Hello
I would like to hide parts of a simulation dynamicly and control it by the sim points.
In sop import there is a option to import a attribute as a usd custom attribute, so I can drive visibility by this. I wonder how to us a attribute imported by the TransformBySopPoints in the same way.
I often need to hide geometries in a sim at a certain point and it would help a lot if I could use a point attribute for this.
thank You
Martin
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Solaris and Karma » TransformBySopPoints and visibility
- sanostol
- 575 posts
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Houdini Indie and Apprentice » Grow apples on changing topology (growing) tree?
- sanostol
- 575 posts
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is the growing done with a consistent geometry, I mean, do all branches exist at the beginning, keep their vertex order and topology the same and growing just by transforming points?
Solaris and Karma » How to add Point Attribute as layer to geometry in usd
- sanostol
- 575 posts
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Thanks Tomas, I give it a try
Edit: Worked perfect, helpful as always
Edit: Worked perfect, helpful as always
Edited by sanostol - 2024年3月19日 03:52:37
Solaris and Karma » How to add Point Attribute as layer to geometry in usd
- sanostol
- 575 posts
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Hello,
i want to create a fx layer for rendering that adds point attributes to a existing geometry. for example I get some fire wood geometry and I want to add a animated point attribute, that has some animated values to blend in a ember shader for lookdev.
Is it posssible to just write out this added attribute with it's primopath, so it can be layerd in later?
right now I get allways the complete data set for the geometry
thanks
Martin
i want to create a fx layer for rendering that adds point attributes to a existing geometry. for example I get some fire wood geometry and I want to add a animated point attribute, that has some animated values to blend in a ember shader for lookdev.
Is it posssible to just write out this added attribute with it's primopath, so it can be layerd in later?
right now I get allways the complete data set for the geometry
thanks
Martin
Houdini Lounge » User right when the houdini license system fails?
- sanostol
- 575 posts
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If things work fine and then suddenly start to cause problems or stop working, most of the time some environmental issues had changed. Did some things change like hardware, additional software, updates. Keep in mind the automatic OS updates. A workstation is often a changing environment due to updates alone.
As of this complicated nature I guess You are lucky to find the problem, but holding someone responsible for this is another thing.
This might be the case for systems that advertise this kind of feature, but this often works only in a very closed system with minimal system changes and very slow development.
If that kind of stability is important to You, I recommend to work on a very limited system with close to zero changes, beside of security critical updates, not automated. Redundancy would also help.
As of this complicated nature I guess You are lucky to find the problem, but holding someone responsible for this is another thing.
This might be the case for systems that advertise this kind of feature, but this often works only in a very closed system with minimal system changes and very slow development.
If that kind of stability is important to You, I recommend to work on a very limited system with close to zero changes, beside of security critical updates, not automated. Redundancy would also help.
Solaris and Karma » Flip Fluids and Solaris: Best Practices?
- sanostol
- 575 posts
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Hello, are writing usds per frame or one big file for all frames?
anyway, delete all unnecessary attributes before writing to disc.
anyway, delete all unnecessary attributes before writing to disc.
Edited by sanostol - 2024年1月7日 06:20:51
Solaris and Karma » Snapshots with Renderman
- sanostol
- 575 posts
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Hello, sorry for the delayed response. We use houdini 19.5.640 and Renderman 25.2.
Snapshots work until You view the Renderman Lop, as it sets the Color AOV to ci, if You view the node before the snap shots work again, and it is not really the snap shot, it is the thumbnail. The actual Snapshot that opens is correct and You can see that the Aov is called ci instead of color
Martin
Snapshots work until You view the Renderman Lop, as it sets the Color AOV to ci, if You view the node before the snap shots work again, and it is not really the snap shot, it is the thumbnail. The actual Snapshot that opens is correct and You can see that the Aov is called ci instead of color
Martin
Solaris and Karma » Snapshots with Renderman
- sanostol
- 575 posts
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Hello,
when working with Renderman snapshots create black thumbnails, it seems that the snapshot tool uses the color channel to create the thumbnail. Is there a way to use Ci instead of color?
