I've heard arguments in favor of both layouts here and elsewhere now. Would anybody else care to express their thoughts?
Is it not that useful to see all applied textures in one place, or is it simply much more important to see everything that affects one parameter in one place?
It would be easy enough to change if need be.
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Houdini Lounge » what is with the new Principled Shader?
- KaiStavginski
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Houdini Learning Materials » How to Create 2D Style 3D Animation in Houdini
- KaiStavginski
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Apart from rendering, you can of course do the whole process in houdini.
16's auto-rigging tools are great for cartoon characters.
16's auto-rigging tools are great for cartoon characters.
Houdini Learning Materials » How to Create 2D Style 3D Animation in Houdini
- KaiStavginski
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Just to clarify - Renderman is supported by houdini out of the box, but it is not included with houdini.
If you intend to render with houdini's own renderer mantra, you can try the Toon Color Shader and Toon Outline Shader houdini comes with. The approach is very similar to the Guilty Gear video you posted.
I'm not sure about the best approaches to do this in comp, but I assume you would need a few rendering passes like a normal pass etc. Do you have a tutorial for another 3d software that discribes how to output the correct passes, or the passes you may need and then does it in comp?
That would help with pointing you in the right direction.
If you intend to render with houdini's own renderer mantra, you can try the Toon Color Shader and Toon Outline Shader houdini comes with. The approach is very similar to the Guilty Gear video you posted.
I'm not sure about the best approaches to do this in comp, but I assume you would need a few rendering passes like a normal pass etc. Do you have a tutorial for another 3d software that discribes how to output the correct passes, or the passes you may need and then does it in comp?
That would help with pointing you in the right direction.
Technical Discussion » scaling asset with fur
- KaiStavginski
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What would be your preferred workflow? Do you want to simulate at the original scale so you can keep the same settings and then just scale for rendering?
This might work for you:
- Keep the Guide Groom exactly the same as the original, i.e. keep the rest skin at original scale etc.
- In Guide Deform, feed in a version of the animated mesh that is scaled back to the original's size.
- Guide Simulate at original scale, so you can have a the same settings for each.
- In Hair Generate, scale the hairs back up using a transform node as last step before the modify subnet's output.
Simulating at real scale is trickier since you'd have to do all you scaling in locked parts of guide deform and hairgen.
This should be easier of course, so I'll make sure you can parent any part of the pipeline in the next point release. It might be possible to backport to a daily build as well, I'll let you know.
This might work for you:
- Keep the Guide Groom exactly the same as the original, i.e. keep the rest skin at original scale etc.
- In Guide Deform, feed in a version of the animated mesh that is scaled back to the original's size.
- Guide Simulate at original scale, so you can have a the same settings for each.
- In Hair Generate, scale the hairs back up using a transform node as last step before the modify subnet's output.
Simulating at real scale is trickier since you'd have to do all you scaling in locked parts of guide deform and hairgen.
This should be easier of course, so I'll make sure you can parent any part of the pipeline in the next point release. It might be possible to backport to a daily build as well, I'll let you know.
Technical Discussion » Hair Masterclass files?
- KaiStavginski
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You can do this using the pruning options on hairgen - either by bounding box or by percentage. These don't affect mantra rendering.
Technical Discussion » Dynamic Hair Guides Problem
- KaiStavginski
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Houdini Indie and Apprentice » H16 Dynamic Hair Guids and Groom Tools
- KaiStavginski
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There are two issues here.
1) You're using the animated mesh for grooming. This should always be done on a static mesh.
2) The order of the groom objects is wrong. My guess is that you applied the simulate tool to the “Groom” object, but it should normally be applied to the “Deform” object.
I attached a fixed version of the file.
The normal pipeline looks like this:
Guide Groom (plug in static skin mesh, ideally a T-pose)
Guide Deform (Groom Source should be the “Guide Groom”. Skin SOP should be the animated mesh)
Guide Simulate (Groom Source should be the “Guide Deform”)
Hair Generate (Groom Source should be the “Guide Simulate”)
1) You're using the animated mesh for grooming. This should always be done on a static mesh.
2) The order of the groom objects is wrong. My guess is that you applied the simulate tool to the “Groom” object, but it should normally be applied to the “Deform” object.
I attached a fixed version of the file.
The normal pipeline looks like this:
Guide Groom (plug in static skin mesh, ideally a T-pose)
Guide Deform (Groom Source should be the “Guide Groom”. Skin SOP should be the animated mesh)
Guide Simulate (Groom Source should be the “Guide Deform”)
Hair Generate (Groom Source should be the “Guide Simulate”)
Technical Discussion » Hair - memory leak
- KaiStavginski
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Thanks for posting. If it's really related to scale maybe it's something in the object merge or file SOPs that pull in the skin geometry.
I'll try to reproduce it. Please let us know if you happen to find the steps that reproduce this consistently.
I'll try to reproduce it. Please let us know if you happen to find the steps that reproduce this consistently.
Technical Discussion » Expression function to grab numerical values from SOP names
- KaiStavginski
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Technical Discussion » Motion Blur and Hair in h16
- KaiStavginski
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Geometry Velocity Blur isn't currently supported, you'll have to set your ROP to render with at least 2 geometry time samples.
