Hi,
I'm using Houdini 17.5.173 and creating a simple comp with an exr file and the fog node based on the z channel and a bg mask. For some reason when I render, I see seemingly random frames with buckets that don't have the fog applied. So it will be 1 or several squares on the rendered output images that don't have the fog in them.
Any ideas?
Thanks,
Adnan
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Houdini Indie and Apprentice » Comp Fog not Rendering all Buckets with Fog
- madguru
- 96 posts
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Houdini Learning Materials » Camera Projections in Houdini - Example File
- madguru
- 96 posts
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Hi Tomas,
this is exactly what I am trying to do, however I need multiple UV channels. I have tried duplicating your setup twice in the file and added uv2, but only the latest created uv channel in the chain comes through. Any thoughts on how to use multiple uv channels?
Thanks.
this is exactly what I am trying to do, however I need multiple UV channels. I have tried duplicating your setup twice in the file and added uv2, but only the latest created uv channel in the chain comes through. Any thoughts on how to use multiple uv channels?
Thanks.
Houdini Indie and Apprentice » Vellum Cloth Questions coming from nCloth Maya
- madguru
- 96 posts
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Thanks so much for this Rhartmann! I created a setup with the wrangles as you suggested and managed to add a blendShape node so that the motion can be partially decreased, as all as all or nothing. I have tested the pinning to create the equivalent of input attract and will continue testing that further, but you gave me an important piece of the puzzle. Thanks!
Adnan
Adnan
Houdini Indie and Apprentice » Vellum Cloth Questions coming from nCloth Maya
- madguru
- 96 posts
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Hi,
I'm creating a cloth setup using Vellum in Houdini 17 and had a few questions on how to recreate some of the things I would do in a Maya cloth setup.
1. Relative Motion.
In Maya I can constrain the nucleus solver node between a null constrained to a fast moving character and a non moving null at the origin. By weighting the constraint between the two nulls, I can remove or reduce the affect of extreme motion on a cloth simulation. How can I do this with Vellum?
2. Input Attract.
I have my simulation geometry point deformed to animated geometry pre vellum solver node. In Maya, I can use input attract to goal portions or percentages of the simulation to follow the animation shape during the simulation. How can I do this in Vellum?
3. Constrain points to animated object on moving character.
In Maya, I can create transform constraints on vertices of cloth and then parent that under a null which can be animated to help position parts of cloth. This setup can travel with the character by constraining it to an additional locator traveling with a character. In Houdini, I can create groups and use Attach to Geometry constraints to constrain those grouped points with the corresponding geometry. This works to constrain points to animatable nulls. Now I need it to travel with the character. I think I need some kind of expression to keep the nulls that the cloth points are constrained translating and orienting to a vertex on the character with a position offset.
Thanks,
Adnan
I'm creating a cloth setup using Vellum in Houdini 17 and had a few questions on how to recreate some of the things I would do in a Maya cloth setup.
1. Relative Motion.
In Maya I can constrain the nucleus solver node between a null constrained to a fast moving character and a non moving null at the origin. By weighting the constraint between the two nulls, I can remove or reduce the affect of extreme motion on a cloth simulation. How can I do this with Vellum?
2. Input Attract.
I have my simulation geometry point deformed to animated geometry pre vellum solver node. In Maya, I can use input attract to goal portions or percentages of the simulation to follow the animation shape during the simulation. How can I do this in Vellum?
3. Constrain points to animated object on moving character.
In Maya, I can create transform constraints on vertices of cloth and then parent that under a null which can be animated to help position parts of cloth. This setup can travel with the character by constraining it to an additional locator traveling with a character. In Houdini, I can create groups and use Attach to Geometry constraints to constrain those grouped points with the corresponding geometry. This works to constrain points to animatable nulls. Now I need it to travel with the character. I think I need some kind of expression to keep the nulls that the cloth points are constrained translating and orienting to a vertex on the character with a position offset.
