Found 274 posts.
Search results Show results as topic list.
Solaris and Karma » Solars: ideas to globally switch all geo to low res textures
- Mark Wallman
- 645 posts
- Offline
Hi. I'm not at Houdini right now. But if I want to change the material karma purpose to proxie but keep my geo to default rather than proxie can I do this? I dp actually have poly reduced proxie geo bit the uvs are wrecked on those which is fine. What I want ot do is just switch the hero geo te textures only. Best
Solaris and Karma » Solars: ideas to globally switch all geo to low res textures
- Mark Wallman
- 645 posts
- Offline
Solaris and Karma » Solars: ideas to globally switch all geo to low res textures
- Mark Wallman
- 645 posts
- Offline
Hi. If I am doing a Karma render would the Proxie purpose not just to render purpose. What I really want to do is very fast Karma renders, and then full quality Karma renders. but by using a very simple switch of some kind (only one switch) Best. Mark
Solaris and Karma » Solars: ideas to globally switch all geo to low res textures
- Mark Wallman
- 645 posts
- Offline
Hi.
I am trying to come up with ideas on how to globally control if my geo switches to really low res textures or the full res ones.
Doing it with variants on each asset is pretty simple, but I am trying to figure out how to control the entire stage/scene rather than per asset. Has anyone else tries this sort of thing?
Best
Mark
I am trying to come up with ideas on how to globally control if my geo switches to really low res textures or the full res ones.
Doing it with variants on each asset is pretty simple, but I am trying to figure out how to control the entire stage/scene rather than per asset. Has anyone else tries this sort of thing?
Best
Mark
Solaris and Karma » Is component builder just for static geometry?
- Mark Wallman
- 645 posts
- Offline
Hi
Does this still work for you. Following what you were doing does not work for me. H19.5.303
Best. Mark
Does this still work for you. Following what you were doing does not work for me. H19.5.303
Best. Mark
Technical Discussion » Dreamworks opensource renderer
- Mark Wallman
- 645 posts
- Offline
Hi. dreamworks are going to opensource their renderer latter this year. The promo shows it in Houdini.
https://www.awn.com/news/dreamworks-animation-release-moonray-open-source [www.awn.com]
https://www.youtube.com/watch?v=RgVbXwfCy3w [www.youtube.com]
Best. Mark
https://www.awn.com/news/dreamworks-animation-release-moonray-open-source [www.awn.com]
https://www.youtube.com/watch?v=RgVbXwfCy3w [www.youtube.com]
Best. Mark
Solaris and Karma » USD workflow Maya anim to Houdini
- Mark Wallman
- 645 posts
- Offline
Hi all. Having tried to set something up in Bifrost, it is unfortunatly something I would never attempt again. I got help from AD but the phrase "Rube Goldberg machine" comes to mind using Bifrost, IE: something that is very simple becomes very complicated.
This plugin (multiverse) is the only way I would advise you to get things in and out of Maya if you are going the route of USD.
https://j-cube.jp/solutions/multiverse/ [j-cube.jp]
For this year as it was too late to get this installed on our machines I have made a Houdini HDA that can take either cached usd animations or model geo and create the sublayering of model and animation automatically. Technically in Bifrost you can strip out UV/normal data etc and just end up with the point translation from animated meshes it is just too hard to set up so I am doing this in Houdini instead.
If you can use multiverse for Maya it will make all your problems go away. I cannot recommend it enough. It is super easy to use with no learning at all. Out of the box USD in Maya seems really fragmented so if you are just using a basic install of Maya I would just use it for straight mesh export and dont bother with anything else. Best. Mark
This plugin (multiverse) is the only way I would advise you to get things in and out of Maya if you are going the route of USD.
https://j-cube.jp/solutions/multiverse/ [j-cube.jp]
For this year as it was too late to get this installed on our machines I have made a Houdini HDA that can take either cached usd animations or model geo and create the sublayering of model and animation automatically. Technically in Bifrost you can strip out UV/normal data etc and just end up with the point translation from animated meshes it is just too hard to set up so I am doing this in Houdini instead.
If you can use multiverse for Maya it will make all your problems go away. I cannot recommend it enough. It is super easy to use with no learning at all. Out of the box USD in Maya seems really fragmented so if you are just using a basic install of Maya I would just use it for straight mesh export and dont bother with anything else. Best. Mark
Technical Discussion » Karma - Point Color (Cd) not rendering with XPU?
- Mark Wallman
- 645 posts
- Offline
Hi.
Cd becomes displayColor in USD. If you have a look at scene graph details you should see it. Best. Mark
Cd becomes displayColor in USD. If you have a look at scene graph details you should see it. Best. Mark
Solaris and Karma » Inspect Uvs in solaris
- Mark Wallman
- 645 posts
- Offline
Hi. Add a SOP modify and unpack the usd to polys. There you will be able to edit etc the UV's. Best. Mark
Houdini Lounge » Any houdini 19.5 rumors?
- Mark Wallman
- 645 posts
- Offline
Houdini Lounge » Any houdini 19.5 rumors?
- Mark Wallman
- 645 posts
- Offline
Solaris and Karma » Error stitching multiple frames using USD Stitch Clips Rop
- Mark Wallman
- 645 posts
- Offline
Hi Mark. Would you be able to mock up a quick example of iption 2 please as that sounds very useful. I am stripping out uvs and then sublayering in the uv static version at the top. But anything else I can do would be super helpful. Best. Mark
Solaris and Karma » How To Implement Separate Render Passes in Solaris?
