Hi,
I'm trying to proceduralize the panel cloth workflow as much as possible. Working on the steps for welding seams, I'm having an issue, where no matter how I get the seams (foreach loop, straight from the source edge groups with group promote etc)there are end points not included in the welds. The problem seems to lie in the groups themselves. The converted or transferred groups miss several of the end vertices and that leaves holes in the seamed garment. This is the only step holding me up from streamlining this portion of the setup. Any help would be appreciated.
Thank you,
Adnan Hussain
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Technical Discussion » Houdini 19 Panel Cloth Vellum Seam Welding Issue
- madguru
- 96 posts
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Houdini Indie and Apprentice » Select by Curve ForEach Loop Question Houdini 19
- madguru
- 96 posts
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Houdini Indie and Apprentice » Select by Curve ForEach Loop Question Houdini 19
- madguru
- 96 posts
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Thanks for the reply CYTE. I did not know about that node. It is useful, but doesn't quite give me what I need in this case, as it selects a larger area of points than what would be within the sweep geometry I am creating based on each curve points group.
Thank you,
Adnan Hussain
Thank you,
Adnan Hussain
Houdini Indie and Apprentice » Select by Curve ForEach Loop Question Houdini 19
- madguru
- 96 posts
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Hi,
I am trying to create a setup that selects points based on proximity to point groups on curves. I think I have most of it put together, except the group names being applied within the foreach loop on the delete_other_groups and group_create nodes.
Desired output is the grid mesh, with point groups with the same names as the source curve point groups.
Thank you,
Adnan Hussain
I am trying to create a setup that selects points based on proximity to point groups on curves. I think I have most of it put together, except the group names being applied within the foreach loop on the delete_other_groups and group_create nodes.
Desired output is the grid mesh, with point groups with the same names as the source curve point groups.
Thank you,
Adnan Hussain
Houdini for Realtime » Houdini 18.5 Grains to Unreal 4.27 and 5
- madguru
- 96 posts
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Hi,
I'm trying out grains for a simulation and would like to bring that to Unreal.
I created my sim using vellumconstraints_grain and the vellum solver. It was easy to control and get the result I wanted. Outputting with geometry on each point using copytopoints is too heavy to bring into UE. It fails to import the alembic.
I need to convert the data so that it can be exported using the Labs Niagra ROP. Currently no file is written out when I try that, because the data is just point data. If I test with particles, the Niagara ROP works, so I need to convert my points to a form that the Niagara ROP will understand. How can I do that?
Thank you,
Adnan Hussain
I'm trying out grains for a simulation and would like to bring that to Unreal.
I created my sim using vellumconstraints_grain and the vellum solver. It was easy to control and get the result I wanted. Outputting with geometry on each point using copytopoints is too heavy to bring into UE. It fails to import the alembic.
I need to convert the data so that it can be exported using the Labs Niagra ROP. Currently no file is written out when I try that, because the data is just point data. If I test with particles, the Niagara ROP works, so I need to convert my points to a form that the Niagara ROP will understand. How can I do that?
Thank you,
Adnan Hussain
Edited by madguru - 2022年2月6日 12:55:22
Houdini Engine for Unreal » Houdini Terrain Unreal Material Issues
- madguru
- 96 posts
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So, unplugging the normal map fixed part of it. I don't know what is wrong with the normal map setup, but disconnecting it allowed the maps to show up. When viewed unlit, the textures look correct on the terrain. As soon as I view it lit, I see these strange patterns on the terrains. Maybe I need to do something to make sure it has correct uvs for lighting? I'm not sure. Any ideas?
Thanks,
Adnan Hussain
Thanks,
Adnan Hussain
Houdini Engine for Unreal » Houdini Terrain Unreal Material Issues
- madguru
- 96 posts
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Hi,
I'm working with Houdini terrain HDAs in Unreal 4.27.1. I created a parent material with some relevant parameters accessible in the child materials that I am applying to these HDA's but I don't see correct color or mixing of materials. I just see a gray mess or stripes.