Thanks,
Adnan
Houdini Indie and Apprentice » Vellum with Lsystems
- madguru
- 96 posts
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Hi,
I'm trying to use vellum with an lsystem. So far so good, I have the branches welded together, then the base of the lsystem is pinned. It sims, but collapses on itself. What should I add to keep it from collapsing on itself? I want it to maintain its shape as a tree, but be able to add wind to it. Ideally if I could have the wind affect the branches and leaves, but maintain the tree form without collapsing.
See attached node screenshot.
Thanks,
Adnan
I'm trying to use vellum with an lsystem. So far so good, I have the branches welded together, then the base of the lsystem is pinned. It sims, but collapses on itself. What should I add to keep it from collapsing on itself? I want it to maintain its shape as a tree, but be able to add wind to it. Ideally if I could have the wind affect the branches and leaves, but maintain the tree form without collapsing.
See attached node screenshot.
Thanks,
Adnan
Edited by madguru - 2019年3月6日 12:21:15
Houdini Indie and Apprentice » Terrain Material Displacement is to high
- madguru
- 96 posts
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Thanks Evan, that worked perfectly. I ended up just creating a constant and pasting it as a relative reference into all of those nodes. That made it easy to reduce the amplitude of the displacement overall. Thank you!
Adnan
Adnan
Houdini Indie and Apprentice » Terrain Material Displacement is to high
- madguru
- 96 posts
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Hi,
I'm using the terrain shader on a heightfield terrain have two questions.
1. How do I reduce the amount of displacement. I want to get some detail with minimal change in the height of the terrain. Currently, with displacement on the terrain is displaced very high. I can dive into the nodes and go to smooth rock, debris_shader etc and take the enable input displacement down to 0.00001 and it still stays the same. It is only if I uncheck it and uncheck true displacements that the displacement changes. It is removed and the terrain becomes completely smooth.
2. The second issue is that when I change the displacement parameters in the shader, it does not change/update in the new render, until I disconnect and undo that disconnect on the displace_output to the collect node. Is this an issue others have noticed?
Thanks,
Adnan
I'm using the terrain shader on a heightfield terrain have two questions.
1. How do I reduce the amount of displacement. I want to get some detail with minimal change in the height of the terrain. Currently, with displacement on the terrain is displaced very high. I can dive into the nodes and go to smooth rock, debris_shader etc and take the enable input displacement down to 0.00001 and it still stays the same. It is only if I uncheck it and uncheck true displacements that the displacement changes. It is removed and the terrain becomes completely smooth.
2. The second issue is that when I change the displacement parameters in the shader, it does not change/update in the new render, until I disconnect and undo that disconnect on the displace_output to the collect node. Is this an issue others have noticed?
Thanks,
Adnan
Houdini Indie and Apprentice » How to Control Direction of Wind Force in DOP with Wire Deformer
- madguru
- 96 posts
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Hi,
I'm still trying to figure out how to control wind properly. I would like to create a control object which I can animate to change the wind direction. I made an attempt at this in the attached file. I also have a setup for an lsystem tree with metaball leaves being affected by the wind. Any ideas on improvement or controlling the wind would be appreciated.
I've tried to connect windCtrlNull to the windforce inside dopnetMiniBush.
Thanks,
Adnan
I'm still trying to figure out how to control wind properly. I would like to create a control object which I can animate to change the wind direction. I made an attempt at this in the attached file. I also have a setup for an lsystem tree with metaball leaves being affected by the wind. Any ideas on improvement or controlling the wind would be appreciated.
I've tried to connect windCtrlNull to the windforce inside dopnetMiniBush.
Thanks,
Adnan
Edited by madguru - 2019年1月1日 18:23:45
Houdini Indie and Apprentice » VEX Orient Randomize Single Axis Value
- madguru
- 96 posts
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Houdini Indie and Apprentice » VEX Orient Randomize Single Axis Value
- madguru
- 96 posts
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Hi,
I'm trying to randomize points from a heightfield_scatter node using Attribute Wrangle after it.
The pscale portion works, but the @porient line does not. These nodes are followed by a for each loop with a copy to points in the middle. The objects are scaled correctly, but they all have the same, unchanged rotation value.
Any ideas?
