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Technical Discussion » Convert instances
- petipet
- 16 posts
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Technical Discussion » Selection UDIM
- petipet
- 16 posts
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ajz3d
SideFX Labs has "Labs UDIM Tile Number" tool, which assigns UDIM attribute to each primitive based on a tile it is located in. You can then use this attribute to separate geometry or for any other purpose.
Thanks.
Technical Discussion » Selection UDIM
- petipet
- 16 posts
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Technical Discussion » Selection UDIM
- petipet
- 16 posts
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Solaris and Karma » Render instances in karma render.
- petipet
- 16 posts
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robp_sidefxpetipet
I really hope so. Since it would greatly simplify the work.
Can you provide a hip file that shows your workflow so I can tailor the prototype to it?
I'm so understanding, the problem is not solved, I'll switch to redshift.
Solaris and Karma » Render instances in karma render.
- petipet
- 16 posts
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robp_sidefxpetipet
I really hope so. Since it would greatly simplify the work.
Can you provide a hip file that shows your workflow so I can tailor the prototype to it?
Yes of course. I really don't know how it will help, I want to say that I have been studying Houdini not so long ago, before I modeled in modo mainly direct modeling.
Now I work like this: first, I import some objects to orient myself by scale.
Then using the plugin (Modeler) il using the direct method for modelig, although I am increasingly trying to use proceduralism, which I really like.
To check the correctness of the geometry, I create instances from already modeled objects and lay out the game level from them.
And for the final check, I need a preview in the karma renderer to see how the lighting works.
At first I did it in mantra render, but when there are a lot of objects, the speed of mantra preview is slowly.
I also decided to learn Solaris.
Solaris and Karma » Render instances in karma render.
- petipet
- 16 posts
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robp_sidefx
I'm afraid at present the Object-level Instance node is not supported by SceneImport. There is an open RFE for this, but it's a bit tricky to provide a robust solution. I'll try to prototype something that might work for most cases later this week.
I really hope so. Since it would greatly simplify the work.
Thanks.
Solaris and Karma » Render instances in karma render.
- petipet
- 16 posts
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mandrake0
I am not e expert in LOP's Instance but i have made a Example that works.
There are 2 ways how to instance in USD and more then one way how to load the the data in to LOP's.
Documentation
About Instancing in LOP's (Solaris):
https://www.sidefx.com/docs/houdini/solaris/usd.html#instancing [www.sidefx.com]
LOP Instancer:
https://www.sidefx.com/docs/houdini/nodes/lop/instancer.html [www.sidefx.com]
LOP Translator plugin (expert level):
https://www.sidefx.com/docs/houdini/hom/sceneimport_object_translator.html [www.sidefx.com]
I'm not happy with the method with the instancer because I create the game level using individual objects using the snap function. I need render karma to display instance, individual items.
Thanks.
Solaris and Karma » Render instances in karma render.
- petipet
- 16 posts
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Hi, need some help from the community, please tell me how to display an instance in the karma context of the playback stage?
I can't render instances with karma render.
I can't render instances with karma render.
Technical Discussion » Shortest path.
- petipet
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I found a way to correctly work the tool (True Path), you need to re-press the key (A). It's a pity that such a large community didn't know this.
Problem solved.
Thank you all for your help.
Problem solved.
Thank you all for your help.
Technical Discussion » Shortest path.
- petipet
- 16 posts
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Technical Discussion » Shortest path.
- petipet
- 16 posts
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animatrix_
There are a few things:
This code only selects edge loops using the connectivity of quad polygons.
The wrangle should be set to detail run over mode.
If the result is like in your screenshot, there is disconnected polygons in that region of your geometry.
So attaching the geo here would help to identify the issue.
This is very simple geometry. There are no disconnected polygons here. I noticed that the algorithm only needs quad polygons to work correctly. I noticed that the shortest path goes to the place with the triangle, it chooses the path where the quad polygon is.
Technical Discussion » Shortest path.
