Hello,
I am cleaning up photogrammetry with the poly doctor, clean sop, and a poly fill node. I am outputting valid topology from the poly doctor, then I export out of Houdini into 3ds Max and when I export out of Max it says I have a "rats nest" in mesh. Can anyone guide me how to find "rats nests" in a mesh in Houdini and remove them procedurally?
Vincent Griffith
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Technical Discussion » Cleaning Geometry "Rats Nest In Mesh"
- VGriffith
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Technical Discussion » "Use GPU to Assist Compositing" Disabled
- VGriffith
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Hello everyone,
Why is the "Use GPU to Assist Compositing" checkbox still disabled in the Houdini Preferences and how do I enable it?
Vincent Griffith
Why is the "Use GPU to Assist Compositing" checkbox still disabled in the Houdini Preferences and how do I enable it?
Vincent Griffith
Houdini Indie and Apprentice » Comping Equirectangulars In Houdini
- VGriffith
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Hey everyone,
I had a question if there was any tools to make equirectangulars in COPs? I want to comp a handful of images and have them be seemless along the edges and also have the warping you get with equirectangulars in general.
I would just do this in After Effects but comping 16k 32bit images doesn't even work in AE. lol!
Vincent Griffith
I had a question if there was any tools to make equirectangulars in COPs? I want to comp a handful of images and have them be seemless along the edges and also have the warping you get with equirectangulars in general.
I would just do this in After Effects but comping 16k 32bit images doesn't even work in AE. lol!
Vincent Griffith
Edited by VGriffith - 2022年4月25日 18:07:37
3rd Party » Redshift Bloom Equirectangular Issue
- VGriffith
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Yeah doing that is fine, just was wanting to use the bloom from Redshift if I could. Thanks for your reply, will probably end up doing that.
Edited by VGriffith - 2022年4月5日 00:19:43
3rd Party » Redshift Bloom Equirectangular Issue
- VGriffith
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I am rendering an equirectangular image and I am using the bloom effect but at the seams of the equirectangular the seams do not match up on both ends because the bloom isn't accounting for a seamless image. Is there a way to fix this issue at render?
Technical Discussion » After Effects Camera And Nulls To Houdini
- VGriffith
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MidphaseVGriffith
Hello thanks for the reply but I want to take After Effect's camera and Nulls into Houdini not the other way around.
Oh cool...weird...why? Just curious.
Well After Effects does have a 3D camera tracker so that would be a good reason. Also another thing would be if I have a null stuck to a character it would be nice to have the object stick in houdini. Like lets say a character walks in from out of frame and I wanted a particle sim or smoke sim coming off of them or something like that it would flow off of them based on their velocity.
Edited by VGriffith - 2022年2月15日 14:16:52
Technical Discussion » After Effects Camera And Nulls To Houdini
- VGriffith
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protozoan
I have not personally used this on the AE side, but there's a (commercial 3rd party) plugin that allows for import and export of FBX data in After Effects. https://aescripts.com/fbx-to-ae/ [aescripts.com]
Naturally you can script something like this yourself, but it may be worth exploring the FBX solution first.
I tried it out and it totally works. Took a little fan-dangling with centering the AE scene to the houdini world but it'll work for sure.
Technical Discussion » After Effects Camera And Nulls To Houdini
- VGriffith
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Midphase
I did a whole series on this, you can watch the main one here: https://youtu.be/b4A2Oh2uHsQ [youtu.be]
The Houdini plugin that I talk about still works, provided that you change the code as I also show in one of the other videos.
Alternatively for me, the next best thing (and perhaps the best solution of the bunch) is to export an Alembic to Blender and then use Blender's own extension to send it to AE.
Hello thanks for the reply but I want to take After Effect's camera and Nulls into Houdini not the other way around.
Technical Discussion » After Effects Camera And Nulls To Houdini
- VGriffith
- 128 posts
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What is the latest way to get an After Effects Camera and Nulls into Houdini? Any ideas?