Thanks,
Adnan
I'm trying to randomize points from a heightfield_scatter node using Attribute Wrangle after it.
@N = set(0,0,1); @pscale = fit(rand(@ptnum),0,1,.75,1.5); @porient = (0,fit(rand(@ptnum),0,1,0,180),0);
The pscale portion works, but the @porient line does not. These nodes are followed by a for each loop with a copy to points in the middle. The objects are scaled correctly, but they all have the same, unchanged rotation value.
Any ideas?
Thanks,
Adnan
Houdini Indie and Apprentice » Lsystem Wind with Leaves
- madguru
- 96 posts
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Hi,
I'm testing a simple lsystem shrub with leaves, using a dop network with a wiredeformer to add wind to the branches. I'm not sure how to keep the leaves moving with the deforming shrub. Attached is a scene file with the setup.
Thanks,
Adnan
I'm testing a simple lsystem shrub with leaves, using a dop network with a wiredeformer to add wind to the branches. I'm not sure how to keep the leaves moving with the deforming shrub. Attached is a scene file with the setup.
Thanks,
Adnan
Houdini Indie and Apprentice » Attribute Interpolate on UVW only?
- madguru
- 96 posts
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Hi,
I'm looking at the Spikey Deforming Torus sample file for the Attribute Interpolate node, and see that I can keep points on a deforming object using the UVW and primitive value. Is there a way to attach to just the UVW coordinate without caring about the primitive number using this or some other method?
The method using UVW and primitive number is perfect for when only points of the geometry are changing, but UVW only attachment would allow geometry to change, so long as UVW coordinates corresponded.
Thanks,
Adnan
I'm looking at the Spikey Deforming Torus sample file for the Attribute Interpolate node, and see that I can keep points on a deforming object using the UVW and primitive value. Is there a way to attach to just the UVW coordinate without caring about the primitive number using this or some other method?
The method using UVW and primitive number is perfect for when only points of the geometry are changing, but UVW only attachment would allow geometry to change, so long as UVW coordinates corresponded.
Thanks,
Adnan
Houdini Indie and Apprentice » Applying Delta of 2 Curves to a 3rd curve
- madguru
- 96 posts
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Hi,
I'm trying to find some pointers to how I might apply the delta of two curves to a third one. Essentially, I have a non deformed curve and a deformed version of the same curve. I want to take the difference in transform between the two and apply that to a third curve that has a different shape (same point count). So, I'm not blendshaping it to match one of the original two curves, I want to take that difference and apply it. Once I have that, I need to take 3 such deltas and combine them based on distance from those curves to the new curve and have it update every frame.
Thanks,
Adnan
I'm trying to find some pointers to how I might apply the delta of two curves to a third one. Essentially, I have a non deformed curve and a deformed version of the same curve. I want to take the difference in transform between the two and apply that to a third curve that has a different shape (same point count). So, I'm not blendshaping it to match one of the original two curves, I want to take that difference and apply it. Once I have that, I need to take 3 such deltas and combine them based on distance from those curves to the new curve and have it update every frame.
Thanks,
Adnan
Houdini Indie and Apprentice » Using Hair Gen to drive large set of pre generated curves
- madguru
- 96 posts
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Hi,
I'm testing a few things using Houdini's hair tools. Is there a way that I can have two sets of curves from an external program. 1 set is a reduced set of guide hairs, say 200, that can then drive a another higher curve count set of curves? Hair Gen lets me set the area of influence for guides, and generate interpolated hairs. Wire deformer allows me to deform one set of curves with another. However, I need the guide hairs to affect the larger set in a way more similar to how instanced hairs are generated. Triangulate the closest guides and weight them based on the proximity to those three guides.
This is basically to simulate a smaller subset of guides and then cache out a predetermined larger set of curves, rather than generate them via Hair Gen. Any thoughts?
