If i deform using existing weights, there seem to be a lot of knicks in the deformed groom.
it looks like the start of the hair and the end of the hair have different guides assigned, even though each hair only has 1 guide assigned to it.
If i manually asign guides, it also doesn’t seem to follow the guides past the root position.
at all
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Solaris and Karma » Husk procedural not following guides ?
- NicTanghe
- 190 posts
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Solaris and Karma » Capture and deform in lops not sticking to skin
- NicTanghe
- 190 posts
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When i try to run deform with existing weights or capture and deform on my fur sim in lops.
all the hairs seem to be removed from the head.
When I capture and deform or deform using existing weights in sops everything just seems to work (minus it not looking perfect)
I have waisted quite a bit of time trying to get this to work already.
Does anyone have any advice ?
Should I import the entire groom after editing it from sops or is there a way to have it work on lops level
all the hairs seem to be removed from the head.
When I capture and deform or deform using existing weights in sops everything just seems to work (minus it not looking perfect)
I have waisted quite a bit of time trying to get this to work already.
Does anyone have any advice ?
Should I import the entire groom after editing it from sops or is there a way to have it work on lops level
Edited by NicTanghe - 2023年12月27日 12:50:45
Technical Discussion » Hair simulation time tips
- NicTanghe
- 190 posts
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You can SIM only a part of the individual hairs and fake some simulation with noise also getting a better CPU helps.
I know using Linux helps with just working on hair i dont know if it reduces render times though.
I know using Linux helps with just working on hair i dont know if it reduces render times though.
Edited by NicTanghe - 2023年12月21日 10:31:15
Technical Discussion » wind shadow H20
- NicTanghe
- 190 posts
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Solaris and Karma » Cloth shader giving errors on subdivided planar patch.
- NicTanghe
- 190 posts
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Oh ok I did not know that about the UV interpolation.
I don't know what you mean with already all wobbly though normals all point the same direction.
Anny idea how to properly retopologise a topology like this ?
Applying a topo transfer on every frame individually seems like it's a bit of a waste.
I don't know what you mean with already all wobbly though normals all point the same direction.
Anny idea how to properly retopologise a topology like this ?
Applying a topo transfer on every frame individually seems like it's a bit of a waste.
Houdini Indie and Apprentice » H20 textureMask Udim
- NicTanghe
- 190 posts
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Here’s my single button push HDA.
edit:
It seems that it doesnt work becouse the single pass change isn`t remembered or something i wil try the proposed cops method.
edit:
It seems that it doesnt work becouse the single pass change isn`t remembered or something i wil try the proposed cops method.
Edited by NicTanghe - 2023年12月7日 11:13:17
Solaris and Karma » Cloth shader giving errors on subdivided planar patch.
- NicTanghe
- 190 posts
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Solaris and Karma » options/nodes for Karma texture baking removed in H20?
- NicTanghe
- 190 posts
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Texture baking seems to only work with keeping shadows ?
For it to properly work, it would need the ability to output shader variables as a UsdRenderVar(AOV).
This would also be useful in speeding up shader building.
I'm really missing this feature as I’d like to export my procedural depth maps as a 16-32bit float image.
For it to properly work, it would need the ability to output shader variables as a UsdRenderVar(AOV).
This would also be useful in speeding up shader building.
I'm really missing this feature as I’d like to export my procedural depth maps as a 16-32bit float image.
Houdini Indie and Apprentice » merge file from python script node
- NicTanghe
- 190 posts
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can you post the script ?
A bit hard to debug without the source code.
That being said i have also had issues using kwargs inside a python node.
A bit hard to debug without the source code.
That being said i have also had issues using kwargs inside a python node.
Solaris and Karma » Background Plate - background material - Karma XPU
- NicTanghe
- 190 posts
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Solaris and Karma » Husk procedural not following guides ?
- NicTanghe
- 190 posts
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After trying a new setup to create lower density simulation guides,
I’m running into the issue that the karma procedural doesn't seem to use the simulated guides. (it does seem to follow the root position, but not anny of the animation of the curves themselves.)
I wonder what I could be doing to make this work here and appreciate anny help that could be given.
I’m running into the issue that the karma procedural doesn't seem to use the simulated guides. (it does seem to follow the root position, but not anny of the animation of the curves themselves.)
I wonder what I could be doing to make this work here and appreciate anny help that could be given.
Technical Discussion » Is there a way to assign a hotkey to the Guide Groom "Primitive group" parameter?