Can anyone take a look at my material or provide an example?
Thank you,
Adnan Hussain
I'm working with Houdini terrain HDAs in Unreal 4.27.1. I created a parent material with some relevant parameters accessible in the child materials that I am applying to these HDA's but I don't see correct color or mixing of materials. I just see a gray mess or stripes.
Can anyone take a look at my material or provide an example?
Thank you,
Adnan Hussain
Edited by madguru - 2021年11月29日 10:23:38
Houdini Engine for Unreal » Houdini Terrain HDA in Unreal and Virtual Textures
- madguru
- 96 posts
- Offline
Ok, I managed to get virtual textures working on an hda heightfield landscape hda in Unreal. See image. Once piece of the puzzle solved.
Houdini Engine for Unreal » Houdini Terrain HDA Foliage Lost in Unreal upon HDA Rebuild
- madguru
- 96 posts
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Hi,
when I rebuild my HDA terrain in Unreal with an updated HDA, I lose the foliage that I have previously painted on it in Unreal using the foliage tool. How can I update my terrain HDA without losing the foliage I have painted?
Thank you,
Adnan Hussain
when I rebuild my HDA terrain in Unreal with an updated HDA, I lose the foliage that I have previously painted on it in Unreal using the foliage tool. How can I update my terrain HDA without losing the foliage I have painted?
Thank you,
Adnan Hussain
Houdini Engine for Unreal » Houdini Terrain HDA in Unreal and Virtual Textures
- madguru
- 96 posts
- Offline
Hi,
is it possible to generate virtual textures in Unreal Engine 4.27 from Houdini HDA Terrains? I can create the nodes, but I am not sure the Build button is doing anything.
Thanks,
Adnan Hussain
is it possible to generate virtual textures in Unreal Engine 4.27 from Houdini HDA Terrains? I can create the nodes, but I am not sure the Build button is doing anything.
Thanks,
Adnan Hussain
Houdini Engine for Unreal » Houdini Terrain Vertex Color in Unreal
- madguru
- 96 posts
- Offline
Hi,
I have created a heightfield terrain in Houdini, which I exported as an HDA for use in Unreal Engine 4.27. I have various masks on the terrain in Houdini, which are being used in Unreal for materials blending.
How can I paint vertex colors on the terrain? The Unreal Mesh Paint tool does not seem to work on the hda terrain in Unreal. Painting in Unreal would be idea, but as a backup if there is a way to paint it in Houdini, on the hda and have Unreal read it as vertex color that would work as well.
I need to paint RGB and not just a single color mask.
Thank you,
Adnan Hussain
I have created a heightfield terrain in Houdini, which I exported as an HDA for use in Unreal Engine 4.27. I have various masks on the terrain in Houdini, which are being used in Unreal for materials blending.
How can I paint vertex colors on the terrain? The Unreal Mesh Paint tool does not seem to work on the hda terrain in Unreal. Painting in Unreal would be idea, but as a backup if there is a way to paint it in Houdini, on the hda and have Unreal read it as vertex color that would work as well.
I need to paint RGB and not just a single color mask.
Thank you,
Adnan Hussain
Edited by madguru - 2021年11月4日 23:37:52
Houdini Indie and Apprentice » HDA how to access a Control Node in Houdini Engine Maya
- madguru
- 96 posts
- Offline
Hi,
I created an HDA out of a tool that has a control node in it. It's easy to create access to all kinds of parameters on the HDA, which I was able to access in Maya via Houdini Engine, but I don't know how to access a control node from within the HDA to use as a manipulator in Maya. I can't even see the control node in Maya.
Any thoughts?
Thanks,
Adnan
I created an HDA out of a tool that has a control node in it. It's easy to create access to all kinds of parameters on the HDA, which I was able to access in Maya via Houdini Engine, but I don't know how to access a control node from within the HDA to use as a manipulator in Maya. I can't even see the control node in Maya.
Any thoughts?
