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Houdini Lounge » Rigging in Houdini: Impressions + biped demo
- Fest
- 184 posts
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Houdini for Realtime » RBDtoFBX
- Fest
- 184 posts
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Hi,
I wonder how i can get “nonactive/deforming static” , pieces to work with that setup?
pushing through active rbds works without problems “deforming active” also works.
Any ideas?
Many thx!
EDIT:
I m getting the same issues when i try to use vertex animation textures… position and rotation maps only get written out correctly (more or less) when the geometry is simulated as active object in DOPs. when sending pieces through as “deforming static” the maps do not contain any relevant information. I compared all the attributes on the geo (DOP Import SOP) and could not find any difference.
help would be very much appreciated.
cheers
I wonder how i can get “nonactive/deforming static” , pieces to work with that setup?
pushing through active rbds works without problems “deforming active” also works.
Any ideas?
Many thx!
EDIT:
I m getting the same issues when i try to use vertex animation textures… position and rotation maps only get written out correctly (more or less) when the geometry is simulated as active object in DOPs. when sending pieces through as “deforming static” the maps do not contain any relevant information. I compared all the attributes on the geo (DOP Import SOP) and could not find any difference.
help would be very much appreciated.
cheers
Image Not Found
Edited by Fest - 2018年7月14日 10:12:11
Technical Discussion » Traffic simulation
Houdini Lounge » Inner tongue
- Fest
- 184 posts
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Hey!
I co-directed this fun trip with a good friend. It was a harsh proof of houdini as a generalist tool. Animation done in two weeks on one seat, rendered with redshift. Please support on youtube if you like it.
https://www.youtube.com/watch?v=t8UDl-04E70 [www.youtube.com]
cheers
I co-directed this fun trip with a good friend. It was a harsh proof of houdini as a generalist tool. Animation done in two weeks on one seat, rendered with redshift. Please support on youtube if you like it.
https://www.youtube.com/watch?v=t8UDl-04E70 [www.youtube.com]
cheers
Houdini Engine for Unreal » Camera Animation from Houdini to Unreal
- Fest
- 184 posts
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Hi,
What is the recomended workflow to bring animated cameras from Houdini into Unreal Sequencer?
Many thanks
What is the recomended workflow to bring animated cameras from Houdini into Unreal Sequencer?
Many thanks
Houdini Engine for Unreal » terrain layers and masks (again)
- Fest
- 184 posts
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Hi,
Sorry my post might was missleading. I allready did so. TimeshshiftSOP after erode and promoted the frame integer in my hda. update of the heightfield works, but layerinfo like debris, water a.s.o. do not.
Sorry my post might was missleading. I allready did so. TimeshshiftSOP after erode and promoted the frame integer in my hda. update of the heightfield works, but layerinfo like debris, water a.s.o. do not.
Edited by Fest - 2018年3月16日 11:16:20
Houdini Engine for Unreal » terrain layers and masks (again)
- Fest
- 184 posts
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Hi,
Sorry to open a new thread about that subject…
I have an Houdini Terrain brought into Unreal via an hda. The layers show up in the unreal landscape as expected. It seems im not gettin correct layerinfo when i change the simulation frame (erode) which is promoted in my hda.
Is this a known issue ?
a tutorial about the Houdini terrain - hda - Unreal would be really helpfull.
thank you.
Sorry to open a new thread about that subject…
I have an Houdini Terrain brought into Unreal via an hda. The layers show up in the unreal landscape as expected. It seems im not gettin correct layerinfo when i change the simulation frame (erode) which is promoted in my hda.
Is this a known issue ?
a tutorial about the Houdini terrain - hda - Unreal would be really helpfull.
thank you.
Technical Discussion » pcopen - pcfilter vs attribute transfer
- Fest
- 184 posts
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Technical Discussion » pcopen - pcfilter vs attribute transfer
- Fest
- 184 posts
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Hi,
I d like to set several attributes based on the distance from one object to another. (I.e. a sphere is placed on a grid, the further away the points of the grid are from the points of the sphere, the lower the attribute value should be)
The attribute transfer SOP provides a blend width parameter with several kernel funcions but more controll over the falloff would be great.
In vops i have the “pcopen” vop with “pcfilter” vop. Is there a way to setup a ramp in vops along with those, to get more controll over the falloff?
