No problem - here's that rubbertoy scene.
I disabled some file caches to makes sure there are no external dependencies.
You should run the two File Cache SOPs in /obj/blob_geo/sim. These are for the FEM simulation and for generating the deforming collision VDB.
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Technical Discussion » Hair Masterclass files?
- KaiStavginski
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Technical Discussion » Hair fur H16
- KaiStavginski
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This is with animated geo, right? You probably have the objects in the wrong order.
It should be:
* Skin
* Guide Groom (this references the Skin)
* Guide Deform (“Groom Object” parameter points to the “Guide Groom” object)
* Hair Generate (“Groom Object” parameter points to the “Guide Deform” object)
It should be:
* Skin
* Guide Groom (this references the Skin)
* Guide Deform (“Groom Object” parameter points to the “Guide Groom” object)
* Hair Generate (“Groom Object” parameter points to the “Guide Deform” object)
Technical Discussion » Hair Masterclass files?
- KaiStavginski
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I'm afraid I have to say no chance of it happening this week, sorry. Quite a bit of work to do there!
Technical Discussion » How to output the UV channel created by the UV triplanar node? and few other important questions for the magicians....
- KaiStavginski
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I think to answer that we need to know what you want to export to.
Is it a game engine or specific file format?
Is it a game engine or specific file format?
Technical Discussion » Hair Masterclass files?
- KaiStavginski
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Technical Discussion » Hair Masterclass files?
- KaiStavginski
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Actually, here's the scene file I used - without the head geometry. Hopefully that'll let you inspect all that you need.
Technical Discussion » Hair Masterclass files?
- KaiStavginski
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Hi we're looking into this. The only problem is redistributing the head model. (Or finding the time to make an alternative example if we can't redistribute it!)
We will post some set of example files soon.
We will post some set of example files soon.
Technical Discussion » Being able to display and output different geometry in an hda
- KaiStavginski
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My advice: Don't use separate display/render flags in SOPs. The cache of all subsequent SOPs will be cleared whenever you render and then go back to displaying the output in the viewport. So you can potentially get a massive recook anytime you render.
If you need to visualize something in the viewport, use guide geometry in the HDA and visualizers where applicable.
If you need to visualize something in the viewport, use guide geometry in the HDA and visualizers where applicable.
Technical Discussion » Hair / Fur groom weirdness on setting Length.
- KaiStavginski
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I'm glad I could help!
I actually tracked down the cause of the set length problems. It's a bug in the Guide Process SOP. Fixed in tomorrow's build.
I actually tracked down the cause of the set length problems. It's a bug in the Guide Process SOP. Fixed in tomorrow's build.
Technical Discussion » Hair / Fur groom weirdness on setting Length.
- KaiStavginski
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The key here is to do the animation after any guide groom SOPs, which seems to be the case in Moustache_10.
That issue with Set Length in Guide Proces still seems to affect this file though. I see some jittering in the guides from frame 25 where “Scale Factor” is a constant 1.0.
We'll fix that. In the meantime you could use the Carve SOP as a workaround. See attached file
That issue with Set Length in Guide Proces still seems to affect this file though. I see some jittering in the guides from frame 25 where “Scale Factor” is a constant 1.0.
We'll fix that. In the meantime you could use the Carve SOP as a workaround. See attached file
Edited by KaiStavginski - 2017年3月28日 09:57:34
Technical Discussion » Hair / Fur groom weirdness on setting Length.
- KaiStavginski
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Regarding your issues with animated length:
As you found animations won't pass through a guide groom. This is a limitation of the tool's design. The upside of the design is that you get the ability to groom interactively while maintaining some sort of proceduralism - you can recache your strokes on demand and thus apply your grooming to changing inputs. But it doesn't quite extend to animation.
Having said that, if this is a common requirement we could think about adding a way of bypassing the caching. But be warned, this could be very slow if you have a hundreds of strokes recorded. They would have to be reapplied every time you open the scene or change something upstream.
OTOH even if we had that option I would recommend that you do any animation as late as possible in the process and ideally after any guide groom SOP. Is there any reason this isn't possible in your case?
As you found animations won't pass through a guide groom. This is a limitation of the tool's design. The upside of the design is that you get the ability to groom interactively while maintaining some sort of proceduralism - you can recache your strokes on demand and thus apply your grooming to changing inputs. But it doesn't quite extend to animation.
Having said that, if this is a common requirement we could think about adding a way of bypassing the caching. But be warned, this could be very slow if you have a hundreds of strokes recorded. They would have to be reapplied every time you open the scene or change something upstream.