- petipet
- 16 posts
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animatrix_
Hi,
You can also select edge loops using VEX:function int [ ] GetPrimsFromEdge ( int input; int pt0; int pt1 ) { int prims [ ]; int hedge = pointedge ( input, pt0, pt1 ); if ( hedge != -1 ) { int count = hedge_equivcount ( input, hedge ); for ( int i = 0; i < count; ++i ) { int pr = hedge_prim ( input, hedge ); if ( pr != -1 ) { append ( prims, pr ); hedge = hedge_nextequiv ( input, hedge ); } } } return prims; } int GetNextPoint ( int input; int edgept0; int edgept1; int currentpt ) { int ptneighbours [ ] = neighbours ( input, currentpt ); int primpts [ ]; int prims [ ] = GetPrimsFromEdge ( input, edgept0, edgept1 ); for ( int i = 0; i < len ( prims ); ++i ) { int count = primvertexcount ( input, prims [ i ] ); for ( int f = 0; f < count; ++f ) { int vertIndex = vertexindex ( input, prims [ i ], f ); int pointIndex = vertexpoint ( input, vertIndex ); append ( primpts, pointIndex ); } } int uniquepts [ ]; foreach ( int pt; ptneighbours ) { if ( find ( primpts, pt ) < 0 ) append ( uniquepts, pt ); } if ( len ( uniquepts ) == 1 ) return uniquepts [ 0 ]; return -1; } void GroupEdgeLoops ( int input; string edgegroup, groupname ) { if ( edgegroup == "" ) { setedgegroup ( geoself ( ), groupname, 0, 0, 0 ); return; } int loopedgepts [ ] = { }; int edges [ ] = expandedgegroup ( input, edgegroup ); if ( len ( edges ) == 0 ) { setedgegroup ( geoself ( ), groupname, 0, 0, 0 ); return; } int count = int ( 0.5 * len ( edges ) ); for ( int i = 0; i < count; ++i ) { int edgepts [ ] = sort ( array ( edges [ 2 * i ], edges [ 1 + 2 * i ] ) ); int index0 = find ( loopedgepts, edgepts [ 0 ] ); int index1 = find ( loopedgepts, edgepts [ 1 ] ); int edgefound = index0 % 2 == 0 && index1 % 2 == 1 && index1 == 1 + index0; if ( !edgefound ) { for ( int c = 0; c < 2; ++c ) { int points [ ]; int pt0 = edgepts [ c ]; int pt1 = edgepts [ 1 - c ]; int currentpt = pt0; int lastPoint = pt0; append ( points, currentpt ); int nextPoint = GetNextPoint ( input, pt0, pt1, currentpt ); while ( nextPoint != -1 && nextPoint != lastPoint ) { pt0 = currentpt; pt1 = nextPoint; currentpt = pt1; append ( points, currentpt ); nextPoint = GetNextPoint ( input, pt0, pt1, currentpt ); } int ptcount = len ( points ) - 1; for ( int f = 0; f < ptcount; ++f ) setedgegroup ( geoself ( ), groupname, points [ f ], points [ 1 + f ], 1 ); } setedgegroup ( geoself ( ), groupname, edgepts [ 0 ], edgepts [ 1 ], 1 ); } } } GroupEdgeLoops ( 0, chs("edge_group"), chs("group_name") );
I don't understand how it works and how it can help me to quickly selection edges along the shortest path.
I did not think that such a familiar, already practiced to the point of automatism operation could put me in a stupor in such an advanced program. It's a bit weird and I haven't found a way around it yet, sometimes I have to select the edges one at a time. It is quite slow and unproductive.
Technical Discussion » Shortest path.
- petipet
- 16 posts
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AizatulinThanks, your method works great for edge sampling in splines, but I need a simple edge sampling along a shorter path for fast modeling.
If you are looking for a path like this, you should probably add an angle multiplier (turning cost).
Technical Discussion » Shortest path.
- petipet
- 16 posts
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vik_lc
Hi,
it could be due to the geomtry used, maybe there are overlaps or points that are not used. This can cause the shortest path to be misleading. Try the Fuse SOP or the Clean SOP (Delete unused Points).
I checked, the problem is still in the written algorithm. In other programs this function works much better and it's frustrating because Houdini is super powerful and I like its procedural structure.
Technical Discussion » Shortest path.
- petipet
- 16 posts
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Good day.
I have a question for modelers, I have problems with selection of edges along a short path (shift + a). The short path algorithm is very poorly written. Please tell me what are the ways to solve the problem. Maybe someone knows a plugin that solves this problem?
Thanks.
I have a question for modelers, I have problems with selection of edges along a short path (shift + a). The short path algorithm is very poorly written. Please tell me what are the ways to solve the problem. Maybe someone knows a plugin that solves this problem?
Thanks.
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