Hi.
Is any variable that stores information about wire existence in shader editor? I mean, I need the variable that is 1 when the texture is connected to base_color slot and 0 when there is not.
What I'm trying to achieve is the arnold texture preview in the viewport. I created a texture tag in the parameter interface and it works but I want to the “use Texture” toggle be connected with the variable I mentioned. Also, is it possible to get the name of the node that is connected to the slot? In my case, the result would be “image1”.
If not, is any different way?
Thanks.
Found 8 posts.
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Technical Discussion » SHOP - how to get wire boolean?
- alutaroma
- 8 posts
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Technical Discussion » Hair clumps recooking during animation - rest issue
- alutaroma
- 8 posts
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Hi!
When I use the “Perform Hair Generation and Editing at Rest” I got extended hair around the mouth… Tweaking the parameters doesn't help.
Does anyone know the solution for that?
Or maybe is another solution for clumps changing (recooking with a different look) on deformed skin during animation?
When I use the “Perform Hair Generation and Editing at Rest” I got extended hair around the mouth… Tweaking the parameters doesn't help.
Does anyone know the solution for that?
Or maybe is another solution for clumps changing (recooking with a different look) on deformed skin during animation?
Technical Discussion » Capture Geometry Error: Numerical issue, rigging, skining
- alutaroma
- 8 posts
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Well… I wanted to attach a .hip file so I optimized scene by deleting unnecessary meshes including eyes and clothes then I had to update mesh so I replaced the geoFile node (with .bgeo mesh from disk made automatically by AutoRig tool) by object_merge sop bringing the mesh from scene and magic happened… It captured skin without error. So I opened the last scene again and without deleting anything put geometry from the scene by the object_merge node and it worked too! I'm glad I don't have to do the whole rig again from scratch (like I used to when I got this error) but I still don't understand what is happening. The geometry from .bgeo file and the scene are exactly the same so it makes no sense for me. Also, I think this wouldn't help if I used a custom rig, not autorig tool, because I've always used geo from the scene then and I sometimes got this error too.
Anyway, thanks Friedasparagus for helping me to find this temporary solution. If it doesn't work with another rig I'll post it here.
Cheers,
A.
Anyway, thanks Friedasparagus for helping me to find this temporary solution. If it doesn't work with another rig I'll post it here.
Cheers,
A.
Technical Discussion » Capture Geometry Error: Numerical issue, rigging, skining
- alutaroma
- 8 posts
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Hi.
I had this problem many many times and I still haven't found a reason why this is happening. No matter if I use my custom rig made from bones or AutoRig sometimes I can't capture geometry because of “Error: Numerical issue.” What am I doing wrong? How can I get rid of it? Or how to avoid it?
I had this problem many many times and I still haven't found a reason why this is happening. No matter if I use my custom rig made from bones or AutoRig sometimes I can't capture geometry because of “Error: Numerical issue.” What am I doing wrong? How can I get rid of it? Or how to avoid it?
Technical Discussion » Hair simulation in h16: Why hair generation is taking so long?
- alutaroma
- 8 posts
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Omg, you're right. I thought I had cached it… Now it's quite acceptable (4 sec per frame for 5000 hair dens) but I'm still worried about more complex fur simulation. I'm gonna try soon.
Thanks for the help.
Thanks for the help.
Technical Discussion » Hair simulation in h16: Why hair generation is taking so long?
- alutaroma
- 8 posts
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Hi!
I'm just testing fur simulation in Houdini 16 on a simple deformed sphere and everything seems fine except… COOKING TIMES. I mean I cached skin deformation and guide simulation and everything is perfect until I enable visibility of Hair Generate node. Why doesn't Hair Generation node contain caching option just like Guide Simulate? Why is it updating every time every frame, even if I didn't change anything in the scene? And finally WHY it takes so long?! If guides simulation is cached on disk then generating hair shouldn't be nearly real time fast? Even if I check prune option and set it to 0.95 it still taking so long…
Am I doing something wrong? Now the only way to watch my hair simulation in real time is rendering it to flipbook and it's not satisfying at all… And that's only simple sphere test. I can't imagine working on animal fur simulation, it would be horrible.
I would appreciate any advice.
Edit: My hardware is GTX 960M/i7-6700/32gb ram.
I'm just testing fur simulation in Houdini 16 on a simple deformed sphere and everything seems fine except… COOKING TIMES. I mean I cached skin deformation and guide simulation and everything is perfect until I enable visibility of Hair Generate node. Why doesn't Hair Generation node contain caching option just like Guide Simulate? Why is it updating every time every frame, even if I didn't change anything in the scene? And finally WHY it takes so long?! If guides simulation is cached on disk then generating hair shouldn't be nearly real time fast? Even if I check prune option and set it to 0.95 it still taking so long…
Am I doing something wrong? Now the only way to watch my hair simulation in real time is rendering it to flipbook and it's not satisfying at all… And that's only simple sphere test. I can't imagine working on animal fur simulation, it would be horrible.
I would appreciate any advice.
Edit: My hardware is GTX 960M/i7-6700/32gb ram.
Edited by alutaroma - 2017年7月5日 14:46:44
Technical Discussion » Fabio Hair System
- alutaroma
- 8 posts
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Technical Discussion » Fabio Hair System
- alutaroma
- 8 posts
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First of all, thank you very much for creating this amazing tool!
I have this problem below:
Why this is happening? This cuts aren't visible in viewport but they show up on render, even if I rotate a camera they still exist…
And my 2nd question is: Always when I combing fur and try use smooth brush houdini crashes… Anyone else has this problem or just me..? (h14)
EDIT: I just found a solution for my problem in a “Resample Curves” option (Fur > Guides). It creates a straight lines which aren't renderable. The reason of this issue was the hair scale value in between -3 i 3.. so I needed to resample it to 3 length and everything renders fine now
I have this problem below:
Why this is happening? This cuts aren't visible in viewport but they show up on render, even if I rotate a camera they still exist…
And my 2nd question is: Always when I combing fur and try use smooth brush houdini crashes… Anyone else has this problem or just me..? (h14)
EDIT: I just found a solution for my problem in a “Resample Curves” option (Fur > Guides). It creates a straight lines which aren't renderable. The reason of this issue was the hair scale value in between -3 i 3.. so I needed to resample it to 3 length and everything renders fine now
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