That works, thanks very much Tomas. Makes sense also what you're saying about different versions / namespaces etc.
Thanks again
Found 53 posts.
Search results Show results as topic list.
Technical Discussion » how to refer to embedded geo in an OBJ level hda
-
- j00ey
- 53 posts
- Offline
Technical Discussion » how to refer to embedded geo in an OBJ level hda
-
- j00ey
- 53 posts
- Offline
I have an Object level HDA and have added a geometry file using the extra files section of the type properties window and I want to read that with a file node inside a geometry object...
If I put in the file string :
opdef:.?blocker_v1.bgeo.sc
I get - Error Unable to read file "opdef:/Sop/file?blocker_v1.bgeo.sc". - but it's not a SOP hda, so I tried
opdef:..?blocker_v1.bgeo.sc
which gives me - Error Unable to read file "opdef:/Object/geo?blocker_v1.bgeo.sc".
According to the docs I can use this syntax : opdef:/category/asset_name?name but I can't get that to work either. The listing in the asset manager is lm::Object/blocker_rig::1.0 so I'm using
opdef:/Object/blocker_rig?blocker_v1.bgeo.sc
but that doesn't work either. I'm sure I'm missing something simple, can anyone help?
If I put in the file string :
opdef:.?blocker_v1.bgeo.sc
I get - Error Unable to read file "opdef:/Sop/file?blocker_v1.bgeo.sc". - but it's not a SOP hda, so I tried
opdef:..?blocker_v1.bgeo.sc
which gives me - Error Unable to read file "opdef:/Object/geo?blocker_v1.bgeo.sc".
According to the docs I can use this syntax : opdef:/category/asset_name?name but I can't get that to work either. The listing in the asset manager is lm::Object/blocker_rig::1.0 so I'm using
opdef:/Object/blocker_rig?blocker_v1.bgeo.sc
but that doesn't work either. I'm sure I'm missing something simple, can anyone help?
Technical Discussion » Flipbook in a TOP network
-
- j00ey
- 53 posts
- Offline
Hi. Thanks for the reply. I did actually already set it up with a karma ROP TOP - the issue there is that flipbooking looks perfectly adequate for my needs and is about 50X faster...
Technical Discussion » Flipbook in a TOP network
-
- j00ey
- 53 posts
- Offline
I have a TOP network that's all running fine - wedging a bunch of pyro sims, then doing an openGL render of each, imageMagick montage and then an mp4 of that.
What I would like to do though is use Solaris viewport flipbooks rather than openGL ROP because it looks much better but I don't know how to launch a flipbook, save the files etc in TOPs.
Anyone have any ideas? I suspect it might be a python task and I have a reasonable grasp of python in other areas of Houdini but I've never used it in PDG.
Thanks for reading
What I would like to do though is use Solaris viewport flipbooks rather than openGL ROP because it looks much better but I don't know how to launch a flipbook, save the files etc in TOPs.
Anyone have any ideas? I suspect it might be a python task and I have a reasonable grasp of python in other areas of Houdini but I've never used it in PDG.
Thanks for reading
Technical Discussion » pcopen - dot product not working
-
- j00ey
- 53 posts
- Offline
Ok thanks very much for verifying, I'll have a look again in the morning, I was probably missing something obvious.
Technical Discussion » pcopen - dot product not working
-
- j00ey
- 53 posts
- Offline
I'm having a problem using the vex version of pcopen to only queue up points with their normal within a set cone radius around my search point normal. I'm certain I've used this before but I can't get it to work. I've even copied the example code straight out of the docs and it doesn't work either :
int handle = pcopen("test.pc", "P", P, "N", N, 1e6, 100, "ndot", 0.8);
I did edit "test.pc" to be an op input and I edited P and N to be @P and @N . The fact that it's using a string though makes me think maybe it's shader only but it works in a VOP. Confusing...
int handle = pcopen("test.pc", "P", P, "N", N, 1e6, 100, "ndot", 0.8);
I did edit "test.pc" to be an op input and I edited P and N to be @P and @N . The fact that it's using a string though makes me think maybe it's shader only but it works in a VOP. Confusing...
Solaris » Need help getting orientation data from an imported USD
-
- j00ey
- 53 posts
- Offline
I can't check in your scene without the usd file that you're importing but I think you should be able to get at it from the packedfulltransform primintrinsic
Solaris » Use a for each to send each variant into a SOP Modify LOP?
-
- j00ey
- 53 posts
- Offline
Technical Discussion » Overscan crashing COPs
-
- j00ey
- 53 posts
- Offline
I've got a problem processing some footage with COPs
I've got a render that has a few per-light AOVs and I'm making them flash with a CHOP network post render as I need to output various different flashing patterns / sequences without rendering several times.
Everything has been working fine until for one shot I needed overscan and now when I output my network it renders a few - literally 3 or 4 frames - then crashes. All I am doing differently from before when it was working, is comping my overscan render over a constant colour so I can give my client the whole frame as png as that's how they want it.
Does that ring any bells for anyone? I know COPs is buggy but it's also great for some things that no other apps can do...
I've got a render that has a few per-light AOVs and I'm making them flash with a CHOP network post render as I need to output various different flashing patterns / sequences without rendering several times.
Everything has been working fine until for one shot I needed overscan and now when I output my network it renders a few - literally 3 or 4 frames - then crashes. All I am doing differently from before when it was working, is comping my overscan render over a constant colour so I can give my client the whole frame as png as that's how they want it.
