Hi people
Suddenly I noticed my scene was responding very slowly and its size increased from less than Imb to 70Mb.
I found out the culprit : in the Out network, the “mantra_ipr” had been duplicated more than 700 times.
In the edit menu, I noticed a lot of items called “auto create ipr rop”.
Deleting all these nodes took forever.
So what does create automatically IPR rop's? The render region?
Thanks
Gz
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Technical Discussion » mantra_ipr duplicated 700 times
- Grendizer
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Technical Discussion » Asset questions
- Grendizer
- 375 posts
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Hello Tamte
First thanks again for your help.
1) I am still trying to update the same Asset HDA file from 2 different scenes. I tried:
- Create a new asset in master scene, set it as version “1”, install this asset in scene B, allows editing of content, add some edges, save node type, save scene, open Master scene again : no new edge visible
- Do the same thing while leaving the “version” field blank : fail
- In the Dialog “install Digital Asset Library”, tried to install library to “Scanned Asset Library Directories” instead of “Current hip file only” : fail
- In the assert menu , tried “refresh asset librairies” : fail
- In the asset manager dialog, located the asset, tried to right click then “refresh” and “use this definition” : fail
So there must be something big I am missing here …
2) Thanks I understand. What would be the best way to proceed for the 2 following cases
a) Let's say I have materials inside an asset's Material Network Node. I need to animate a parameter on this material. Should I create kind of a rig that would be external to the asset and would constrain the material's parameter?
b) If my asset is a rigged character, I should animate the rig which is inside the asset. But in that case the animation would be part of the asset and would be taken into another scene right?
What would be a solution for this problem? A secondary rig, existing only in the second scene, constraining the asset's rig?
3) Thanks for the info. I will try to use a single HDA for multiple assets, just to test this workflow.
First thanks again for your help.
1) I am still trying to update the same Asset HDA file from 2 different scenes. I tried:
- Create a new asset in master scene, set it as version “1”, install this asset in scene B, allows editing of content, add some edges, save node type, save scene, open Master scene again : no new edge visible
- Do the same thing while leaving the “version” field blank : fail
- In the Dialog “install Digital Asset Library”, tried to install library to “Scanned Asset Library Directories” instead of “Current hip file only” : fail
- In the assert menu , tried “refresh asset librairies” : fail
- In the asset manager dialog, located the asset, tried to right click then “refresh” and “use this definition” : fail
So there must be something big I am missing here …
2) Thanks I understand. What would be the best way to proceed for the 2 following cases
a) Let's say I have materials inside an asset's Material Network Node. I need to animate a parameter on this material. Should I create kind of a rig that would be external to the asset and would constrain the material's parameter?
b) If my asset is a rigged character, I should animate the rig which is inside the asset. But in that case the animation would be part of the asset and would be taken into another scene right?
What would be a solution for this problem? A secondary rig, existing only in the second scene, constraining the asset's rig?
3) Thanks for the info. I will try to use a single HDA for multiple assets, just to test this workflow.
Technical Discussion » Asset questions
- Grendizer
- 375 posts
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Hello
I'm following up on this same thread as I have more asset-related questions.
1) I did a simple test : in a “master” scene, I created a cube and turned it into an asset. I set its version to v1.
In scene B, I installed this asset, enabled editing of content, added some edges on the cube, and increased the version number to v1.01.
Then I open again the Master scene and the new edge where missing. The version number was 1.01 though.
So what happens? Are the assets' definition staying in the scene , although the “save to library” path is pointing to an external hda?
2) The second question is kind of the opposite of the first one. Let me explain. Let's say I fix the problem of question 1.
So on this asset, if I create an animation B in scene B, save asset, and a different animation C in scene C, save asset. Then, if I open scene B, I will find the animation C on the asset, right? Is there a way to prevent that?
I searched the doc but couldn't find anything related to this question.
3) I noticed that when I create an asset, it is saved in an “asset library”. Does that mean I can put several assets in one big Library? How can I do that ? Should I pick the same hda file each time I create a new asset?
Thanks
Gz
I'm following up on this same thread as I have more asset-related questions.
1) I did a simple test : in a “master” scene, I created a cube and turned it into an asset. I set its version to v1.
In scene B, I installed this asset, enabled editing of content, added some edges on the cube, and increased the version number to v1.01.
Then I open again the Master scene and the new edge where missing. The version number was 1.01 though.
So what happens? Are the assets' definition staying in the scene , although the “save to library” path is pointing to an external hda?
2) The second question is kind of the opposite of the first one. Let me explain. Let's say I fix the problem of question 1.