- Mark Wallman
- 645 posts
- Offline
Hi. To select lots of objects one thing you could look into is the collection LOP, best. Mark
Houdini Lounge » Uni Of Herts: end of year showreel
- Mark Wallman
- 645 posts
- Offline
Hi All.
Another year is almost done. Here is our 3D and VFX showreel for this year. I am so glad we managed to teach the last year in person. It made such a difference!
https://vimeo.com/714910853 [vimeo.com]
https://youtu.be/W0XTVNYWSeg [youtu.be]
Best. Mark
Another year is almost done. Here is our 3D and VFX showreel for this year. I am so glad we managed to teach the last year in person. It made such a difference!
https://vimeo.com/714910853 [vimeo.com]
https://youtu.be/W0XTVNYWSeg [youtu.be]
Best. Mark
Edited by Mark Wallman - 2022年6月9日 07:29:37
Solaris and Karma » LOPS: assignMaterial not seeing material or prims inside HDA
- Mark Wallman
- 645 posts
- Offline
Hi all.
If I add an assign material inside and HDA where I have used restructureSceneGraph it can no longer see the material. The same happens to Prims as well so I cannot assign anything.
The Example HDA shows this. Now the annoying thing is I came across this before and Mark T said I need to change a few lines of code somewhere. I do actually have an old example working (uhassetouput2.0). But for the life of me, cannot remember where the heck I need to change the code. I have gone through all my posts but cannot find where I asked the question before.
Would anyone have come across this as well, and know where I need to alter the assign material code. I know it is possible but just cannot remember how or where.
Best. Mark
Edit: It's always the way. After hours of looking around, the minute I post, I figure it out. So assuming your assign material is called assignmaterial2
The answer is inside the HDA the Primitives (primpattern#)and Material Path (matspecpath# Action Button should read:
import loputils
loputils.selectPrimsInParm(kwargs, True, lopparmnode=kwargs.node('assignmaterial2'), allowinstanceproxies=True)
Mark
If I add an assign material inside and HDA where I have used restructureSceneGraph it can no longer see the material. The same happens to Prims as well so I cannot assign anything.
The Example HDA shows this. Now the annoying thing is I came across this before and Mark T said I need to change a few lines of code somewhere. I do actually have an old example working (uhassetouput2.0). But for the life of me, cannot remember where the heck I need to change the code. I have gone through all my posts but cannot find where I asked the question before.
Would anyone have come across this as well, and know where I need to alter the assign material code. I know it is possible but just cannot remember how or where.
Best. Mark
Edit: It's always the way. After hours of looking around, the minute I post, I figure it out. So assuming your assign material is called assignmaterial2
The answer is inside the HDA the Primitives (primpattern#)and Material Path (matspecpath# Action Button should read:
import loputils
loputils.selectPrimsInParm(kwargs, True, lopparmnode=kwargs.node('assignmaterial2'), allowinstanceproxies=True)
Mark
Edited by Mark Wallman - 2022年5月24日 14:05:42
Technical Discussion » Save Texture to UV Image: UDIM how?
- Mark Wallman
- 645 posts
- Offline
Hi.
I found it in Labs. It's in the SOP's context. (I'm on the latest production build).
Best
I found it in Labs. It's in the SOP's context. (I'm on the latest production build).
Best
Technical Discussion » Save Texture to UV Image: UDIM how?
- Mark Wallman
- 645 posts
- Offline
Hi. Yes. I did try that as well. The export_uv_wireframe1 dores work with UDIM's so all is good.
Best
Best
Technical Discussion » Save Texture to UV Image: UDIM how?
- Mark Wallman
- 645 posts
- Offline
Hi.
When you right click on geo and select "save texture to uv image" I can save out the first UDIM, but not all of them. I have tried $F4 but am a bit stuck. Has anyone figured out a workaround to save out UDIM uv's?
Best
Mark
EDIT: I can do it using the "export_uv_wireframe1" SOP
I will leave this here incase anyone has was wondering the same thing ;-)
When you right click on geo and select "save texture to uv image" I can save out the first UDIM, but not all of them. I have tried $F4 but am a bit stuck. Has anyone figured out a workaround to save out UDIM uv's?
Best
Mark
EDIT: I can do it using the "export_uv_wireframe1" SOP
I will leave this here incase anyone has was wondering the same thing ;-)
Edited by Mark Wallman - 2022年5月21日 04:55:37
Houdini Lounge » What holds yourself/studio from adopting Houdini more?
- Mark Wallman
- 645 posts
- Offline
Hi.
That is a good point with the shorthand. In class I say SOPs and then they all ask me why does it say obj. The other one is can TOPs and PGG just be called the same thing? I know technically they may be two things, but it is rather confusing.
Best
That is a good point with the shorthand. In class I say SOPs and then they all ask me why does it say obj. The other one is can TOPs and PGG just be called the same thing? I know technically they may be two things, but it is rather confusing.
Best
Houdini Lounge » What holds yourself/studio from adopting Houdini more?
- Mark Wallman
- 645 posts
- Offline
On the Eevee topic. Quite a lot of 3D apps are moving away from OpenGL to Vulcan, so Im hoping all viewports will improve over the next few years. Best
-
- Quick Links