Does that ring any bells for anyone? I know COPs is buggy but it's also great for some things that no other apps can do...
Solaris » Use a for each to send each variant into a SOP Modify LOP?
-
- j00ey
- 53 posts
- Offline
I'm trying to learn more about Solaris and USD from the forums.
Can I ask what the advantage of using the sublayer workflow is? If I switch the for each to run over each variant in the first input and wire addvariant1 into there, I can't see any difference in the result.
Can I ask what the advantage of using the sublayer workflow is? If I switch the for each to run over each variant in the first input and wire addvariant1 into there, I can't see any difference in the result.
Solaris » Variant workflow including lights
-
- j00ey
- 53 posts
- Offline
Thanks a lot for the input both. I'll look into it properly on Monday when I'm back at my machine.
Solaris » Variant workflow including lights
-
- j00ey
- 53 posts
- Offline
Another question if you don't mind...
Is this a bad workflow for making a proxy for the bulb geo ? I tried duplicating the sopcreate to make a very lowres sphere at /ASSET/proxygeo then a pair of configureprimitive LOPs to set purposes - it appears to work, but as before I'm unsure if I'm doing something wrong
Is this a bad workflow for making a proxy for the bulb geo ? I tried duplicating the sopcreate to make a very lowres sphere at /ASSET/proxygeo then a pair of configureprimitive LOPs to set purposes - it appears to work, but as before I'm unsure if I'm doing something wrong
Solaris » Variant workflow including lights
-
- j00ey
- 53 posts
- Offline
Thanks very much Alexandru, that's really helpful.
What I did in the end was use the component builder for the geo and shader and instance that then made another instancer for the lights themselves and duplicated the logic to set colour and brightness to match.
Your scene looks like a much more robust way of doing it, I'll try and rebuild my scene with that approach.
Can I just ask is the right way to go about instancing with your method to use an explorevariants LOP and an instancer set to reference method? It seems to work but in case I'm doing something I shouldn't...
What I did in the end was use the component builder for the geo and shader and instance that then made another instancer for the lights themselves and duplicated the logic to set colour and brightness to match.
Your scene looks like a much more robust way of doing it, I'll try and rebuild my scene with that approach.
Can I just ask is the right way to go about instancing with your method to use an explorevariants LOP and an instancer set to reference method? It seems to work but in case I'm doing something I shouldn't...
Technical Discussion » Recent production builds won't run
-
- j00ey
- 53 posts
- Offline
Solaris » Variant workflow including lights
-
- j00ey
- 53 posts
- Offline
I'm working on a fairground scene that needs to have a load of instanced lights - the geometry is the same for each one but there are a number of different colours / brightnesses etc and I'm unsure how to go about it.
I did another shot that only had a few bulbs so I just used a pair of duplicate LOPs and assigned different shaders to each one, then edited the light properties for each.
This time though that's not practical. I'm trying to use the component builder and I know how to add material variants but I need for each one of those to adjust the light prim itself and I can't figure it out. Does anyone have any clues?
Thanks for reading
I did another shot that only had a few bulbs so I just used a pair of duplicate LOPs and assigned different shaders to each one, then edited the light properties for each.
This time though that's not practical. I'm trying to use the component builder and I know how to add material variants but I need for each one of those to adjust the light prim itself and I can't figure it out. Does anyone have any clues?
Thanks for reading
Technical Discussion » Min/max values from an RGB input in Material context?
-
- j00ey
- 53 posts
- Offline
I don't think there's any way to do this in the material context but in the past I have looked up rgb values from a texture on a grid in SOPs and used the attrib promote workflow...
Technical Discussion » Referencing an attribute in a node [HELP!]
-
- j00ey
- 53 posts
- Offline
I should add by the way that once you've referenced the attribute with a point expression, you CAN reference that using ch. So in that scene you can use ch("../box1/sizex") to get the channel value.
Technical Discussion » Referencing an attribute in a node [HELP!]
-
- j00ey
- 53 posts
- Offline
You can't reference that using chf because it's not a channel. Here's a file with a couple of ways you can reference it, using expressions or VEX
Technical Discussion » Recent production builds won't run
-
- j00ey
- 53 posts
- Offline
I was hoping not to have to sift through my preferences and weed out what it was...
I had a suspicion it could be something to do with Redshift so I removed my RS package and all fine now!
Thanks for the input anyway
I had a suspicion it could be something to do with Redshift so I removed my RS package and all fine now!
Thanks for the input anyway
Technical Discussion » Recent production builds won't run
-
- j00ey
- 53 posts
- Offline
I've had this problem for a while but haven't had time to investigate.
The latest production build that I can run successfully is 19.5.493. All the ones that I've installed appear to run, the UI appears then they immediately shut again.
Builds I've tried are:
19.5.534
19.5.569
19.5.605
Anyone have any ideas what might be causing that? Windows 10, AMD Ryzen 95950X, RTX 3090.
Thanks for reading
The latest production build that I can run successfully is 19.5.493. All the ones that I've installed appear to run, the UI appears then they immediately shut again.
Builds I've tried are:
19.5.534
19.5.569
19.5.605
Anyone have any ideas what might be causing that? Windows 10, AMD Ryzen 95950X, RTX 3090.
Thanks for reading
-
- Quick Links