Hi,
I wondered if it is possible to output integers for point data using extra image planes. I have posted a sample file where I have attempted to do this. I want a channel in my exr that has an integer per object. I was able to get RGB data thanks to help I received in another thread from Huey Yeng https://www.sidefx.com/forum/topic/55257/?page=1#post-247767 [www.sidefx.com]
I'm trying to build on that. Also, it seems I can only output data for meshes, not heightfields. I have to convert heightfields to polygon for the channels to output.
Thanks,
Adnan
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Houdini Indie and Apprentice » Extra Image Planes Integer Data
- madguru
- 96 posts
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Houdini Indie and Apprentice » Custom Extra Image Planes
- madguru
- 96 posts
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So, I got it to work by converting the heightfields to polygons or polygon soup using a convert heightfield node, but I lose the point colors from the heightfield erode node's visualization tab.
Besides this, I don't really know how the material is setup. I pasted a bunch of nodes from the sample file Huey Yeng shared a link to and fiddled with it until it worked. Is there some documentation on this process? Also, can I directly create mattes for heightfields using this method? I really don't want to convert to polygon soup to do this if possible.
Thanks,
Adnan
Besides this, I don't really know how the material is setup. I pasted a bunch of nodes from the sample file Huey Yeng shared a link to and fiddled with it until it worked. Is there some documentation on this process? Also, can I directly create mattes for heightfields using this method? I really don't want to convert to polygon soup to do this if possible.
Thanks,
Adnan
Houdini Indie and Apprentice » Custom Extra Image Planes
- madguru
- 96 posts
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Thanks for the reply Huey Yeng. That file looks good. I pasted the contents of the material into my material in my scene and it works for a sphere I put into the scene, but not the heightfields. I think I'm close, but not quite at the solution for this. Anyone?
Thanks,
Adnan
Thanks,
Adnan
Edited by madguru - 2018年4月16日 13:23:52
Houdini Indie and Apprentice » Custom Extra Image Planes
- madguru
- 96 posts
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Hi,
I'm new to Houdini, trying to export custom variables via Extra Image Planes. Basically, I want to be able to set a custom object ID for different objects and render out a gbuffer pass.
Attached is a sample file. I created the Bind node in the shader, applied to sphere, plane and heightfield. I created an attribute with the gbuff variable name and used that in bind and extra image plane output. I'm not sure what I am missing, but I don't see the data output.
I would be fine with single number values, or rgb values for the channel. The idea was that all of these mattes could show up in one channel this way. If there is some other way I need to do this instead, feel free to share.
Thanks.
Adnan
I'm new to Houdini, trying to export custom variables via Extra Image Planes. Basically, I want to be able to set a custom object ID for different objects and render out a gbuffer pass.
Attached is a sample file. I created the Bind node in the shader, applied to sphere, plane and heightfield. I created an attribute with the gbuff variable name and used that in bind and extra image plane output. I'm not sure what I am missing, but I don't see the data output.
I would be fine with single number values, or rgb values for the channel. The idea was that all of these mattes could show up in one channel this way. If there is some other way I need to do this instead, feel free to share.
Thanks.
Adnan
Houdini Indie and Apprentice » Houdini Camera Export to Unreal Engine
- madguru
- 96 posts
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Thanks so much for the detailed reply. I could not find any information about this anywhere else that I looked, but your solution worked.
Much appreciated.
Adnan
Much appreciated.
Adnan
Houdini Indie and Apprentice » Houdini Camera Export to Unreal Engine
- madguru
- 96 posts
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Hi,
I am using Houdini Indie. I've been able to export fbx models out of Houdini Indie. When I import them into Unreal, I use a uniform import scale of 100 to get the models in at an expected scale. I import the camera animation from the camera fbx exported from Houdini into sequencer, but I can't get it to match what I had in Houdini, with the scale on other objects. I tried scaling the camera after the fact in Unreal, but that did not work. Any advice on how I can get my camera animation into sequencer to accurately match what I had in Houdini in relation to the objects I have imported with a scale of 100?
Thanks,
Adnan
I am using Houdini Indie. I've been able to export fbx models out of Houdini Indie. When I import them into Unreal, I use a uniform import scale of 100 to get the models in at an expected scale. I import the camera animation from the camera fbx exported from Houdini into sequencer, but I can't get it to match what I had in Houdini, with the scale on other objects. I tried scaling the camera after the fact in Unreal, but that did not work. Any advice on how I can get my camera animation into sequencer to accurately match what I had in Houdini in relation to the objects I have imported with a scale of 100?
Thanks,
Adnan
Edited by madguru - 2017年11月4日 01:28:18
Houdini Indie and Apprentice » Randomizing Geometry plugged into a RBD Solver
- madguru
- 96 posts
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Thanks Jeff. I managed to get this into my setup. Each of these replies is very helpful in getting me there. I'll work on it some more tonight.
Adnan
Adnan
Houdini Indie and Apprentice » Randomizing Geometry plugged into a RBD Solver
- madguru
- 96 posts
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Thanks so much Enviob and Friedasparagus for the replies. I looked at both option after you suggested them, and was not quite able to implement them with my limited experience with Houdini thus far. Attached is a simplified version of my scene file with just the functioning bits. Perhaps someone could take a look?
Thanks,
Adnan
Thanks,
Adnan
Houdini Indie and Apprentice » Randomizing Geometry plugged into a RBD Solver
- madguru
- 96 posts
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I'm creating a setup where objects are randomized and placed on ground geometry using RBD bullet solver. The placement and dynamics work. I just don't know where to place the transform and copy nodes with parameters to randomize each object.
Object SOP - Creates the object to be randomized.
Ground SOP - Creates the ground geometry.
Cloud SOP - Creates points using scatter on a volume based on the Ground, extruded.