Thanks,
Adnan
I'm testing a few things using Houdini's hair tools. Is there a way that I can have two sets of curves from an external program. 1 set is a reduced set of guide hairs, say 200, that can then drive a another higher curve count set of curves? Hair Gen lets me set the area of influence for guides, and generate interpolated hairs. Wire deformer allows me to deform one set of curves with another. However, I need the guide hairs to affect the larger set in a way more similar to how instanced hairs are generated. Triangulate the closest guides and weight them based on the proximity to those three guides.
This is basically to simulate a smaller subset of guides and then cache out a predetermined larger set of curves, rather than generate them via Hair Gen. Any thoughts?
Thanks,
Adnan
Houdini Indie and Apprentice » wiredeform error Missing 'wirecapt' point float attribute from input geometry.
- madguru
- 96 posts
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Thanks Michael! I needed the unpack after importing my alembic files. That was the issue. Now, on to refining wiredeformer settings.
Houdini Indie and Apprentice » wiredeform error Missing 'wirecapt' point float attribute from input geometry.
- madguru
- 96 posts
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Houdini Indie and Apprentice » wiredeform error Missing 'wirecapt' point float attribute from input geometry.
- madguru
- 96 posts
- Offline
Thanks for the reply Michael. I have created a test file, as I can't send the original to illustrate the point. Please let me know your thoughts. In my other file, the wirecapture node did ceate envelopes around the curves..
Adnan
Adnan
Edited by madguru - 2018年10月18日 12:08:24
Houdini Indie and Apprentice » wiredeform error Missing 'wirecapt' point float attribute from input geometry.
- madguru
- 96 posts
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Hi,
I'm trying to drive a set of higher res curves with a set of lower res curves using a wiredeform. The wirecapture node is initialized and creates capsules of influence that look correct, but when I go to the wiredeform node, I get this error:
wiredeform error Missing ‘wirecapt’ point float attribute from input geometry.
and nothing is displayed. Any ideas what step I am missing?
Thanks,
Adnan
I'm trying to drive a set of higher res curves with a set of lower res curves using a wiredeform. The wirecapture node is initialized and creates capsules of influence that look correct, but when I go to the wiredeform node, I get this error:
wiredeform error Missing ‘wirecapt’ point float attribute from input geometry.
and nothing is displayed. Any ideas what step I am missing?
Thanks,
Adnan
Houdini Indie and Apprentice » Randomization on Scattered Points
- madguru
- 96 posts
- Offline
Hi,
in the attached file, I created a heightfield, scattered points on it, created two piece of geometry with a switcher that are scattered over it. I want to use the for each loop to randomize parameters on the box size, switch nodes etc, but I don't have the code quite right. I would like some values to be between the range of 0-1 while others need to be random per point. I have been playing around with different bits of code, but none is quite right.
point(“../foreach_begin1”, 0, “piecenum”, 0)
point(“../scatterPlants/foreach_begin1”, 0, “piecenum”, 0)
thanks,
Adnan
in the attached file, I created a heightfield, scattered points on it, created two piece of geometry with a switcher that are scattered over it. I want to use the for each loop to randomize parameters on the box size, switch nodes etc, but I don't have the code quite right. I would like some values to be between the range of 0-1 while others need to be random per point. I have been playing around with different bits of code, but none is quite right.
point(“../foreach_begin1”, 0, “piecenum”, 0)
point(“../scatterPlants/foreach_begin1”, 0, “piecenum”, 0)
Image Not Found
thanks,
Adnan
Houdini Indie and Apprentice » Extra Image Planes Integer Data
- madguru
- 96 posts
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Thanks for the replies Huey and Jsmack. I need to specify numbers for each object, otherwise Op_Id would be a good option. Cryptomatte seems to be the way to go, so I looked into that, but I was unable to extract the data using OpenEXR Python bindings. I just get zeros, whether I choose string or integer. I also tried the first method, adding attribute nodes with integers and the required nodes in the shader, but I still can't get the same numbers out. EXR is saving the data as float16, but I can see no way that it corresponds to what I set for each object, which were integers 0-2.
Any ideas? I'm just trying to encode mattes for objects with integer values.
Thanks,
Adnan
Any ideas? I'm just trying to encode mattes for objects with integer values.
Thanks,
Adnan
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