So on this asset, if I create an animation B in scene B, save asset, and a different animation C in scene C, save asset. Then, if I open scene B, I will find the animation C on the asset, right? Is there a way to prevent that?
I searched the doc but couldn't find anything related to this question.
3) I noticed that when I create an asset, it is saved in an “asset library”. Does that mean I can put several assets in one big Library? How can I do that ? Should I pick the same hda file each time I create a new asset?
Thanks
Gz
Technical Discussion » Weird vertices appear in the UV view
- Grendizer
- 375 posts
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Hi all,
I have a problem with the UV view, when I activate selection by vertices, some weird annoying vertices appear all over the UV view.
But when I draw a selection square all over the UV square, only the actual UV's are selected and appear in yellow.
So it might just be a display problem?
Check the attached pic. Thanks.
Gz
I have a problem with the UV view, when I activate selection by vertices, some weird annoying vertices appear all over the UV view.
But when I draw a selection square all over the UV square, only the actual UV's are selected and appear in yellow.
So it might just be a display problem?
Check the attached pic. Thanks.
Gz
Technical Discussion » Baking uv/texture
- Grendizer
- 375 posts
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So how do you send your UV's to Photoshop? So far I'm using the “print screen” on my keyboard but there must be a more elegant way…
Technical Discussion » Editing Capture weights workflow
- Grendizer
- 375 posts
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Thanks a lot to McNistor through Skype and to Goldfarb. The problem indeed was the biharmonic option, once I chose Proximity, all went well.
Then I started to edit the weight using the shelf tool “Edit Capture Weights”. Some problems I found:
- The doc says one should first select the points to correct, then click the “Edit Capture Weights” shelf tool, but that's not correct, as selecting this tool removes the selection and leads you to reselect the points.
- Once the spreadsheet is displayed, I started to reselect the point but … bugger!! Grow selection, using SHIFT+G, isn't available in this mode.
- In the spreadsheet column titles cases : some bright colors in the background prevents me from reading the bone name. One workaround is to RMB on these title cases, then “edit bone color”, then choose a darker color. But I beleive Hou should allow to keep bones in a bright color if the user needs it, and automatically darken these chosen colors for the background of the title cases.
Then I started to edit the weight using the shelf tool “Edit Capture Weights”. Some problems I found:
- The doc says one should first select the points to correct, then click the “Edit Capture Weights” shelf tool, but that's not correct, as selecting this tool removes the selection and leads you to reselect the points.
- Once the spreadsheet is displayed, I started to reselect the point but … bugger!! Grow selection, using SHIFT+G, isn't available in this mode.
- In the spreadsheet column titles cases : some bright colors in the background prevents me from reading the bone name. One workaround is to RMB on these title cases, then “edit bone color”, then choose a darker color. But I beleive Hou should allow to keep bones in a bright color if the user needs it, and automatically darken these chosen colors for the background of the title cases.
Edited by Grendizer - 2018年8月18日 11:27:22
SI Users » Color picker?
- Grendizer
- 375 posts
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SI Users » Color picker?
- Grendizer
- 375 posts
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Technical Discussion » Reflection and coat colors In Hou 16.5?
- Grendizer
- 375 posts
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Technical Discussion » Reflection and coat colors In Hou 16.5?
- Grendizer
- 375 posts
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Thanks for the car paint settings!!
Sorry i'm a newbie with shader creation. In the Mat context > principledshader node, if I connect some node into “reflect tint” and “coat” , will it color the reflection and coat?
Sorry i'm a newbie with shader creation. In the Mat context > principledshader node, if I connect some node into “reflect tint” and “coat” , will it color the reflection and coat?
Technical Discussion » Questions about Center, centroid, pivot and transforms
- Grendizer
- 375 posts
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Ok after a bit of research (also with the help of my Hou trainer ) I am able to answer some of my questions.
First find enclosed a pic I made in which I bring some conclusions + 1 question.
- “The center is a point in space that defines the position of an object”
The center is the centroid, aka the center of the bounding box of the points. What confused me is that the centroid is also called “center” in the GUI and the docs, so I thought the center was a “third entity” in addition to the centroid and the pivot.
- “The pivot is for the user to transform the object. Its parent is the center. It can be offset from the center.”
The pivot kind of contrains the centroid/center. The centroid can be offset from the pivot using a transform node in geo level.
- “Is the pre transform used to alter the center's position , rotation and scale?”
The pre-transform is like an invisible parent Null inside each object, it is independent from the centroid/center and does not affect the later.