thanks
Martin
when working with Renderman snapshots create black thumbnails, it seems that the snapshot tool uses the color channel to create the thumbnail. Is there a way to use Ci instead of color?
thanks
Martin
PDG/TOPs » PDG and import usdfiles from a clip file
- sanostol
- 575 posts
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In another attempt I tried to do it with python by querying the scene graph but it behaves quite similar
Solaris and Karma » rayhit scope parameter
- sanostol
- 575 posts
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PDG/TOPs » PDG and import usdfiles from a clip file
- sanostol
- 575 posts
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Hello,
I try to gather all files needed for a usd layer in tops with usd_import_files.
It worked so far for most cases, but I had to switch to stitched clips and now it does not get all files needed. it stops at clip, manifest and topology.
The actual usdc files that are in the clip do not show up as items in the graph.
Unless I display the clip file in a Solaris view, then pdg is able the get all the files down to the lowest level. When I scrub the time line even the complete range is collected
I prepared a little demo setup to show the behavior
It would be best if the usd_import_files now would be able to collect all files that are needed for this layer
if anybody has a idea how to solve his without displaying the clip usda in a viewer, it would be super helpful
thanks for You time
Martin
I try to gather all files needed for a usd layer in tops with usd_import_files.
It worked so far for most cases, but I had to switch to stitched clips and now it does not get all files needed. it stops at clip, manifest and topology.
The actual usdc files that are in the clip do not show up as items in the graph.
Unless I display the clip file in a Solaris view, then pdg is able the get all the files down to the lowest level. When I scrub the time line even the complete range is collected
I prepared a little demo setup to show the behavior
It would be best if the usd_import_files now would be able to collect all files that are needed for this layer
if anybody has a idea how to solve his without displaying the clip usda in a viewer, it would be super helpful
thanks for You time
Martin
Edited by sanostol - 2023年6月19日 14:40:29
Solaris and Karma » rayhit scope parameter
- sanostol
- 575 posts
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Hello
I try to use a rayhit function in karma but the scope parameter does not work
is this a known limitation or a mistake on my side?
in mantra I could enter the objects as a list, but in karma it is not a object anymore
thank You
Martin
I try to use a rayhit function in karma but the scope parameter does not work
is this a known limitation or a mistake on my side?
in mantra I could enter the objects as a list, but in karma it is not a object anymore
thank You
Martin
Technical Discussion » Unreliable Curve Sop nodes
- sanostol
- 575 posts
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Technical Discussion » Unreliable Curve Sop nodes
- sanostol
- 575 posts
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I have to often nodes, that fail on scene load, for example curve Sop nodes. they then have no curve information stored.
That is quite annoying, as there is no way to see it when saving the scene and one have to find a backup with a correct node.
Does this look familiar to You?
That is quite annoying, as there is no way to see it when saving the scene and one have to find a backup with a correct node.
Does this look familiar to You?
Load warnings for //hades/p/_projekte/TRW/300_work3D/fx/102/020/065/Wind/TRW_fx_102_020_065.Wind_sim_v002.mma.h19.5.hip Warning: /obj/curves_source/curve1: GeometryIO: Unable to read magic number (empty file) GeometryIO: Unable to read magic number (empty file) /obj/curves_sim/curve4: GeometryIO: Unable to read magic number (empty file) GeometryIO: Unable to read magic number (empty file)
Houdini Lounge » Sending rigged character to Unreal Engine?
- sanostol
- 575 posts
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It would be a great feature. The way You can rig in Houdini is way to good not to use it.
Houdini Lounge » Sending rigged character to Unreal Engine?
- sanostol
- 575 posts
- Offline
Hello
in short You need a functional hda of Your character and the unreal engine plugin working in unreal.