Thanks,
Adnan
Technical Discussion » Houdini Python for loop cycle through prim attribute
- madguru
- 96 posts
- Offline
As always, thank you Tomas. The python code worked beautifully and you gave me some more information to help in my learning. Thanks so much!
Adnan
Adnan
Houdini Indie and Apprentice » Houdini Panel Cloth Questions
- madguru
- 96 posts
- Offline
Hi,
I've been using the masterclass videos as a guide to create panel cloth. I have used old Maya Panel Cloth, 3ds Max Panel Cloth and Marvelous in the past to do similar clothing. It can be tricky, but I am trying it now with Houdini. I have attached images to go with each question and attached the file with the clothing panels, minus the character.
Bend Woes
For some parts, like sleeves, I need to bend the arm cloth panel so that the seams can connect. I can't figure out how to control the bend sop.
LargeVolCloth
Simming a large volume of cloth into a smaller volume of cloth is challenging. Even in other software, I had to really rotate around the panels so that the thin foot cuffs go around the ankles and the rest can sim down in place. I created a sort of belt piece up top with two curves around the waist (one scaled up from the other) and then made into a panel from curves. I created seems to the outer ring. It crumples up and disconnects in spots as it drapes. I think there are multiple issues here.
PanelNormals
For the back panels of the loose pants, I used the same panels as the front, just transformed back behind the character. The normals for the back are pointed the wrong way. I don't want to rotate it around as the seam numbers are the same so it makes it easier to create the seams for them (which is a very tedious process of guessing which seam is which, by typing it in, checking and changing the number). I tried reversing the normals with a normal modifier, but that did not seem to fix it. I think it is causing issues in the sim.
Panels
Shirt panels as shown get messy too. It appears that if I have the collar (a rectangle shaped panel) connecting to the front round neck and back round neck, I had to split the bottom curve of the collar panel into 4 parts. 2 to connect to left and right neck round part of panel and 2 to connect in front right and left side rounded neck panel. Same for shirt sleeves that connect in the front and back. This is so that seams are created as it would be tailored. It is tedious and messy. Any thoughts on how I could do this better?
SeamsMismatch
It looks like I have to have the same number of points on the edges of connecting panels. This is near impossible and I feel like other programs were able to adjust the geometry to create the connections. I have disconnected points in the seams which causes the waist portion of the pants to not stay closed.
As an example, I created the same clothes a few years ago in 3ds max:
http://www.madguru.com/archives/47 [www.madguru.com]
Any workflow suggestions etc would be appreciated.
Thank you,
Adnan
I've been using the masterclass videos as a guide to create panel cloth. I have used old Maya Panel Cloth, 3ds Max Panel Cloth and Marvelous in the past to do similar clothing. It can be tricky, but I am trying it now with Houdini. I have attached images to go with each question and attached the file with the clothing panels, minus the character.
Bend Woes
For some parts, like sleeves, I need to bend the arm cloth panel so that the seams can connect. I can't figure out how to control the bend sop.
LargeVolCloth
Simming a large volume of cloth into a smaller volume of cloth is challenging. Even in other software, I had to really rotate around the panels so that the thin foot cuffs go around the ankles and the rest can sim down in place. I created a sort of belt piece up top with two curves around the waist (one scaled up from the other) and then made into a panel from curves. I created seems to the outer ring. It crumples up and disconnects in spots as it drapes. I think there are multiple issues here.
PanelNormals
For the back panels of the loose pants, I used the same panels as the front, just transformed back behind the character. The normals for the back are pointed the wrong way. I don't want to rotate it around as the seam numbers are the same so it makes it easier to create the seams for them (which is a very tedious process of guessing which seam is which, by typing it in, checking and changing the number). I tried reversing the normals with a normal modifier, but that did not seem to fix it. I think it is causing issues in the sim.
Panels
Shirt panels as shown get messy too. It appears that if I have the collar (a rectangle shaped panel) connecting to the front round neck and back round neck, I had to split the bottom curve of the collar panel into 4 parts. 2 to connect to left and right neck round part of panel and 2 to connect in front right and left side rounded neck panel. Same for shirt sleeves that connect in the front and back. This is so that seams are created as it would be tailored. It is tedious and messy. Any thoughts on how I could do this better?