- “How can I visualize both the center and the pivot at the same time in the viewport ?”
I guess there is no visual cue for the centroid/center but I still think it would be useful, especially when using the buttons “move center to pivot” and “move pivot to center”, of which I will talk again later.
Greetings
Gz
First find enclosed a pic I made in which I bring some conclusions + 1 question.
- “The center is a point in space that defines the position of an object”
The center is the centroid, aka the center of the bounding box of the points. What confused me is that the centroid is also called “center” in the GUI and the docs, so I thought the center was a “third entity” in addition to the centroid and the pivot.
- “The pivot is for the user to transform the object. Its parent is the center. It can be offset from the center.”
The pivot kind of contrains the centroid/center. The centroid can be offset from the pivot using a transform node in geo level.
- “Is the pre transform used to alter the center's position , rotation and scale?”
The pre-transform is like an invisible parent Null inside each object, it is independent from the centroid/center and does not affect the later.
- “How can I visualize both the center and the pivot at the same time in the viewport ?”
I guess there is no visual cue for the centroid/center but I still think it would be useful, especially when using the buttons “move center to pivot” and “move pivot to center”, of which I will talk again later.
Greetings
Gz
Technical Discussion » IOR vs Reflectivity ? Transparency vs Opacity?
- Grendizer
- 375 posts
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OK, I get it now! So I guess values below 1 are when the ray bends towards the opposite side?
Technical Discussion » Editing Capture weights workflow
- Grendizer
- 375 posts
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Hello and nice to see you again Mc Nistor. Sorry to semi hijack your thread. I need help with my first ever Houdini skining.
The source is an FBX object that Imported, rescaled separated into different parts. It's a cardboard box for which I need to animate its unfolding.
So I created some bones and used the “capture geometry” shelf tool, and that's it, I immediately got the polygonal object disappearing and these errors at the geo level.
The first error says “points have no assigned weights” but isn't this what the shelf tool is supposed to do?
Picture attached.
Thanks
Gz
The source is an FBX object that Imported, rescaled separated into different parts. It's a cardboard box for which I need to animate its unfolding.
So I created some bones and used the “capture geometry” shelf tool, and that's it, I immediately got the polygonal object disappearing and these errors at the geo level.
The first error says “points have no assigned weights” but isn't this what the shelf tool is supposed to do?
Picture attached.
Thanks
Gz
Technical Discussion » Reflection and coat colors In Hou 16.5?
- Grendizer
- 375 posts
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Hello,
I followed this fine tutorial from Pluralsight: “Introduction to Materials”.
The guy is using an older version of Houdini where he sets up a car paint shader. In the video, we see him set colors for reflections and coat. The problem is, I don't find these options in Hou 16.5. Any idea?
Thanks
Gz
I followed this fine tutorial from Pluralsight: “Introduction to Materials”.
The guy is using an older version of Houdini where he sets up a car paint shader. In the video, we see him set colors for reflections and coat. The problem is, I don't find these options in Hou 16.5. Any idea?
Thanks
Gz
Technical Discussion » IOR vs Reflectivity ? Transparency vs Opacity?
- Grendizer
- 375 posts
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Hello Jsmack
First thanks for taking the time to explain these concepts and for your great insight.
- IOR: I understood it is the main parameter for reflection.
But still I find it confusing that the non reflective state is at 1. If the “zero” reflection is 1, what does mean 0.5 (where reflections do exist)? Negative reflections?
And then again, why does the “white paint” material has IOR at 1.5? Shouldn't the IOR be closer to 1, like 1.05 for example?
- Reflectivity : an attenuation for IOR, sounds right.
- Opacity and Transparency: the beginning of your explanation did not ring a bell to me as both parameters seem to allow rays to pass through the object. But when you said “Transparency=raytracing, Opacity=compositing”, it did ring a bell. In Softimage we had a shader called “sprite” which was just like a compositing app's layer transparency inside the 3d space. Perhaps Opacity is the same concept?
I don't know how these shaders operate under the hood, I'm just trying to use them in the best possible way
First thanks for taking the time to explain these concepts and for your great insight.
- IOR: I understood it is the main parameter for reflection.
But still I find it confusing that the non reflective state is at 1. If the “zero” reflection is 1, what does mean 0.5 (where reflections do exist)? Negative reflections?
And then again, why does the “white paint” material has IOR at 1.5? Shouldn't the IOR be closer to 1, like 1.05 for example?
- Reflectivity : an attenuation for IOR, sounds right.