- NicTanghe
- 190 posts
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I have tried calling the same script that is in the c menu from a tool in the toolbar and asighn a hotkey to that script.
This just threw an error.
Reducing 2 actions to 1 actions might be a waste of time, but I find it reduces the cognitive load/ stress. Same reason working in a window manager reduces stress.
This just threw an error.
Reducing 2 actions to 1 actions might be a waste of time, but I find it reduces the cognitive load/ stress. Same reason working in a window manager reduces stress.
Edited by NicTanghe - 2023年11月28日 17:19:51
Houdini Indie and Apprentice » H20 textureMask Udim
- NicTanghe
- 190 posts
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I can’t seem to arrive at exporting the udims in texture form or figuring out another way to use them in shaders.
Can anyone help me out with that ?
I’ve tried messing with the height field output node.
The only way I got it working is using a for each node and manually changing the single pass value as wel as change the number.
I`l automate it and post it here but if anyone has a better solution I`d love to hear it.
Can anyone help me out with that ?
I’ve tried messing with the height field output node.
The only way I got it working is using a for each node and manually changing the single pass value as wel as change the number.
I`l automate it and post it here but if anyone has a better solution I`d love to hear it.
Edited by NicTanghe - 2023年11月24日 13:25:45
Houdini Indie and Apprentice » Unable to setup for each loop to create varients in LOPS
- NicTanghe
- 190 posts
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THX this seems like realy useful info.
I don't really understand the use of the dual for each loops (green and yellow)
If you could add the hip file that would be really usefull.
I don't really understand the use of the dual for each loops (green and yellow)
If you could add the hip file that would be really usefull.
Technical Discussion » 2.5D Matte Painting (AKA Camera Projection Mapping)
- NicTanghe
- 190 posts
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Solaris and Karma » feather barbules polygones with uv ber parb instead of tubes
- NicTanghe
- 190 posts
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So not sure if it's the same question as jsmack asked but is polygon strips for barbs with every barb using the 1st UDIM fully covered.
Anyhow, I'll just wait until u add options for barbules.
Anyhow, I'll just wait until u add options for barbules.
Solaris and Karma » Houdini 20 vieuwing light always present in sops ?
- NicTanghe
- 190 posts
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Hello it seems that in Houdini 20 the default light that shines from the camera is always active for some reason on my system.
Below you can find an H19 and an H20 image.I tested this in today's daily as well as another daily and the stable version, all with the same results.
Below you can find an H19 and an H20 image.I tested this in today's daily as well as another daily and the stable version, all with the same results.
Edited by NicTanghe - 2023年11月18日 07:49:19
Technical Discussion » ACEScg houdini 20
- NicTanghe
- 190 posts
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What is that menu in the bottem left in the first screenshot and how do you acces it ?
Solaris and Karma » feather barbules polygones with uv ber parb instead of tubes
- NicTanghe
- 190 posts
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Hello Seeing i would like to recreate the barbules on the barbs with a sine wave normal or a modulo normal away from the center.
I was wondering if it is possible to render the barbs as polygons with UV coords per barb instead of tubes.
Am i missing something on how to do this or is this not implemented yet?
(ps Im confused about the term barbules, i assume that the main shaft is the shaft the shaft has barbs and the little barbs on the barb are called barbules. I get the feeling sometimes people are using these interchangeably.)
I was wondering if it is possible to render the barbs as polygons with UV coords per barb instead of tubes.
Am i missing something on how to do this or is this not implemented yet?
(ps Im confused about the term barbules, i assume that the main shaft is the shaft the shaft has barbs and the little barbs on the barb are called barbules. I get the feeling sometimes people are using these interchangeably.)
Solaris and Karma » physical sky sunset oragne -> purple -> blue ?
- NicTanghe
- 190 posts
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Hello during my time staring at sunsets I`ve noticed that during most late summer to spring dusk/dawns/twilight the gradient go`s.
oragne -> purple -> lightblue (twilight -> "black")
I have been unable to recreate this using the karma physical sky,
either i can get all the blue to be purple and the sun to be 2 red, or everything remains blue.
Is there anything that can be done to get better results, or should I resort to clearsky HDRI`s ?
oragne -> purple -> lightblue (twilight -> "black")
I have been unable to recreate this using the karma physical sky,
either i can get all the blue to be purple and the sun to be 2 red, or everything remains blue.
Is there anything that can be done to get better results, or should I resort to clearsky HDRI`s ?
Edited by NicTanghe - 2023年11月8日 14:07:34
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