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Rigging » [RFE] APEX Guide deform
- KaiStavginski
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Yeah out of the box there's not much you can do to use it directly in APEX right now. You can look forward to some developments in this area though.
Technical Discussion » Feather procedural deform example?
- KaiStavginski
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Hi, we've gotten this question a few times now, here's a very basic example with deformation.
Most likely cause if you can't get it to work: You're missing a Feather Deform SOP in Capture mode on the SOP side. This is needed to bake capture information into the rest groom, which the procedural uses to look up locations on the deforming surfaces.
Most likely cause if you can't get it to work: You're missing a Feather Deform SOP in Capture mode on the SOP side. This is needed to bake capture information into the rest groom, which the procedural uses to look up locations on the deforming surfaces.
Technical Discussion » Problem with Feathers, how can i export them to c4d?
- KaiStavginski
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joQan
Hi,
Is it possible to preserve clump gap/holes when converting feather to surface? feather surface do not seems to provide group for that.
Not currently, but it is something I have planned for the future.
Technical Discussion » Feather Orientation
- KaiStavginski
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If you want everything in one geometry, you'll have to make sure that the barb segment count matches. Feathers rely on tuple attributes, where each element (each point in this case) must have the same number of entries.
You can use a Feather Resample SOP to do this - or you might be able to change it earlier in the process, in your feather templates.
You can use a Feather Resample SOP to do this - or you might be able to change it earlier in the process, in your feather templates.
Houdini Lounge » H20 Feather generation findings and questions.
- KaiStavginski
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Werner Ziemerink
Kai, I could not get the new parting line algorithm to work with feathers.
Can you perhaps post an example of how this is supposed to work?
That's a bit worrying, does it work with the old one? (Either old build or disabled via the env var) ?
In theory there should be no change necessary on your part moving to the new algorithm, except maybe make sure that you have point normals on parting lines. (Should do by default with the Guide Partition SOP)
Solaris and Karma » feather barbules polygones with uv ber parb instead of tubes
- KaiStavginski
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jsmack
Is there a plan to add a 'feather bsdf' for use on polygon strips or curves that models the barbules statistically? I always found the use of anisotropic specular/translucent refraction shader to be a bit unrealistic on cards and the hair model doesn't really represent the fine barbule structure.
Not quite a plan yet, but sounds like an interesting thing to pursue. I'll discuss this internally.
Houdini Lounge » H20 Feather generation findings and questions.
- KaiStavginski
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KaiStavginski
It does crash anytime I try to increase the hairgen count. Not sure if it happens on your side, but here is my file saved before the crash.
I believe this should be fixed in 20.0.535
Houdini Lounge » H20 Feather generation findings and questions.
- KaiStavginski
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Antonio Lado2
Hi, i ´ve been doing some testing myself, and the biggest issue i found is when it comes to mirror your groom. The thing is that assigning an attribute to the guides defining the side and doing the same in the definition of the template and using the mirror barbs in the feather interpolate looks like it is ok, but if i try to resample and make a feather surface the side that is the result of the mirror always appears as if the normals are inverted and also if i try to deintersect them half of the feathers move inwards instead of outwards. Don´t know if there is an easy fix for this, but i´ve been struggling with this and can´t find any answer to it.
Hey sorry I missed this earlier. I'll do some testing, I think I've also seen something weird going on with Feather Deintersect there.
The mirroring workflow has become a bit easier in the meantime. With recent builds you shouldn't have to assign sides on the groom anymore, you can now use "Auto-Assign Side". Just set the side on the template. For templates that don't need mirroring, you can set them to center.
Technical Discussion » H20 - feathers - easy way to make the shaft stiff?
- KaiStavginski
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You probably have something like 500+ points on the shaft curve if you're trying to simulate the full feather. There's not much of a way around that because you need the barbs connected.
But you will always get a floppy curve with that many points.
As a workaround, you could copy the shaft curve and resample that to 8-20 points, set up constraints on that and also constrain it to the real shaft curve. This could stabilize the whole feather and require fewer constraint iterations. I haven't tested this though. Make sure collisions between those overlapping curves aren't computed.
But you will always get a floppy curve with that many points.
As a workaround, you could copy the shaft curve and resample that to 8-20 points, set up constraints on that and also constrain it to the real shaft curve. This could stabilize the whole feather and require fewer constraint iterations. I haven't tested this though. Make sure collisions between those overlapping curves aren't computed.
Houdini Lounge » H20 Reset Viewport - much more frequently
- KaiStavginski
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I haven't had any other reports for this, so it'd be interesting to know a bit more about your setup.
- OpenGL/Vulkan?
- OS
- GPU
- GPU Driver version
Houdini Lounge » H20 Feather generation findings and questions.
- KaiStavginski
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I'll fix some issues with attribute transfers in uncondense and match uncondensed, feather template interpolate soon (Your 3.). Please let me know any specific issues you're having.
