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Found 43 posts.

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Technical Discussion » Crowd USD workflow Maya-Houdini-Maya

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haggi krey
47 posts
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 昨日 10:33:51
Hi,
I'm just developing a crowd workflow. The plan is to do animation, setup and shading in Maya, simulate in Houdini and export the crowds back to Maya via USD. I thought it could be a good idea to export the crowd character as USD from Maya. This way I can define geometry groups for shading. They appear in the solaris USD tree as groupA and groupB as you can see in the image.

Unfortunately these geometry groups are gone if I export the simulated agents what is visible here.

Is there a way to keep these groups or get it back after sim? I attached the example I worked with as zip.
Edited by haggi krey - 昨日 10:34:47
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Technical Discussion » Usd crowd agent scaling

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haggi krey
47 posts
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 2023年2月1日 12:13:49
Great, thanks for the pscale hint.
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Technical Discussion » Usd crowd agent scaling

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haggi krey
47 posts
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 2023年2月1日 08:06:19
Hi,
just testing import/export for crowdsimulations between Maya and Houdini. I imported my agent via USD and the scaling is not adapted to Houdini units. Is it save to use a transform node just after the agent sop and scale it down, or can this create some unwanted sideffects? Another way would be the usage of the scale parameter in the crowd source sop. Any ideas what's better?
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Technical Discussion » Crowds of 4 legged animals

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haggi krey
47 posts
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 2022年10月6日 03:50:41
Thanks a lot! This will help.
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Technical Discussion » Crowds of 4 legged animals

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haggi krey
47 posts
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 2022年10月5日 13:18:39
Hi,
I'm searching for a way to simulate crowds of 4 legged animals, something like herds of zebras or buffalos or elephants. Is this possible with Houdini crowds? I only see humanoid sims wherever I search.
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Technical Discussion » mantra -P filter textures

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haggi krey
47 posts
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 2021年8月25日 12:00:50
Hi,
I want to copy texture rat files to the local disk before rendering and changing the texture paths for mantra renderings which are done via HQueue. At the moment I do it by hacking the hqlib.py and parsing and modifying the ifd files. This works but I'd prefer to do it without changing the ifd files itself. Does anyone know if this is possible with the ifd python filters? These modify the ifd stream directly before they go into mantra what seems to be a good idea. Unfortunately I have no idea in which filter function I have to search for texture paths.
Thanks for any help.
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Technical Discussion » Placing scripts for mantra python filter

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haggi krey
47 posts
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 2021年8月25日 02:29:43
Ah, okay. Thanks thanks a lot. This will help... and it seems that placing the file in the HOUDINI_PATH works without the absolute path.
Edited by haggi krey - 2021年8月25日 02:36:05
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Technical Discussion » Placing scripts for mantra python filter

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haggi krey
47 posts
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 2021年8月24日 12:52:07
I was unable to find a hint where I have to place the scripts for the "mantra -P pythonscript.py" filter functionality. It works fine with an absolute path, but I'd prefer to place it in a more common place in the PYTHONPATH. So where exactly does mantra search for the script?
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Technical Discussion » Rendertime in exr header

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haggi krey
47 posts
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 2021年8月13日 10:41:01
Hi,
in Arnolds exr files we have an rendertime attribute what it quite helpful. In ext files created from mantra renderings I could not find such an attribute. What I found is ctime, mtime and capDate. In theory I'd say the mtime-ctime is the rendertime, but this seems not to be the case if an image is rerendered (and overwritten) because the ctime may be from another renderjob. So I found the capDate what seems to be similiar to the render start time, can this value be used to calculate the rendertime?
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PDG/TOPs » Create wedge numbers based on upstream wedge item

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haggi krey
47 posts
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 2021年5月1日 05:58:00
Ah, okay. I'll try that, thanks a lot.
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PDG/TOPs » Create wedge numbers based on upstream wedge item

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haggi krey
47 posts
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 2021年4月29日 04:12:23
Hey, I have a problem and I hope you can give me a hint how to solve it. I have several characters and each character has some clothing. For each of the cloth objects I want to do some texture animation based on the uvs. This works so far for one character with cloth. What I tried to do is using a wedege node which selects the character and then add a wedge node which creates the work items based on the selected character, so it should create four items for the first character and then maybe 6 items for the second character. But in my case the clothPartswedge always creates the same number of items what is the number of cloth elements of the first character. Any idea what I can do to solve this problem?
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Technical Discussion » vcc.exe compile to new hda does not compile

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haggi krey
47 posts
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 2021年3月16日 07:02:03
Hi,
I have a shader and I try to compile it with vcc.exe. It works fine and now I want to compile it and create a new hda from it with this option:
vcc.exe -l myHDA myshader.vfl
The hda is created but it does not contain the compile code but the source code. From the help the -l option should place the compiled version into the hda. Is this a bug or a feature or is the problem once again sitting before the screen (me)?
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Technical Discussion » OpenGL Custom Viewport

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haggi krey
47 posts
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 2021年3月12日 09:06:36
Hi,
in Maya we created a new OpenGL viewport which simulated a fisheye lens via Viewport2.0 overrides. Is something like this possible with Houdini? The goal is to simulate a special lens type so that we do not have to render the whole thing to check the result.
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Technical Discussion » HQueue: How to enhance submit tool?

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haggi krey
47 posts
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 2021年2月8日 09:53:38
Ah, fine. I'll try that.
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Technical Discussion » HQueue: How to enhance submit tool?

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haggi krey
47 posts
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 2021年2月8日 07:19:23
If I submit a job via a HQueue Render node, multiple jobs are created, a parent job and a child idf generator job, then a child render job. Is there a way to see the whole job hierarchiy with all parameters and arguments so that I can see how the whole process works? Or do I have to find it out myself?
Edited by haggi krey - 2021年2月8日 07:20:00
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Technical Discussion » HQueue: How to enhance submit tool?

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haggi krey
47 posts
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 2021年2月3日 20:45:31
Good idea, that's exactly what I have in mind, but I'll have to investigate how the ftp upload works.
Edited by haggi krey - 2021年2月3日 20:47:15
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Technical Discussion » HQueue: How to enhance submit tool?

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haggi krey
47 posts
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 2021年2月3日 11:49:53
Thanks, I'll have a look.
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Technical Discussion » HQueue: How to enhance submit tool?

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haggi krey
47 posts
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 2021年2月2日 04:31:38
Hi,
we want remote users to be able to submit sim/render jobs via HQueue. Since the remote users do not have a direct access to the file system, we thought about prepending a ftp - file transfer job and the renderjob itself should wait until the ftp transfer is done and veryfied.

Is this possible with the current HQueue submit nodes in Houdini or do we have to create our own submit tool with the HQueue API?
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Solaris » Using animated point cloud in material.

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haggi krey
47 posts
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 2021年2月2日 04:21:41
Thanks, I was able to solve the problem by promoting the attribute and adding a edit properties lop node to manipulate the file attribute.
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Solaris » Using animated point cloud in material.

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haggi krey
47 posts
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 2021年1月29日 08:53:47
Hi,
I have a material which uses an animated point cloud to create a wetmap like in the attached image.

It seems that using $F in shaders does not work in a LOP environment, how can I use an animated sequence in my shader in a lop network?
Edited by haggi krey - 2021年1月29日 08:54:04
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