- 647 posts
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Technical Discussion » Solaris getting explorevariants to randomize instances
- Mark Wallman
- 647 posts
- Offline
Hi.
I am planning on teaching a few layout things in Solaris on Monday. I have made an object with variants of a blue box and a redish sphere.
I am trying to scatter them using the: layout LOP, Copy to points LOP and the Instancer LOP. Just to show three ways to work on layout.
I know I am really close, but I am not able to get the explore instance to randomly switch between the two shapes correctly on any of the three examples. Has anyone go this to work? I have been Googling and found some answers but not all. Thanks in advance!
Best
Mark
I am planning on teaching a few layout things in Solaris on Monday. I have made an object with variants of a blue box and a redish sphere.
I am trying to scatter them using the: layout LOP, Copy to points LOP and the Instancer LOP. Just to show three ways to work on layout.
I know I am really close, but I am not able to get the explore instance to randomly switch between the two shapes correctly on any of the three examples. Has anyone go this to work? I have been Googling and found some answers but not all. Thanks in advance!
Best
Mark
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