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it wont auto-frame after it imports
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Houdini for Realtime » Mapbox not loading terrain data
- Patrick Loughman
- 8 posts
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Houdini for Realtime » Mapbox RnD
- Patrick Loughman
- 8 posts
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imag4mediaI'm guessing you've realized this already but, the offset values are 1 offset = 1 tile at whatever zoom you've specified. So you don't have to calculate. An offset of 0,1 will give you the adjacent tile to the north.
Hi.
Finally had a chance to try out updated mapbox.
Offset is very handy for placing the tiles in x and z.
Two questions:
-Is there a known offset for the latLong for the surrounding tiles?
-Is it possible to have offset in Y? Or do I need to do w vex?
I'm guessing the distance would involve some elegant math based on something like this:
https://www.thoughtco.com/degree-of-latitude-and-longitude-distance-4070616 [www.thoughtco.com]
I just want to do procedurally so no matter the latLong, the surrounding tiles will line up correctly.
Thx again for the fun tools.
A
The annoying bit is trying to automate because the initialization/downloading bit doesn't seem automatable at the moment.
If I were to automate the offsets in a grid I'd do something like this in a for loop:
Offset 0
floor(detail("../repeat_begin1_metadata1", "iteration", 0)/3)
detail("../repeat_begin1_metadata1", "iteration", 0)-(ch("offsetsx")*3)
Edited by Patrick Loughman - 2019年5月3日 02:05:34
Technical Discussion » Approach to visibility samples per primitive.... dumb?
- Patrick Loughman
- 8 posts
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Approach: I am running a foreach loop on a bunch of prims.
For each prim I scatter a number of points. Still within the foreach loop, I run a point wrangle on those scatter points. In the wrangle I run intersect on each of the scatter points and if one hits I set an attribute on the prim (foreach loop piece) that the points were scattered on. In the end I don't need the scattered points, I just need the prims output with the attribute @keepage updated.
What I cant figure out is how to set up the forloop so that this works.
Obviously this loop will output points. The VEX for the wrangle “secondaryIntersect” seems valid, but I have no way of applying changes to the attribute keepage on the Forloop's iteration pieces (primitives).
VEX for “secondaryIntersect” running over primitives.
This makes me think my approach is not possible.
https://www.sidefx.com/forum/topic/42999/ [sidefx.com]
For each prim I scatter a number of points. Still within the foreach loop, I run a point wrangle on those scatter points. In the wrangle I run intersect on each of the scatter points and if one hits I set an attribute on the prim (foreach loop piece) that the points were scattered on. In the end I don't need the scattered points, I just need the prims output with the attribute @keepage updated.
What I cant figure out is how to set up the forloop so that this works.
Obviously this loop will output points. The VEX for the wrangle “secondaryIntersect” seems valid, but I have no way of applying changes to the attribute keepage on the Forloop's iteration pieces (primitives).
VEX for “secondaryIntersect” running over primitives.
vector p; vector hitprimuvw; vector srcpt; i@ptrefprim = prim(2, "refprim", 0); srcpt = v@P + (normalize(v@rdir)*2); i@hitprim = intersect(1, srcpt, v@rdir, p, hitprimuvw); if(@hitprim<5){ setprimattrib(2, "keepage", 0, 1, "set"); }
This makes me think my approach is not possible.
https://www.sidefx.com/forum/topic/42999/ [sidefx.com]
Edited by Patrick Loughman - 2017年5月10日 22:19:59
Technical Discussion » Prim_Id EXR channel as "un-occluded geometry" index
- Patrick Loughman
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Long story short, I have Prim_IDs written into a 32bit exr channel.
I want to be able to delete geo primitives that do not show up in that EXR channel.
I'm still a noob so any tips would be appreciated no matter how high level. Is it even possible to index all the render-present Prim_Ids and then translate them into an index that SOPs or VEX can operate on?
Note: I had built a pretty cool set up that did traces from points on each primitive back back to the camera, but in order to avoid false positives and negatives without an absurd number of traces I thought the raster solution would be worth it.
I want to be able to delete geo primitives that do not show up in that EXR channel.
I'm still a noob so any tips would be appreciated no matter how high level. Is it even possible to index all the render-present Prim_Ids and then translate them into an index that SOPs or VEX can operate on?
Note: I had built a pretty cool set up that did traces from points on each primitive back back to the camera, but in order to avoid false positives and negatives without an absurd number of traces I thought the raster solution would be worth it.
Technical Discussion » Transfer texture from one mesh to another.....
- Patrick Loughman
- 8 posts
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kahuna031Thank you
Bake texture rop node is what you're looking for. Apply the texture to one object using a basic shader, Set the other ovject as uv object on the bake texture node.
Technical Discussion » Op_Id - extract image plane
- Patrick Loughman
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How would I use prim_id in a raster image to delete faces out of my geometry? Seems like it could be really useful for getting rid of occluded geometry.
Edited by Patrick Loughman - 2017年5月5日 17:56:38
Technical Discussion » Transfer texture from one mesh to another.....
- Patrick Loughman
- 8 posts
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I want to take a low and high poly mesh and take the texture color from a texture on the high poly and generate a new texture for the low poly and its UVs.
Houdini Indie and Apprentice » transfering/generating textures in between two meshes
- Patrick Loughman
- 8 posts
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grayOlorin
Hey guys! Sorry for the delayed response! Yes, this is indeed a pre-post of the same post I put on the technical discussion forum (I was not getting replies at the time so I wanted to try the post in another forum)
Thank you for the replies! The raytracing/gather solution on the link was indeed the solution I was looking for (as I needed to sample at the texel level) I appreciate all the help!
Would you mind relinking to the other post, or the link you're talking about?
I'm trying to do exactly what youve outlined, but cant find much about said approach.
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