Vincent Griffith
Vincent Griffith
Technical Discussion » Assigning Random Materials To Named Primitives
- VGriffith
- 128 posts
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I have a City and each building has it's own name attribute. For each named primitive I want to assign a different material, so all the buildings have variation between them. Does anyone have any ideas?
Vincent Griffith
Vincent Griffith
Technical Discussion » How To Access Polygon Count And Set As An Integer Value
- VGriffith
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Technical Discussion » How To Access Polygon Count And Set As An Integer Value
- VGriffith
- 128 posts
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Hello everyone,
Had a question on how to access the incoming polygon count of an object as an integer that I can access with vex.
Thank you for any help you can give.
Vincent Griffith
Had a question on how to access the incoming polygon count of an object as an integer that I can access with vex.
Thank you for any help you can give.
Vincent Griffith
Edited by VGriffith - 2021年12月6日 11:58:17
Technical Discussion » ROP Export Isn't Updating With Expressions
- VGriffith
- 128 posts
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Hey everyone,
I am trying to export each subnet as it's own FBX but the expressions that change the name of the obj path don't updated per frame...
Vincent Griffith
I am trying to export each subnet as it's own FBX but the expressions that change the name of the obj path don't updated per frame...
Vincent Griffith
Technical Discussion » Batch Exporting Different Subnets
- VGriffith
- 128 posts
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Hey everyone!
So I have a ton of subnets with unique names that I want to export as separate FBX files. Does anyone have any ideas how to accomplish this automatically?
Vincent Griffith
So I have a ton of subnets with unique names that I want to export as separate FBX files. Does anyone have any ideas how to accomplish this automatically?
Vincent Griffith
Technical Discussion » Combine Multiple Models Together As One FBX with TOPs
- VGriffith
- 128 posts
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Technical Discussion » Detail Attribute Returning 0
- VGriffith
- 128 posts
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FOUND OUT WHAT WAS WRONG. I needed to promote the detail attribute with the value of "2" to a primitive value, use to convert it from an integer to a string... then I promoted it back to a detail and used and then it worked.
s@string_attribute = itoa(i@int_attribute);
`details("../attributepromote1//", "myAttrib")`
Edited by VGriffith - 2021年11月18日 19:31:36
Technical Discussion » Detail Attribute Returning 0
- VGriffith
- 128 posts
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This is not working, the detail is still showing up as zero with all these suggestions...
Technical Discussion » Updating Object Level Node Names Based On A Dynamic String
- VGriffith
- 128 posts
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Hey Everyone,
Is there a way to dynamically change the name of a geometry node on the OBJ level based on a constantly updating string value from somewhere else? I want to alter the "Scale" geometry node seen in the screenshot below.
Vincent Griffith
Is there a way to dynamically change the name of a geometry node on the OBJ level based on a constantly updating string value from somewhere else? I want to alter the "Scale" geometry node seen in the screenshot below.
Vincent Griffith
Edited by VGriffith - 2021年11月18日 14:05:25
Technical Discussion » Combine Multiple Models Together As One FBX with TOPs
- VGriffith
- 128 posts
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Anyone have any ideas how to have TOPs search a folder for FBX models, load them, and combine them all into one FBX file?
Edited by VGriffith - 2021年11月17日 23:24:37
Technical Discussion » Detail Attribute Returning 0
- VGriffith
- 128 posts
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I have a detail attribute that is a number.... I need this to set my max frame range for a ROP.
Returns a "0" instead of the number "2" and gives the error below.
Error: Unable to evaluate expression (Syntax error (/obj/Main_Object/rop_geometry1/f2)).
Vincent Griffith
`details("../attributepromote1//", "myAttrib")`
Returns a "0" instead of the number "2" and gives the error below.
Error: Unable to evaluate expression (Syntax error (/obj/Main_Object/rop_geometry1/f2)).
Vincent Griffith
Edited by VGriffith - 2021年11月17日 21:55:57
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