1. and 4. are slightly bigger items that I'll also hope to address in daily builds for H20. Texture Paint and Scatter in Texture Udim issues also fall into this category.
5. is a (very) likely candidate for the next point release.
I want to investigate 6., but not sure how much can be done there yet.
1. and 4. are slightly bigger items that I'll also hope to address in daily builds for H20. Texture Paint and Scatter in Texture Udim issues also fall into this category.
5. is a (very) likely candidate for the next point release.
I want to investigate 6., but not sure how much can be done there yet.
Houdini Lounge » H20 Feather generation findings and questions.
- KaiStavginski
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Werner Ziemerink
2. I still can't get feather interpolation to work. The example files Jonas posted works for me, but as soon as I tinker with it, interpolation stops. There should be a much easier way to generate the feather template arrays. Most artists would battle with vex to get this to work. When you do, it breaks as soon as you tweak a bit. See attached file. This is a tweaked version of an example file.
Do you mean that it fails because its too difficult to create correct input right now? Or have you seen the Feather Template Interpolate node break, even when you thought the arrays should be correct?
In the first file you posted, the skin input of "build_template_arrays" is connected to the curve output of "guideinit1". Connect that to the second output of "guideinit1" and the scene works for me.
Solaris and Karma » feather barbules polygones with uv ber parb instead of tubes
- KaiStavginski
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Indeed, something like that.
Here's a scene where I made each barb a "feather" by giving it the required attributes. So the barbs now represent barbules.
You have two outputs in the scene, one resamples the barbs so you get lots of individual barbules, one uses feather surface to generate polygon strips for barbules.
Here's a scene where I made each barb a "feather" by giving it the required attributes. So the barbs now represent barbules.
You have two outputs in the scene, one resamples the barbs so you get lots of individual barbules, one uses feather surface to generate polygon strips for barbules.
Houdini Lounge » Houdini 20 - Stability
- KaiStavginski
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Thanks Luke,
keep in mind if you're starting with those files, you're jumping in at the deep end. We will have easier, simpler files in a while.
Having said that, if you manage to figure those out, you're well prepared.
Also, I'll be working on making many of the things Andriy had to do much simpler in the future, including in upcoming daily builds.
keep in mind if you're starting with those files, you're jumping in at the deep end. We will have easier, simpler files in a while.
Having said that, if you manage to figure those out, you're well prepared.
Also, I'll be working on making many of the things Andriy had to do much simpler in the future, including in upcoming daily builds.
Houdini Lounge » H20, feathers won't show up on groom node
- KaiStavginski
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Ah yes, I'll make sure the Guide Groom object can at least display feathers. Thanks for figuring that out.
Houdini Lounge » H20 feather alignement
- KaiStavginski
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Make sure you click "Set Feather Settings" on guide groom before you draw guides, that should make the barborient attribute on guides align to the surface normal.
When you already have guides, you can use the orient tools to do this.
Also check the "Orient" submenu in the groom radial. Or just pick the "Orient" tool from the "Tool" dropdown, then check the "Direction Mode"s under "Brush Options".
With the "Rotate" mode you can just brush across guides to rotate them, but you might get there faster with "Align to Skin" or "Face Camera".
When you already have guides, you can use the orient tools to do this.
Also check the "Orient" submenu in the groom radial. Or just pick the "Orient" tool from the "Tool" dropdown, then check the "Direction Mode"s under "Brush Options".
With the "Rotate" mode you can just brush across guides to rotate them, but you might get there faster with "Align to Skin" or "Face Camera".
Solaris and Karma » feather barbules polygones with uv ber parb instead of tubes
- KaiStavginski
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Hi,
nothing is implemented for barbules specifically yet, but there are ways you can make them of course.
By polygins with UV coords, do you mean a strip of quads alongside each barb?
(I think we agree about the terms. Stepping down the detail hierarchy we have shaft, barbs, barbules)
nothing is implemented for barbules specifically yet, but there are ways you can make them of course.
By polygins with UV coords, do you mean a strip of quads alongside each barb?
(I think we agree about the terms. Stepping down the detail hierarchy we have shaft, barbs, barbules)
Houdini Lounge » H20, feathers won't show up on groom node
- KaiStavginski
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Are the templates and the groom nodes in distinct object at the /obj level?
You might have to enable "Shade open Curves" on the object containing the groom node.
You might have to enable "Shade open Curves" on the object containing the groom node.
Houdini Lounge » Houdini 20 - Stability
- KaiStavginski
- 637 posts
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I second that, if you find a reproducible crash please report it, including the required steps to get the crash.
We try to test as much as possible, but there are inevitably combinations of nodes & settings that haven't been tested and can cause these crashes.
We try to test as much as possible, but there are inevitably combinations of nodes & settings that haven't been tested and can cause these crashes.
Solaris and Karma » What relation about light and texture?
- KaiStavginski
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