There are some fixes coming related to rendering soon. Most importantly the hair will no longer cook in houdini before rendering. Also SOP caches won't be cleared by rendering, so switching between viewport and renderview won't cause a recook.
There are some fixes coming related to rendering soon. Most importantly the hair will no longer cook in houdini before rendering. Also SOP caches won't be cleared by rendering, so switching between viewport and renderview won't cause a recook.
Technical Discussion » Hair / Fur groom weirdness on setting Length.
- KaiStavginski
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The problem with hairs snapping to the origin has been addressed in 16.0.562
Houdini 16.0.562
Fixed a bug in Guide Process SOP's Set Length operation which could cause the tips of curves to snap to the origin. Tue. March 28, 2017
Can you confirm this fixed it for you?
I wasn't able to reproduce your crash before but I'll give that another shot if you're still getting this.
Houdini 16.0.562
Fixed a bug in Guide Process SOP's Set Length operation which could cause the tips of curves to snap to the origin. Tue. March 28, 2017
Can you confirm this fixed it for you?
I wasn't able to reproduce your crash before but I'll give that another shot if you're still getting this.
Edited by KaiStavginski - 2017年4月14日 11:10:51
Houdini Indie and Apprentice » Principled shader and procedural bump map (noise)
- KaiStavginski
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We very recently added new inputs in the “Other” group, where you also find custom uvs and displacement. Try it with the latest build!
Technical Discussion » How to reference external objects within HEngine (Fur) procedural
- KaiStavginski
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I believe we currently don't have access to OP transforms. optransform() fails as well.
You can access external geometry, which may be more convenient for passing various data. The object containing the geometry has to be rendered (and should probably be set to invisible via vm_renderable).
This should work from within as long as /obj/geo1 is rendered as well:
Using this you could at least store the camera properties on geometry without the need for a ton of parameters.
You could also think about adding all the data as detail attributes on the guides, then you have instant easy access.
You can access external geometry, which may be more convenient for passing various data. The object containing the geometry has to be rendered (and should probably be set to invisible via vm_renderable).
This should work from within as long as /obj/geo1 is rendered as well:
matrix transform = point("op:/obj/geo1/OUT", "transform", 0);
Using this you could at least store the camera properties on geometry without the need for a ton of parameters.
You could also think about adding all the data as detail attributes on the guides, then you have instant easy access.
Edited by KaiStavginski - 2017年4月13日 05:43:49
Technical Discussion » transparency and opacity
- KaiStavginski
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Technical Discussion » H16 fur and displacement
- KaiStavginski
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Hi,
the setup is quite simple and just looks for parameters of certain names. It doesn't expect the shader to be of a certain node type.
One solution for your custom shader would be to add invisible copies of the existing parameters for texture path, offset and scale to the shader. Give those copies the exact names of those parameters on the principled & classic shader (dispTex_texture, dispTex_offset, dispTex_scale). Those would be picked up seamlessly by the Match Skin Shader and Match Specified Shader options.
Hair Generate also picks up some additional shader parameters like vm_truedisplace, dispTex_enable and dispTex_type to disable displacement when it is disabled in mantra. If they don't exist they are assumed to be enabled.
The other option would be to use the Displace Along Normal option on hair generate and link up those values manually.
Udims should work with both methods.
the setup is quite simple and just looks for parameters of certain names. It doesn't expect the shader to be of a certain node type.
One solution for your custom shader would be to add invisible copies of the existing parameters for texture path, offset and scale to the shader. Give those copies the exact names of those parameters on the principled & classic shader (dispTex_texture, dispTex_offset, dispTex_scale). Those would be picked up seamlessly by the Match Skin Shader and Match Specified Shader options.
Hair Generate also picks up some additional shader parameters like vm_truedisplace, dispTex_enable and dispTex_type to disable displacement when it is disabled in mantra. If they don't exist they are assumed to be enabled.
The other option would be to use the Displace Along Normal option on hair generate and link up those values manually.
Udims should work with both methods.
Technical Discussion » Xeon vs i7
- KaiStavginski
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You're not comparing apples to apples.
Ryzen 7 1800X is comparable to the i7 5960x (Broadwell-E) which is still going for 1000 Euros (looks like $1.5k Cdn on newegg). That's the one to compare to. Massive savings at the same performance for multithreaded workloads.
You could also consider the 1700X which has almost the same performance but better price/performance ratio.
Ryzen 7 1800X is comparable to the i7 5960x (Broadwell-E) which is still going for 1000 Euros (looks like $1.5k Cdn on newegg). That's the one to compare to. Massive savings at the same performance for multithreaded workloads.
You could also consider the 1700X which has almost the same performance but better price/performance ratio.
Technical Discussion » Principled shader and my furstration with the bump normal...
- KaiStavginski
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Technical Discussion » Principled shader and my furstration with the bump normal...
- KaiStavginski
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In 16.0.576 the Principled Shader has baseN and coatN inputs. coatN is used when “Separate Coat Normals” is enabled on the Bump & Normals tab.
Technical Discussion » Principled shader and my furstration with the bump normal...
- KaiStavginski
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Technical Discussion » H16 fur and displacement
- KaiStavginski
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sidenimjay
looks like this is the one we have been waiting for!
I hope so, let me know how it works for you.
There is also a manual mode where you can set up texture, scale and offset values. Only scalar (displace along normal) displacement so far - I'll vector displacement when I get the time.
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