The creation of a hda is well documented, You can find a lot of information about in the documentation or more character specific here: https://www.sidefx.com/tutorials/kinefx-rigging-fur-dude/ [www.sidefx.com]
The installation of the engine plugin is covered here: https://www.sidefx.com/docs/unreal/_getting_started.html [www.sidefx.com]
this should get You started. But for characters unfortunately You won't get usable view port handles for Your character controllers as this is not supported. I tried it with unreal and Maya but no luck.
I asked sidefx for this and they might look into this, as for now it is not possible.
It would open a hole knew world of collaboration if we could rig in Houdini and get animators in Maya to work with these rigs, as, at least in my experience, most animators want to work in Maya for many reasons. anim bot (https://animbot.ca/home/) is just one of them
in short You need a functional hda of Your character and the unreal engine plugin working in unreal.
The creation of a hda is well documented, You can find a lot of information about in the documentation or more character specific here: https://www.sidefx.com/tutorials/kinefx-rigging-fur-dude/ [www.sidefx.com]
The installation of the engine plugin is covered here: https://www.sidefx.com/docs/unreal/_getting_started.html [www.sidefx.com]
this should get You started. But for characters unfortunately You won't get usable view port handles for Your character controllers as this is not supported. I tried it with unreal and Maya but no luck.
I asked sidefx for this and they might look into this, as for now it is not possible.
It would open a hole knew world of collaboration if we could rig in Houdini and get animators in Maya to work with these rigs, as, at least in my experience, most animators want to work in Maya for many reasons. anim bot (https://animbot.ca/home/) is just one of them
Houdini Lounge » Thoughts on NeuralVDB/AI Simulation Tech
- sanostol
- 575 posts
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orr
I agree, it would be nice for Houdini not to lose its eye on innovation.
hahaha, You made my day. Oh, wait, You mean that seriously.
Technical Discussion » Muscle Constaints, Muscle to Bones
- sanostol
- 575 posts
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Hello,
I try to use the the new muscle sops and to get the muscles more attached to the bones I tried to increase the "tangent stiffness" in the "Muscle Constraint Properties Vellum" sop but it seems to have no effect. I think internally it uses the attach constraint, but it behaves not the same way, as it does in the standard vellum solver.
quick demo file is attached, and the version is 19.5.534
thank You
I try to use the the new muscle sops and to get the muscles more attached to the bones I tried to increase the "tangent stiffness" in the "Muscle Constraint Properties Vellum" sop but it seems to have no effect. I think internally it uses the attach constraint, but it behaves not the same way, as it does in the standard vellum solver.
quick demo file is attached, and the version is 19.5.534
thank You
Image Not Found
Edited by sanostol - 2023年3月29日 09:07:00
Houdini Engine for Maya » kinefx rigpose handles in maya
- sanostol
- 575 posts
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Hello,
is it possible to get the kinefx rigpose handles to work in maya? All tests so far had no success. Tthe parameters are visible and working, but not the handles in the viewport. I guess this is a limitation, but it would be good to know for sure that I did not simply miss some steps.
The handles show up and are working, when I load the asset in Houdini.
To have them working in Maya would be a huge advantage, as most animators are used to Maya and there are a lot of tools they don't want to give up ( animbot for example ).
If this is not implemented yet, I wonder if it is on Sidefx list already.
You thoughts are highly appreciated.
Martin
is it possible to get the kinefx rigpose handles to work in maya? All tests so far had no success. Tthe parameters are visible and working, but not the handles in the viewport. I guess this is a limitation, but it would be good to know for sure that I did not simply miss some steps.
The handles show up and are working, when I load the asset in Houdini.
To have them working in Maya would be a huge advantage, as most animators are used to Maya and there are a lot of tools they don't want to give up ( animbot for example ).
If this is not implemented yet, I wonder if it is on Sidefx list already.
You thoughts are highly appreciated.
Martin
Technical Discussion » KineFX - can't select control geometry
- sanostol
- 575 posts
- Offline
Did You expose the rigpose parameters to a digital asset interface?
And did You modify the default state of Your rig asset to "kinefx__rigpose" int the digital asset properties?
And did You modify the default state of Your rig asset to "kinefx__rigpose" int the digital asset properties?
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