Many thanks,
Lucas
I d like to set several attributes based on the distance from one object to another. (I.e. a sphere is placed on a grid, the further away the points of the grid are from the points of the sphere, the lower the attribute value should be)
The attribute transfer SOP provides a blend width parameter with several kernel funcions but more controll over the falloff would be great.
In vops i have the “pcopen” vop with “pcfilter” vop. Is there a way to setup a ramp in vops along with those, to get more controll over the falloff?
Many thanks,
Lucas
Edited by Fest - 2018年3月12日 06:12:50
Houdini Engine for Unreal » Terrain and Brushes
- Fest
- 184 posts
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SOLVED:
For everyone interested. There is a checkbox in the heightfield sop called “live application”.It prevents the SOP caching the strokes and keeps them “live” when changes happen upstream.
cheers
For everyone interested. There is a checkbox in the heightfield sop called “live application”.It prevents the SOP caching the strokes and keeps them “live” when changes happen upstream.
cheers
Houdini Engine for Unreal » Terrain and Brushes
- Fest
- 184 posts
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Hi,
We have a terrain setup with some brushpainting for masks/heightfield editing. I d like to have control over the gridspacing in unreal for performance reasons. For shure the brushstrokes get messed up without recaching when i change the spacing upstream. Unfortunately recachig of the paintnodes does not seem to work in unreal. Should we avoid brushes in an terrain asset for realtime in general ? Is there a way to get the recaching work in unreal?
Many thanks
Lucas
We have a terrain setup with some brushpainting for masks/heightfield editing. I d like to have control over the gridspacing in unreal for performance reasons. For shure the brushstrokes get messed up without recaching when i change the spacing upstream. Unfortunately recachig of the paintnodes does not seem to work in unreal. Should we avoid brushes in an terrain asset for realtime in general ? Is there a way to get the recaching work in unreal?
Many thanks
Lucas
Edited by Fest - 2018年3月8日 14:58:46
Houdini Engine for Unreal » Matching Heightfield maps and geometry
- Fest
- 184 posts
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Hi,
Many thanks for the info. Is there a tutorial or example file with some further workflow suggestions.(Houdini Terrain - H-Engine - UE) What parameters should get exposed in the hda. Tips for terrain resolution aso.
Cheers,
Lucas
Many thanks for the info. Is there a tutorial or example file with some further workflow suggestions.(Houdini Terrain - H-Engine - UE) What parameters should get exposed in the hda. Tips for terrain resolution aso.
Cheers,
Lucas
Houdini Engine for Unreal » Matching Heightfield maps and geometry
- Fest
- 184 posts
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Hi,
I m trying to find a propper workflow to import terrains into Unreal. When import my 16b fixed png (autoremapped 0/1) into unreal the height does not match the geo in Houdini. Further it would be good to know how i can export import fbx data without Houdini engine to match my landscape (Houdini terrain to UE Landscape).
Help is very much appreciated,
Best,
Lucas
I m trying to find a propper workflow to import terrains into Unreal. When import my 16b fixed png (autoremapped 0/1) into unreal the height does not match the geo in Houdini. Further it would be good to know how i can export import fbx data without Houdini engine to match my landscape (Houdini terrain to UE Landscape).
Help is very much appreciated,
Best,
Lucas
Technical Discussion » guide/ hair interpolation
- Fest
- 184 posts
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HI,
Thanks for the feedback.May i ask what do you mean by part line? i think the parting line is used for strict orientation seperation of guides/hairs and not for blending/interpolation of different groom objects?
Cheers
Thanks for the feedback.May i ask what do you mean by part line? i think the parting line is used for strict orientation seperation of guides/hairs and not for blending/interpolation of different groom objects?
Cheers
Technical Discussion » guide/ hair interpolation
- Fest
- 184 posts
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Hi,
I think it would be very handy to have a seperate controll or attribute for the guide/hair interpolation of merged grooming regions that do not affect the general guide interpolation. Now we have to define everything with one influence radius attribute.
Further it would be cool to have blending options in the groom merge.
Looking forward to your thoughts,
Lucas
I think it would be very handy to have a seperate controll or attribute for the guide/hair interpolation of merged grooming regions that do not affect the general guide interpolation. Now we have to define everything with one influence radius attribute.