SeamsMismatch
It looks like I have to have the same number of points on the edges of connecting panels. This is near impossible and I feel like other programs were able to adjust the geometry to create the connections. I have disconnected points in the seams which causes the waist portion of the pants to not stay closed.
As an example, I created the same clothes a few years ago in 3ds max:
http://www.madguru.com/archives/47 [www.madguru.com]
Any workflow suggestions etc would be appreciated.
Thank you,
Adnan
Edited by madguru - 2020年6月25日 02:36:32
Houdini Indie and Apprentice » Group SOP Primitive selects faces or objects at times
- madguru
- 96 posts
- Offline
Hi,
it was unpacked and I did not find a solution as is, but by adding an attribute for object name that contained each primitive of the individual objects of the alembic file, I have a better way of creating splits and groups that does not rely on unchanging index numbers. I can use string wildcards etc.
Adnan
it was unpacked and I did not find a solution as is, but by adding an attribute for object name that contained each primitive of the individual objects of the alembic file, I have a better way of creating splits and groups that does not rely on unchanging index numbers. I can use string wildcards etc.
Adnan
Technical Discussion » Houdini Python for loop cycle through prim attribute
- madguru
- 96 posts
- Offline
Hi,
I'm working on automating some steps in my alembic import process. I have a python node with code that cycles through all primitives in the alembic file, and creates a string attribute called “name” with a value based on the path variable.
After this for loop, I would like to cycle through the name attribute in a for loop and run code for each object that way. I tried
<code>
objLs = geo.findPrimAttrib(“name”)
</code>
but that does not seem to be correct. I want to get a list of values for that attribute, that I can cycle through. So, I would have a list with object names.
Thank you.
Adnan
I'm working on automating some steps in my alembic import process. I have a python node with code that cycles through all primitives in the alembic file, and creates a string attribute called “name” with a value based on the path variable.
After this for loop, I would like to cycle through the name attribute in a for loop and run code for each object that way. I tried
<code>
objLs = geo.findPrimAttrib(“name”)
</code>
but that does not seem to be correct. I want to get a list of values for that attribute, that I can cycle through. So, I would have a list with object names.
Thank you.
Adnan
Houdini Indie and Apprentice » Graphics card change, no menus etc in Houdini
- madguru
- 96 posts
- Offline
The only thing that worked, was once the damaged video card was replaced and returned to me, I put it back in the box and now Houdini looks correct and works as it should.
Houdini Indie and Apprentice » Graphics card change, no menus etc in Houdini
- madguru
- 96 posts
- Offline
Thanks for the suggestions. I tried them, but no luck. I even reinstalled the latest production build of Houdini, but the interface still looks like that. I hope to get a repaired or replacement graphics card. Whenever that happens, I'll try again. No houdini for now.
Houdini Indie and Apprentice » Graphics card change, no menus etc in Houdini
- madguru
- 96 posts
- Offline
Hi,
I had a Radeon card that died on me. While I wait to try and get it replaced or purchase a different card, I am using the onboard graphics of my motherboard which is the Intel UHD Graphics 360. When I launch Houdini it shows up as you can see in the attached image. No menus, and several windows not visible.
What can I change to make Houdini useable with this setup on Windows 10 in the interim?
Thanks,
Adnan
I had a Radeon card that died on me. While I wait to try and get it replaced or purchase a different card, I am using the onboard graphics of my motherboard which is the Intel UHD Graphics 360. When I launch Houdini it shows up as you can see in the attached image. No menus, and several windows not visible.
What can I change to make Houdini useable with this setup on Windows 10 in the interim?
Thanks,
Adnan
Edited by madguru - 2020年6月10日 02:13:12
Houdini Indie and Apprentice » Vellum cloth slow down over time?
- madguru
- 96 posts
- Offline
Thanks Tomas! I think it is time to dive into the performance monitor and some of the visualizers.
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