- Opacity and Transparency: the beginning of your explanation did not ring a bell to me as both parameters seem to allow rays to pass through the object. But when you said “Transparency=raytracing, Opacity=compositing”, it did ring a bell. In Softimage we had a shader called “sprite” which was just like a compositing app's layer transparency inside the 3d space. Perhaps Opacity is the same concept?
I don't know how these shaders operate under the hood, I'm just trying to use them in the best possible way
Technical Discussion » IOR vs Reflectivity ? Transparency vs Opacity?
- Grendizer
- 375 posts
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Hey people
I don't understand the difference between IOR and Reflectivity. The doc does not explain it enough, and the Reflectivity example pics are missing (I logged this bug).
Then, why is the default IOR 1.5? Why is the default Reflectivity at 1? Why not 0? The doc says for IOR : “To disable reflections completely, set this parameter to 1.0”. But I find this confusing.
What's the effect of 0.5 then? When I put this slider at 1! no reflection. At 2 : reflection exists. At 0.5 : reflection exists. This does not seems logical to me.
Another example : in the material palette“, the ”white paint“ material has IOR at 1.5 and Reflectivity at 1. But white paint is barely reflective. Couldn't these 2 parameters be at 0 for the sake of clarity?
Why are there 2 parameters in the first place?
And there is a similar mess with Transparency and Opcacity.
The doc about transparency : ”Controls how transparent the surface is.“. The doc about opacity : ”Opacity Scale : The opacity of the shaded surface."
Why are there 2 parameters ? Aren't they both the same thing?
The Transparency default is 0 which seems normal for once.
Why is the Opacity scale default at 1? Even for white paint?
Sorry but I feel all this to be very confusing and I beleive this page http://www.sidefx.com/docs/houdini16.0/nodes/shop/principledshader [www.sidefx.com] should start by an explanation on these dual parameters.
Gz
I don't understand the difference between IOR and Reflectivity. The doc does not explain it enough, and the Reflectivity example pics are missing (I logged this bug).
Then, why is the default IOR 1.5? Why is the default Reflectivity at 1? Why not 0? The doc says for IOR : “To disable reflections completely, set this parameter to 1.0”. But I find this confusing.
What's the effect of 0.5 then? When I put this slider at 1! no reflection. At 2 : reflection exists. At 0.5 : reflection exists. This does not seems logical to me.
Another example : in the material palette“, the ”white paint“ material has IOR at 1.5 and Reflectivity at 1. But white paint is barely reflective. Couldn't these 2 parameters be at 0 for the sake of clarity?
Why are there 2 parameters in the first place?
And there is a similar mess with Transparency and Opcacity.
The doc about transparency : ”Controls how transparent the surface is.“. The doc about opacity : ”Opacity Scale : The opacity of the shaded surface."
Why are there 2 parameters ? Aren't they both the same thing?
The Transparency default is 0 which seems normal for once.
Why is the Opacity scale default at 1? Even for white paint?
Sorry but I feel all this to be very confusing and I beleive this page http://www.sidefx.com/docs/houdini16.0/nodes/shop/principledshader [www.sidefx.com] should start by an explanation on these dual parameters.
Gz
Technical Discussion » Asset questions
- Grendizer
- 375 posts
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Houdini Lounge » Link with?
- Grendizer
- 375 posts
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Thanks a lot both of you for your extensive informative and patient replies!!!! I think I get it now… well I hope so
Technical Discussion » Asset questions
- Grendizer
- 375 posts
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Hi all
What I'm trying to do is quite simple: I have a “master” scene where I build an object. This object will then be used in many different scenes.
So in my master scene , I turned my object into an asset . Now I have some questions:
- Is it mandatory that all the object's material are inside a material network node?
- In the “edit operator type properties” dialog, does the “save to library” path (cProject_Folder/hda/asset.hda) ensures the asset is external, and not edited inside the scene?
- In scene B, how can I make changes on the asset and have these changes saved into the hda file (in cProject_Folder/hda/asset.hda) ?
Thanks
Gz
What I'm trying to do is quite simple: I have a “master” scene where I build an object. This object will then be used in many different scenes.
So in my master scene , I turned my object into an asset . Now I have some questions:
- Is it mandatory that all the object's material are inside a material network node?
- In the “edit operator type properties” dialog, does the “save to library” path (cProject_Folder/hda/asset.hda) ensures the asset is external, and not edited inside the scene?
- In scene B, how can I make changes on the asset and have these changes saved into the hda file (in cProject_Folder/hda/asset.hda) ?
Thanks
Gz
Technical Discussion » Set world transform on channel
- Grendizer
- 375 posts
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