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PDG/TOPs » Bake Texture and TOP, no output
- szmatefy
- 141 posts
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PDG/TOPs » Bake Texture and TOP, no output
- szmatefy
- 141 posts
- Offline
It'd be hard to give the hip file, it's an ecosystem depending hugely on external files.
However, I tried the attribute, and the behavior is the same
The file is created, then it's deleted
This is the error message on the cooked workitem:
WARNING: Work item lists file 'E:/Projects/Olimpia 2024/USD/12.18.001_diffuse.png' as an expected output file, but it wasn't found when the item cooked
This is what the generated workitem displays Expected Output E:/Projects/Olimpia 2024/USD/12.18.002_diffuse.png
So your suggestion works, but for some reason, the file is deleted
However, I tried the attribute, and the behavior is the same
The file is created, then it's deleted
This is the error message on the cooked workitem:
WARNING: Work item lists file 'E:/Projects/Olimpia 2024/USD/12.18.001_diffuse.png' as an expected output file, but it wasn't found when the item cooked
This is what the generated workitem displays Expected Output E:/Projects/Olimpia 2024/USD/12.18.002_diffuse.png
So your suggestion works, but for some reason, the file is deleted
PDG/TOPs » Bake Texture and TOP, no output
- szmatefy
- 141 posts
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I need to bake textures including lighting for 40 models (low and high). I set up the low and high geometries and created the ROP Network with the baketexture node inside. I built a PDG graph to read the previously exported low-resolution models and call the bake texture with an ROP Fetch. However, I always get Warning No output path parameters found on target ROP node message, and although the files are created during the process, when the task finishes, the file disappears.
I also tried adding a custom output path, but without success
I'd appreciate any help guys.
I also tried adding a custom output path, but without success
I'd appreciate any help guys.
Technical Discussion » FBX from Solaris/LOPs
- szmatefy
- 141 posts
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Hey
I need to save my animation from my LOP network as FBX.
I couldn't do it so far. What is the recommended workflow?
Thanks in advance
I need to save my animation from my LOP network as FBX.
I couldn't do it so far. What is the recommended workflow?
Thanks in advance
Solaris and Karma » SOS help needed USD geometry update
- szmatefy
- 141 posts
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Ok, só after sleepless nights I solved the issue.
I had accented characters in the folder name. As I process scan data of persons and being Hungarian, accents are frequent.
Karma and Solaris handled them well, but in baking, mantra threw a tantrum.
I had accented characters in the folder name. As I process scan data of persons and being Hungarian, accents are frequent.
Karma and Solaris handled them well, but in baking, mantra threw a tantrum.
Solaris and Karma » SOS help needed USD geometry update
- szmatefy
- 141 posts
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It's soooooo hard...
My next attempt was to overwrite the material texture inputs:file attribute, but no filepath was accepted, there was always the Cannot be resolved message...
I'm getting really really tired of this...
How can I set a relative filepath in a wrangle?
My next attempt was to overwrite the material texture inputs:file attribute, but no filepath was accepted, there was always the Cannot be resolved message...
I'm getting really really tired of this...
How can I set a relative filepath in a wrangle?
Solaris and Karma » SOS help needed USD geometry update
- szmatefy
- 141 posts
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Heya
I need help SOS from you guys.
I need to process a number of USDZ files (scan data and textures)
I need to update the geometry in USDZ, like scale, orient and transform.
I need to save back (or create) a new USDZ file.
However, when in Houdini I couldn`t update the original USDZ, I created a new one. But all material texture file references from the USDZ are still referring to the same USDZ, and the new USDZ contains the original USDZ file also.
I managed to create a baker from USDZ, and it would work with the original USDZ, but apparently the multiple nesting doesn't work.
So what I need to solve is to update the geometry in the original USDZ file...
Could you help me?
Thanks in advance!
I need help SOS from you guys.
I need to process a number of USDZ files (scan data and textures)
I need to update the geometry in USDZ, like scale, orient and transform.
I need to save back (or create) a new USDZ file.
However, when in Houdini I couldn`t update the original USDZ, I created a new one. But all material texture file references from the USDZ are still referring to the same USDZ, and the new USDZ contains the original USDZ file also.
I managed to create a baker from USDZ, and it would work with the original USDZ, but apparently the multiple nesting doesn't work.
So what I need to solve is to update the geometry in the original USDZ file...
Could you help me?
Thanks in advance!
Technical Discussion » PDG with Map Baker
- szmatefy
- 141 posts
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I try to process approximately 200 objects.
One element of the process is to bake certain maps from the high poly to the low poly model.
When I generate the work items, and select them individually, the whole process runs, maps are baked, and everybody is happy. However, if I want to cook the node, the map baking part is not running at all. I have the processed models, but no bake textures generated.
I'd appreciate any idea, hint!
One element of the process is to bake certain maps from the high poly to the low poly model.
When I generate the work items, and select them individually, the whole process runs, maps are baked, and everybody is happy. However, if I want to cook the node, the map baking part is not running at all. I have the processed models, but no bake textures generated.
I'd appreciate any idea, hint!
Solaris and Karma » USD Import SOP and Materials
- szmatefy
- 141 posts
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Sure thing, but I'd like to streamline it as much as possible...
