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Technical Discussion » Creating Custom Normals for Copy to Points
- FFD
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A lot of SOPs have an option Recompute affected normals which is usually on by default, try turning this off. Alternatively you could just transfer the normals back after doing whatever it is you have to do as long as the point numbers have not changed
Technical Discussion » IK with constraints problem
- FFD
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Hi, I'm trying to rig a robot arm where each joint only moves on a single axis. I'm having problems using IK with constraints. With the constrained axes limited to 0 range the IK doesn't seem to solve properly. It flips out and is generally unstable. I'm not sure how to deal with this, any ideas?
Technical Discussion » How to Skin up the Mesh generated by RAY node
- FFD
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I'm not sure exactly what you're trying to achieve but here's an alternative way to use ray and skin together that doesn't generate bad geometry
Houdini Indie and Apprentice » Using attribute to extrude
- FFD
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You need to use local control for that: https://www.sidefx.com/docs/houdini/nodes/sop/polyextrude#local-control [www.sidefx.com]
Don't forget to choose individual elements, if you are extruding them as connected components I don't think you can control it via attribute.
Don't forget to choose individual elements, if you are extruding them as connected components I don't think you can control it via attribute.
Technical Discussion » Live Audio Feed
- FFD
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It seems to be possible, but I don't know how it's done: https://vimeo.com/338218936 [vimeo.com]
Alternatively you could try touchdesigner which shares some Houdini type operators and terminology, I've never used it myself but it's been on list of things to learn for ages.
https://derivative.ca/feature/application-building [derivative.ca]
Alternatively you could try touchdesigner which shares some Houdini type operators and terminology, I've never used it myself but it's been on list of things to learn for ages.
https://derivative.ca/feature/application-building [derivative.ca]
3rd Party » AMD Radeon ProRender Solaris plugin
- FFD
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Some documentation or tutorials would be nice, I've installed it and it works in the viewport and I can render using the usdrender node but there is no equivalent to the karma node. How do we adjust pixel samples, de-noising etc?
Technical Discussion » COPs paint bucket or flood fill node?
- FFD
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Thanks, that works great. It just seems like something that there should be a COP node for. Unfortunately I'm not much of a coder anyway. Just out of curiosity why did you say python and not VEX?
Technical Discussion » COPs paint bucket or flood fill node?
- FFD
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Hi hopefully I'm missing something obvious here but I can't find anything like a paint bucket tool in COPS, I was hoping to fill a section of a texture from the outer borders that would propagate over empty pixels. Something like a flood fill algorithm: https://en.wikipedia.org/wiki/Flood_fill [en.wikipedia.org]
Technical Discussion » Triplanar projection: Normal maps
- FFD
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Any luck with this?
I can't help much because I'm trying to do something similar and not having much luck.
I think you might be better off converting the image to a greyscale and then into a normal map using COPS. There is a gamedev node specifically made to convert grayscale to normals.
I can't help much because I'm trying to do something similar and not having much luck.
I think you might be better off converting the image to a greyscale and then into a normal map using COPS. There is a gamedev node specifically made to convert grayscale to normals.
Houdini Indie and Apprentice » Viewport Normal shading display. Mat network processing of Normal data.
- FFD
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I'm trying to generate normals from a procedural noise and I found this thread, thanks for the explanation Jsmack.
I'm starting to get my head around it, I tried the method you described and I couldn't figure it out, sorry it's probably just me being stupid.
Could you please elaborate on the last bit, even just a sceenshot of the network would help:
I'm starting to get my head around it, I tried the method you described and I couldn't figure it out, sorry it's probably just me being stupid.
Could you please elaborate on the last bit, even just a sceenshot of the network would help:
jsmack
To compute a normal map from a procedural texture, combine the displace vop with a tangentnormal vop to get the displaced normal from the bump value and convert to tangent space normals. Note: computing a tangent space requires valid uv's.
3rd Party » COPstance - plugin for Houdini
- FFD
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It looks like an awesome plugin, I have a few questions though.
Are there any plans for adding any equivalents to the tiling noises available in substance designer?
Do you have any plans for making the blur nodes that can be driven by grayscale maps, for example slope blur?
What happens if we want use one of the Copstance nodes inside a hda, will it work without the plugin installed on other PCs?
Are there any plans for adding any equivalents to the tiling noises available in substance designer?
Do you have any plans for making the blur nodes that can be driven by grayscale maps, for example slope blur?
What happens if we want use one of the Copstance nodes inside a hda, will it work without the plugin installed on other PCs?
Houdini for Realtime » Procedural bone creation
- FFD
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lkruel
We want to know what the desired workflow would be when procedurally manipulating skeletons
Thanks for looking into this subject!
I think there is a lot of potential here for procedural modelling to become more relevant for creatures and characters. It might seem like there is not much interest in this area but pairing procedural modelling and rigging together could really be a paradigm shift especially if it could integrate with muscles system. Artists could generate a lot of variations of a model with animations and poses as well as muscles and skin deformation. I think it's just not on a lot of peoples radar mostly due to inertia and the fact that there isn't a lot of procedural modelling of creatures going on.
I could rant about this for a while but on to practical considerations:
A lot of the data required for rigging can be generated at the Sop level when creating the procedural meshes in the first place.
