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Solaris and Karma » Instance Alembics/Geo by referencing/sublayering
- schiho
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@jsmack Thanks a lot! That's really useful! One last question regarding that, is there an easy way of instancing a single reference and merging it? Basically If an artist was to take a chair and place it multiple times?
Solaris and Karma » Instance Alembics/Geo by referencing/sublayering
- schiho
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@jsmack can you provide an example? If I place two times the same reference, it is going to store the two same alembics two times in memory right? But I would like to use the same reference just with multiple transforms (instancing).
@AndreasWeidman
Thanks for the StageManager tip! Do you mind sharing an example of how to go after the stagemanager? Like how would you pass that to an instancer node as prototypes? Wouldn't you need a name attribute?
Where I'm going with this, is similarly to the obj node "instancer" where you can specify an "@instancepath" attribute.
@AndreasWeidman
Thanks for the StageManager tip! Do you mind sharing an example of how to go after the stagemanager? Like how would you pass that to an instancer node as prototypes? Wouldn't you need a name attribute?
Where I'm going with this, is similarly to the obj node "instancer" where you can specify an "@instancepath" attribute.
Solaris and Karma » Instance Alembics/Geo by referencing/sublayering
- schiho
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Hi goldleaf, but you are talking about dropping a reference lop to bring in one alembic. but I want to bring in a gazillion alembic files and assign it to instance points.
Solaris and Karma » Instance Alembics/Geo by referencing/sublayering
- schiho
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I have a pointcloud and bunch of alembic files on disc, which I'm instancing to write an usd file. However I'm using a "sopimport" node to get all the chunks and then feeding that to a instance node which has the pointcloud with all the positions.
How would I go with a more organized and "usd" way of things, by say importing the chunks as a reference? In my mind, that should be a feature already there, but I just didn't figure out how put it together
How would I go with a more organized and "usd" way of things, by say importing the chunks as a reference? In my mind, that should be a feature already there, but I just didn't figure out how put it together
Houdini Engine for Unreal » Building Engine From Source
- schiho
- 101 posts
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Is the Houdini Unreal Engine Plugin free to build? We are working from a custom build and would basically need to build Houdini Engine when we change versions.
Thanks
Thanks
Technical Discussion » Should we start learning Python2 or Python 3 now?
- schiho
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As long as you are not using any advanced python, there isn't much difference, but you should definitely try to stick to PY3. VFX is one of the only lazy domains, that didn't switch to Python3 yet. Officially Python2 will be deprecated (not be supported) from 1.Jan 2020.
Technical Discussion » Up and N different result then orient with maketransform
- schiho
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Yeah the negation might cause trouble, especially in my case if i need to export the transforms to a third party application, but so far it works. Wish maketransform would behave as expected. Btw can you share you hip and in your previous comment you have a type ‘missing comma’ fix that for other readers?
Thanks
Thanks
Technical Discussion » Up and N different result then orient with maketransform
- schiho
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@probiner Thanks for that, that worked, seems that this is similar to the make transform node, not sure why make transform behaves differently, it fails when both N and up have either -1 or 1 in the same Axis.
Technical Discussion » Up and N different result then orient with maketransform
- schiho
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I'm creating a quaternion from an @N and @up vector by converting it first to a matrix with the `quaternion(maketransform(@N, @up))` expression. However, the result is different when I put it into a copy to points sop. I've added a hip file, would be thankful if you could give me some advice.
With N and Up:
With orient:
Hip File is attached
With N and Up:
With orient:
Hip File is attached
Edited by schiho - 2019年5月13日 03:28:20
Technical Discussion » Accessing viewport texture buffer
- schiho
- 101 posts
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Thanks @malbrecht, even though I've considered viewwrite, I wan't to actually keep the texture object in memory without writing it to disc for some realtime streaming. I'll probably need to go the hdk way, but during my testing, I've found this repo, which is good ressource if someone tries to figure out viewwrite.
https://github.com/kredencstudio/pyblish-kredenc/blob/c2dc0da4860737e2831bc3c0f8c3172aa890e53e/pyblish_kredenc/plugins/houdini/extract_preview.py [github.com]
https://github.com/kredencstudio/pyblish-kredenc/blob/c2dc0da4860737e2831bc3c0f8c3172aa890e53e/pyblish_kredenc/plugins/houdini/extract_preview.py [github.com]
Technical Discussion » Accessing viewport texture buffer
- schiho
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I couldn't find any method's that are exposed to the Python API to grab the viewport texture buffer, is there a built-in way or would I need to create a render hook with the HDK? Thanks for any hints.