I managed to use wrangle and get the texture path from the USD file, and using that I could build up my shader
I managed to use wrangle and get the texture path from the USD file, and using that I could build up my shader
Edited by szmatefy - 2024年1月9日 13:40:41
Solaris and Karma » USD Import SOP and Materials
- szmatefy
- 141 posts
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Thanks!
The thing is that I have couple (40ish) scanned model in USDZ format.Each model is textured, but the application the client used applied dozens of materials. So I need to bake those materials and textures into a single material (and texture)
The thing is that I have couple (40ish) scanned model in USDZ format.Each model is textured, but the application the client used applied dozens of materials. So I need to bake those materials and textures into a single material (and texture)
Solaris and Karma » USD Import SOP and Materials
- szmatefy
- 141 posts
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That is a (negative) surprise. Then how am I supposed to work with a textured model? Like now I was given a USDZ file with the high-resolution model, and I'd like to push through my pipeline and bake it using Labs Baker tools. The final result should be also a USDZ file. But in that case, what is the recommended workflow?
Solaris and Karma » USD Import SOP and Materials
- szmatefy
- 141 posts
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Hey folks,
I need to import USD file with materials and textures (USD Z)
When I check the USD file in LOPs it's fine, I have the textures and materials assigned properly. However, when I try to bring the model into SOPs, the materials are gone, and I have this message:
Could somebody enlighten me on what can I do to have the materials in the SOP context?
Thanks in advance!
I need to import USD file with materials and textures (USD Z)
When I check the USD file in LOPs it's fine, I have the textures and materials assigned properly. However, when I try to bring the model into SOPs, the materials are gone, and I have this message:
Found material bindings on prim at path (/textured_mesh_usdz/Meshes/node0/mesh0_prim29) but MaterialBindingAPI is not applied on the prim
Thanks in advance!
PDG/TOPs » Work item attributes to geometry attributes (and export geo)
- szmatefy
- 141 posts
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Due to lack of time, I can't browse through the existing topics, so I'd really appreciate any help:
I have a bunch of incoming geometry files. I'm loading them using TOPs and exporting them as a single geo. I have to change one of the geometry attributes and save it with the exported single geo file.
How can I do that?
Thanks a lot in advance
I have a bunch of incoming geometry files. I'm loading them using TOPs and exporting them as a single geo. I have to change one of the geometry attributes and save it with the exported single geo file.
How can I do that?
Thanks a lot in advance
Technical Discussion » How to process multiple output with pdg?
- szmatefy
- 141 posts
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I have a scene where i generate some 20+ buildings. Each building is a packed model and has a null as an output node following a strict naming convention.
I'd like to batch export the outputs into files.
I made a SOP network to merge all nodes following the naming convention. In a loop i unpack these buildings and set up some attributes used in export
A made a top network importing the geo from the SOP with the loop, and then using the rop geometry nodes export them.
It's kind of slow. Is this the correct way, or could you guys suggest a better method?
Thanks!
I'd like to batch export the outputs into files.
I made a SOP network to merge all nodes following the naming convention. In a loop i unpack these buildings and set up some attributes used in export
A made a top network importing the geo from the SOP with the loop, and then using the rop geometry nodes export them.
It's kind of slow. Is this the correct way, or could you guys suggest a better method?
Thanks!
Technical Discussion » Loading multiple geometry files
- szmatefy
- 141 posts
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Hey folks,
I need to create a network, where I check the files, and load all geometries fulfilling some criteria.
I don't want to use python (unless that's the only way)
Thanks in advance!
I need to create a network, where I check the files, and load all geometries fulfilling some criteria.
I don't want to use python (unless that's the only way)
Thanks in advance!
Technical Discussion » UV Relax
- szmatefy
- 141 posts
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Thanks! I'll check it. I tried pelt before but i couldn't use the results as those were not decent for a game.
Interesting enough that uv edit node has capability to relax selection but has no capability to perform it procedurally.
Interesting enough that uv edit node has capability to relax selection but has no capability to perform it procedurally.
Technical Discussion » UV Relax
- szmatefy
- 141 posts
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For me, relaxing is not just relaxing the interior vertices, but relaxing the whole, respecting the boundaries, and making sure there is no overlap. Last time I have seen a decent relaxing was in Maya (or Softimage)
Technical Discussion » UV Relax
- szmatefy
- 141 posts
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I have a decimated version of a high-resolution model, and I need to map it. Knowing that the model is WIP and there will be changes, I need to set up a network to do this procedurally. Now, AutoSeam or Labs AutoUV provides an OK job, but I need to get rid of overlaps. OK, there's the Labs remove overlap node, but it introduces new UV islands, which are not the best solution for a game asset.
Is there any procedural way to do UV relaxing?
Thanks and Merry Christmas!
Is there any procedural way to do UV relaxing?
Thanks and Merry Christmas!
Technical Discussion » Project from the direction of normals
- szmatefy
- 141 posts
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Cool, guys, thanks for the tips and help. In the mean time I also came up with ideas, which I'm about to share later.
Technical Discussion » Project from the direction of normals
- szmatefy
- 141 posts
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The idea is to project the texture from the normal direction of the face but keep the face's bottom edge horizontal. This way I could make sure that the tile alignment will be fine. I'm open to other ideas as well. I tried to align the bottom edge of the face in question parallel to the X or Y axis, then use the divide node to bricker the polys, but didn't work as well. I have an arbitrarily shaped roof, unfortunately.
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