OTOH even if we had that option I would recommend that you do any animation as late as possible in the process and ideally after any guide groom SOP. Is there any reason this isn't possible in your case?
Technical Discussion » Hair / Fur groom weirdness on setting Length.
- KaiStavginski
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I can reproduce this one. The problem is with the Resample SOP. I'll see if we can get that fixed quickly.
Technical Discussion » is it possible to write an arbitrary file to disk?
- KaiStavginski
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Nobody has explicitly mentioned the Python SOP, so I'll throw that in there as well.
It'll execute its script whenever it cooks, which may be really convenient or really annoying depending on what you're doing.
It'll execute its script whenever it cooks, which may be really convenient or really annoying depending on what you're doing.
Technical Discussion » Hair / Fur grooming crashes.
- KaiStavginski
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I've tried this in your scene and couldn't reproduce it with any build. I would recommend that you move up to the recently released production build 16.0.557 regardless.
Is it /obj/mustache_isolated1_groom/groom/paint_scalefactormax you were painting?
Is it /obj/mustache_isolated1_groom/groom/paint_scalefactormax you were painting?
Work in Progress » Interior Rendering
- KaiStavginski
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Here's a scene with a uniform volume, as suggested by tamte.
I agree that this should be the best approach. Make sure neither pixel samples nor the sampling on the uniform volume shader are too low. A good balance between the two is key.
This is with 10x10 pixel samples and 128 volume samples on the shader. Without bounces or GI light though.
It took 23 minutes on 8 cores.
I agree that this should be the best approach. Make sure neither pixel samples nor the sampling on the uniform volume shader are too low. A good balance between the two is key.
This is with 10x10 pixel samples and 128 volume samples on the shader. Without bounces or GI light though.
It took 23 minutes on 8 cores.
Edited by KaiStavginski - 2017年3月23日 06:44:42
Technical Discussion » Is it possible to cache a value while looping over points in an AttributeWrangle?
- KaiStavginski
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aoakenfoArchiact
So with Enivob's solution above, he creates a detail attr if it doesn't exist and then sets a value on it. Is there thread sync when setting detail attr likes this? Are these “global” vars atomic?
When you run over points or similar, writes to detail attributes are sequential, but purely for determinism I think. It's not atomic in the sense that you're hoping for. As jlait explained, you can't read back the written attribute values at all.
You probably do want “Detail (once)” for what you're trying to achieve. With this mode you can loop over all the points yourself and store any required data in a variable. Storing to attributes is only useful for storing the final results. They can only be accessed by subsequent operators.
Houdini Learning Materials » Hair Dynamics Volume force field
- KaiStavginski
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Here's a 16.0 scene where I use a SOP Scalar Field and Mask Field in DOPs to bring in a volume from SOPs. You can plug this kind of setup into the data input of all force DOPs.
Edited by KaiStavginski - 2017年3月16日 12:31:44
Technical Discussion » Change the direction of normals in Houdini 15.5 (to make fur follow this new direction)
- KaiStavginski
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You can do this in the (unlocked) skin object instead. Just output directly to ‘furdirection’ instead of ‘N’. It should have the same effect, since that network also cooks before guide generation.
Houdini Learning Materials » Kai Stavginski shading tutorial BSDF vis node
- KaiStavginski
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Hi Strob,
I used a modified version of the “Verify BSDF” SOP.
The built-in one should give you most of what you would need. Let me know if you need any more pointers though.
To use it with different BSDFs, you have to jump into the the very_bsdf VOP inside and plug them in there. (Replace pbrhair_r1)
I used a modified version of the “Verify BSDF” SOP.
The built-in one should give you most of what you would need. Let me know if you need any more pointers though.
To use it with different BSDFs, you have to jump into the the very_bsdf VOP inside and plug them in there. (Replace pbrhair_r1)
Houdini Indie and Apprentice » using texture map with transparency...
- KaiStavginski
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Sorry to disappoint, but the fact that the transparency displays in the viewport is actually a bug. It's not intentional that the alpha of the base color texture is used. We do want to add separate opacity support in the future though.
Some option you can try for now:
1) Use the Mantra Surface shader and it's opacity parameters
2) Unlock the Principled Shader SHOP and plug a texture VOP into the Of output
3) Build shader in VOPs, using the principled shader VOP as the core
Some option you can try for now:
1) Use the Mantra Surface shader and it's opacity parameters
2) Unlock the Principled Shader SHOP and plug a texture VOP into the Of output
3) Build shader in VOPs, using the principled shader VOP as the core
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