Ideally the nodes would take the a bunch of curves and generate bones based on them, then maybe have a separate node to generate the skin weights. It would be good to have to an option of influencing the bones with attributes or groups for example designating which bones are IK which one is the end effector or limiting certain bones skin weights.
This would be consistent with the ongoing theme of bringing things into Sops from other contexts.
I would eventually like to package my creature generator as a hda so I would greatly prefer nodes rather than a shelf tools, because they could be incorporated more seamlessly, even if they require a bit more information from the user to work.
Sorry for the long post, here are some gifs of what I'm working on:
Edited by FFD - 2019年11月17日 03:09:24
Houdini Indie and Apprentice » Extract Contents while preserving node functionality or embed hda in another hda
- FFD
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I'm creating a hda I'm hoping to sell on Orbolt and other sites, the problem I am having is that in the process of creating this hda I have used a fair amount of gamedev nodes that I have been modified individually based on what was required as well as some of my own utility hdas. I don't want to have to package a bunch of cluttered nodes with the hda, it is only a modest procedural modelling asset and it should really stand alone.
This post is a bit old and it has way more features now but this is what I'm working on: https://www.artstation.com/artwork/rReQnE [www.artstation.com]
Is there any way to extract these nodes without breaking their functionality, ideally something like extract contents from the right click menu but also transferring the parameters to a null?
I would rather not have to manually go though all the nodes extract them then fix all the parameter links.
Alternatively is there a way to embed them or otherwise remove their dependency so Houdini treats them as normal nodes? I know I can embed them in the hip file but this doesn't affect the hda.
Am I missing something obvious? It seems to be reasonable to have a set of personal utility hda nodes to streamline tasks as well the gamedev toolset that can be baked in to new hdas without having any extra baggage.
Any advice or input would be greatly appreciated.
This post is a bit old and it has way more features now but this is what I'm working on: https://www.artstation.com/artwork/rReQnE [www.artstation.com]
Is there any way to extract these nodes without breaking their functionality, ideally something like extract contents from the right click menu but also transferring the parameters to a null?
I would rather not have to manually go though all the nodes extract them then fix all the parameter links.
Alternatively is there a way to embed them or otherwise remove their dependency so Houdini treats them as normal nodes? I know I can embed them in the hip file but this doesn't affect the hda.
Am I missing something obvious? It seems to be reasonable to have a set of personal utility hda nodes to streamline tasks as well the gamedev toolset that can be baked in to new hdas without having any extra baggage.
Any advice or input would be greatly appreciated.
Houdini Indie and Apprentice » Polybevel not working as expected
- FFD
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Houdini Indie and Apprentice » Polybevel not working as expected
- FFD
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Houdini Indie and Apprentice » Polybevel not working as expected
- FFD
- 80 posts
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I'm doing some procedural modelling and the polybevel is making really long polygons that stick out. I have tried cleaning up the geo with fuse, poly doctor and other methods. There doesn't seem to be anything obviously wrong like non-manifold geo etc. Nothing seems to work except a divide with avoid small angles checked but I don't want to triangulate my mesh as this would make things harder down the line. Any ideas? RFE?
Houdini Indie and Apprentice » How to make the UV tile automatically match a 10cm square in scene units?
- FFD
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This hda should work for that: https://gumroad.com/l/VPdOA [gumroad.com]
This should be able to do what you want it to do. I used it on a procedural modeling project where I had to UV everything for tiling textured and it saved my butt. They should probably add something like this to the gamedev toolset. If there is any simpler way do it with built in nodes I'd like to know too.
This should be able to do what you want it to do. I used it on a procedural modeling project where I had to UV everything for tiling textured and it saved my butt. They should probably add something like this to the gamedev toolset. If there is any simpler way do it with built in nodes I'd like to know too.
Technical Discussion » Baking position maps question
- FFD
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Thanks for your help! I wasn't normalizing anything before I was just using the games baker node with position checked. The position map from your method works properly in Substance Designer( I can mask off volumes and generate 3D noise) but I'm getting some banding in the edges of the volume masks and in the noise. I think this is due to quantization / bit depth but I can't find the right setting for it. I can blur this out and it looks OK I'm just curious to know what's going on. Any Ideas?
Technical Discussion » Baking position maps question
- FFD
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Hi I was following the procedural rock tutorial by Fabricio Chamon and thought it would be good to bake some maps out and texture the rock in Substance Designer. I know I could do it in Houdini but I'm more familiar with designer and thought it would work out well. I was hoping to create an substance that would take the normal and position map inputs baked from Houdini and generate the rest of the texture from those. This would mean I could texture them in engine using the substance and have to open one less program. I'm stuck at this point where the position map baking in Houdini compared to baking in Substance designer seems to be completely different. I'm probably just missing something embarrassingly obvious right?
TLDR: Why do the baked position maps look completely different between Substance Designer and Houdini?
TLDR: Why do the baked position maps look completely different between Substance Designer and Houdini?
Houdini Engine for Unreal » Baking substance maps in Houdini Engine
- FFD
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Hi I'm working towards a similar workflow to your option 2. but for a prop type asset. I didn't realise that Houdini Engine wouldn't be able to do the baking and I'm hoping someone has a workaround for this since it seems like the most streamlined workflow.
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