Further it would be cool to have blending options in the groom merge.
Looking forward to your thoughts,
Lucas
Edited by Fest - 2017年11月29日 19:13:23
Houdini Lounge » Thoughts on mantra
- Fest
- 184 posts
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Technical Discussion » Fur workflow and processing question
- Fest
- 184 posts
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some good suggestions. thanks for that. i just wanted to get shure if every process in the hairgen really needs to get cooked at each frame. clumping is a good example i think. when i need fine clumping details i can not setup such a look in my guide network. cooking such clumps over millions of strands takes ages / and all that on each frame. i thought it might be possible to cook once and deform that geo after, such like deforming highres geo with lowresgeo/pointdeform sop. maybe naive
cheers,
Lucas
cheers,
Lucas
Technical Discussion » Fur workflow and processing question
- Fest
- 184 posts
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Hi,
I am not shure about my grooming workflow. When it comes to deformation of my groom, every modification in the hairgen network gets processed at each frame? So every hair with each frizz/clump/smooth etc. is gettin cooked around my dynamic guides at each timestep ?
Thinking of other workflows in Houdini highres geometry often gets processed once, and we deform that data later with light lowres geo. Why this is not possible here?
I find it hard to judge where to put the focus on. More guides for the details with the downside of much slower deformation and simulation, but faster hair generation, or less guides and lots of modifications in the hairgen for fast sims but super slow hairgen.
At the moment i work on a character with a basic groom (2 to 3 million hairs) and hairgenereation takes 3 times longer than rendering (not counting deformation and sim of the guides)… Unfortunately i can not share a hip at the moment.
some advices would be great !
many thanks,
Lucas
I am not shure about my grooming workflow. When it comes to deformation of my groom, every modification in the hairgen network gets processed at each frame? So every hair with each frizz/clump/smooth etc. is gettin cooked around my dynamic guides at each timestep ?
Thinking of other workflows in Houdini highres geometry often gets processed once, and we deform that data later with light lowres geo. Why this is not possible here?
I find it hard to judge where to put the focus on. More guides for the details with the downside of much slower deformation and simulation, but faster hair generation, or less guides and lots of modifications in the hairgen for fast sims but super slow hairgen.
At the moment i work on a character with a basic groom (2 to 3 million hairs) and hairgenereation takes 3 times longer than rendering (not counting deformation and sim of the guides)… Unfortunately i can not share a hip at the moment.
some advices would be great !
many thanks,
Lucas
Edited by Fest - 2017年10月27日 20:16:00
Technical Discussion » beach tank & ocean spectrum
- Fest
- 184 posts
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Hi,
After a quick look at the new ocean masterclass i wonder if its possible to combine a beachtank sim with an ocean spectrum like shown with the new flattank setup. i think of a setup where the border areas of the beach waves sim get smoothed out and motion gets reevaluated by the spectrum. does the bounds parm on the fluidmesh SOP help here? along with the flattank only areas with minor velocity get smoothed?
many thanks
After a quick look at the new ocean masterclass i wonder if its possible to combine a beachtank sim with an ocean spectrum like shown with the new flattank setup. i think of a setup where the border areas of the beach waves sim get smoothed out and motion gets reevaluated by the spectrum. does the bounds parm on the fluidmesh SOP help here? along with the flattank only areas with minor velocity get smoothed?
many thanks
Edited by Fest - 2017年3月27日 16:13:23
Technical Discussion » Seams from new boolean
- Fest
- 184 posts
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Hi,
How i can get a clean edge from A-B edge group with the new boolean SOP. as we have this nice green guide in the viewport i guess that should be possible
EDIT: i managed to extract a curve with the polycurvefromEdges asset from orbolt without the outputgroup from the boolean. Nevertheless it would be nice to know how to use the outputgroups for such a purpose.
Many thx
How i can get a clean edge from A-B edge group with the new boolean SOP. as we have this nice green guide in the viewport i guess that should be possible
EDIT: i managed to extract a curve with the polycurvefromEdges asset from orbolt without the outputgroup from the boolean. Nevertheless it would be nice to know how to use the outputgroups for such a purpose.
Many thx
Edited by Fest - 2017年3月9日 06:35:25
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