Technical Discussion » Vex: read tuple of ints with detail expression
- schiho
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@BabaJ
Thanks a lot, that's what I was looking for, did it a little different though, as I'm now accessing only a string.
Thanks a lot, that's what I was looking for, did it a little different though, as I'm now accessing only a string.
`details(""../attribwrangle1", "test")`
Technical Discussion » Vex: read tuple of ints with detail expression
- schiho
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Here is a minimal example.
An attribute wrangle node with the following snippet:
Now i wan't to access in the blast node that list, so i use the following expression:
However detail expect's an `index` as the last parameter, so doing
will return `2`, which is the first element.
Is there a way to return everything as a list/string?
An attribute wrangle node with the following snippet:
i[]@test = {2, 4, 6, 8}
Now i wan't to access in the blast node that list, so i use the following expression:
detail("../attribwrangle1", "test")
However detail expect's an `index` as the last parameter, so doing
detail("../attribwrangle1", "test", 0)
will return `2`, which is the first element.
Is there a way to return everything as a list/string?
Edited by schiho - 2018年11月1日 16:56:08
Houdini Engine for Maya » Proper way of saving Houdini Engine OTL's to open it in Houdini
- schiho
- 101 posts
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Hi,
Just was wondering what is a good way to pass on the Houdini Engine OTL to the FX department for further work? The only thing I came across implemented is under Debugging “Save Assets to Houdini Scene”, but that will only save the current state no animated attributes.
The other thing would be passing this information as a json string and rebuilding it in houdini.
Just was wondering what is a good way to pass on the Houdini Engine OTL to the FX department for further work? The only thing I came across implemented is under Debugging “Save Assets to Houdini Scene”, but that will only save the current state no animated attributes.
The other thing would be passing this information as a json string and rebuilding it in houdini.
Houdini Engine for Maya » Maya Not updating, when attributes changed
- schiho
- 101 posts
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Just realized, that this is related to Houdini 16.0, it works fine with Houdini 16.5 and it's Houdini engine for Maya 2016.
Houdini Engine for Maya » Maya Not updating, when attributes changed
- schiho
- 101 posts
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Thanks for helping to narrow it down. I've had already tried couple of things, but we can exclude
1) There is cache in the framerange (the cache is updated but not updates like a change in color)
2) I had checked dgdirty -a already but that wasn't actually triggering any updates
3) houdiniAsset -syncAttributes -sync “yourAssetNode” didn't trigger any updates either.
We are using houdini 16 and maya 2016.5
1) There is cache in the framerange (the cache is updated but not updates like a change in color)
2) I had checked dgdirty -a already but that wasn't actually triggering any updates
3) houdiniAsset -syncAttributes -sync “yourAssetNode” didn't trigger any updates either.
We are using houdini 16 and maya 2016.5
Houdini Engine for Maya » Maya Not updating, when attributes changed
- schiho
- 101 posts
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Hi,
so far the houdini engine works good, but in some scenarios, it doesn't update. I have a houdini engine OTL, that only consists of a alembic node that read's precached point data. When I load the houdini OTL it will automatically be converted to Nucleus particles, which works as expected and pscale, color is correctly transferred.
However, I have a transform and Color Node attached to the alembic Node and when I change their values, it's not drawn, it only recooks/refreshes when I change a frame.
Any help appreciated.
so far the houdini engine works good, but in some scenarios, it doesn't update. I have a houdini engine OTL, that only consists of a alembic node that read's precached point data. When I load the houdini OTL it will automatically be converted to Nucleus particles, which works as expected and pscale, color is correctly transferred.
However, I have a transform and Color Node attached to the alembic Node and when I change their values, it's not drawn, it only recooks/refreshes when I change a frame.
Any help appreciated.
Technical Discussion » Is it possible to get the number of points of an alembic node, without unpacking
- schiho
- 101 posts
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I've just realized, that the abcpointcount isn't default for all alembics, even when I write out an allembic with the rop alembic output, abcpointcount isn't available.
Edited by schiho - 2018年7月5日 15:06:57
Technical Discussion » Is it possible to get the number of points of an alembic node, without unpacking
- schiho
- 101 posts
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In our pipeline, we are tagging asset's by their point density. To do that we have to unpack it, to access the number of points. Is there a way of accessing the number of point's without unpacking?
Technical Discussion » Calculating Point Normals in Vex
- schiho
- 101 posts
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Just for learning purposes I would like to replicate the ‘facet’ nodes ‘post compute normals’. In theory it would be the cross-product of the points shared by a plane. Does anyone have a snippet that showcases that?
Edited by schiho - 2018年3月14日 14:41:38
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