DOP - Brings in Ground as static object, Object SOP result placed on Cloud SOP points (using RBD Object), merged, out to RBD Bullet Solver and gravity.
Where can I place a transform and copy node with randomized parameters in this setup? Each object is the same at the moment. I'm not sure where in the process I should add that randomization.
Thanks,
Adnan
Object SOP - Creates the object to be randomized.
Ground SOP - Creates the ground geometry.
Cloud SOP - Creates points using scatter on a volume based on the Ground, extruded.
DOP - Brings in Ground as static object, Object SOP result placed on Cloud SOP points (using RBD Object), merged, out to RBD Bullet Solver and gravity.
Where can I place a transform and copy node with randomized parameters in this setup? Each object is the same at the moment. I'm not sure where in the process I should add that randomization.
Thanks,
Adnan
Houdini Indie and Apprentice » HQueue Indie submit job works hqueue open does not
- madguru
- 96 posts
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I'm glad I could help with the IFD files problem. I haven't had a problem with render speeds on HQueue, and I am also using Indie. It may not be using all the processers. Double check if this is the case. In your render node ‘hq_render’ from which you clicked submit, go to the ‘Advanced’ tab and check if the ‘Set Number of CPUs Per Job’ option. Make sure it is using as many CPUs as you expect.
Hope that helps you get those renders faster.
Hope that helps you get those renders faster.
Edited by madguru - 2016年5月20日 12:09:18
Houdini Indie and Apprentice » Render Out Zdepth in EXR
- madguru
- 96 posts
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Houdini Indie and Apprentice » Render Out Zdepth in EXR
- madguru
- 96 posts
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Hi,
I wanted to make sure that I am using the correct settings for outputting z depth for some pyro that I am rendering, so that each separately rendered element for the scene can be comped together correctly.
See render settings in attached image.
Thanks,
Adnan
I wanted to make sure that I am using the correct settings for outputting z depth for some pyro that I am rendering, so that each separately rendered element for the scene can be comped together correctly.
See render settings in attached image.
Thanks,
Adnan
Houdini Indie and Apprentice » Volume and Pyro Rendering Optimization Tips
- madguru
- 96 posts
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Hi,
I'm not an expert at Houdini by any means, but over the past few months, I was trying to optimize my Houdini pyro and cloud renders. I took some renders from 90 minutes per frame, down to 8 minutes. Here's a little tutorial I put together, in case it is useful for others. Also, feel free to tell may better ways that I can learn from.
http://www.madguru.com/learn/houdini-volume-and-pyro-render-optimization [madguru.com]
Thanks,
Adnan
http://www.madguru.com [madguru.com]
I'm not an expert at Houdini by any means, but over the past few months, I was trying to optimize my Houdini pyro and cloud renders. I took some renders from 90 minutes per frame, down to 8 minutes. Here's a little tutorial I put together, in case it is useful for others. Also, feel free to tell may better ways that I can learn from.
http://www.madguru.com/learn/houdini-volume-and-pyro-render-optimization [madguru.com]
Thanks,
Adnan
http://www.madguru.com [madguru.com]
Houdini Indie and Apprentice » License Issues
- madguru
- 96 posts
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Hi,
I'm really enjoying using Houdini Indie, but I get license issues quite often. I'll submit renders and come back just to find out that things failed 6 hours ago because Houdini thought that no licenses were available. I have Houdini Indie and Houdini Engine installed on a Windows 10 machine. The internet connection is constant.
This is frustrating as I have worked a lot to optimize render times for volumes, but I can never get things to render over night or while I am at work as there are license failures so often. When I check the License Administrator, it says they are all local to my machine.
Is anyone else experiencing issues? Any suggestions on how I can diagnose or fix these problems?
Thanks,
Adnan
I'm really enjoying using Houdini Indie, but I get license issues quite often. I'll submit renders and come back just to find out that things failed 6 hours ago because Houdini thought that no licenses were available. I have Houdini Indie and Houdini Engine installed on a Windows 10 machine. The internet connection is constant.
This is frustrating as I have worked a lot to optimize render times for volumes, but I can never get things to render over night or while I am at work as there are license failures so often. When I check the License Administrator, it says they are all local to my machine.
Is anyone else experiencing issues? Any suggestions on how I can diagnose or fix these problems?
Thanks,
Adnan
Houdini Indie and Apprentice » Lighting Pyro Smoke
- madguru
- 96 posts
- Offline
Hi,
I'm working with Pyro smoke with both the fireball and billowy smoke shaders. The shaders allow some nice lighting and color controls among other things. Particularly with fireball, I can create ramps with the precise colors I want by setting the temperature field to density as I am making more smoke like creations rather than fire.
My issue is in getting the pyro to be affected by lights in a predictable way. I went in and turned low and then off all intensity type parameters which were lighting the pyro up, to try and create a back light and other scene lights to affect the pyro, but the scene lights seem to have no affect at all using spotlights. I tried increasing density in the shader, but no matter what I have done thus far, the lighting does not have much affect on pyro. I want to be able to rim light it and create different looks. For example, I want light to hit the top portion of the smoke, and for the rest to fall into shadows, but I can't seem to get that to work.
Any ideas?
Thanks,
Adnan
I'm working with Pyro smoke with both the fireball and billowy smoke shaders. The shaders allow some nice lighting and color controls among other things. Particularly with fireball, I can create ramps with the precise colors I want by setting the temperature field to density as I am making more smoke like creations rather than fire.
My issue is in getting the pyro to be affected by lights in a predictable way. I went in and turned low and then off all intensity type parameters which were lighting the pyro up, to try and create a back light and other scene lights to affect the pyro, but the scene lights seem to have no affect at all using spotlights. I tried increasing density in the shader, but no matter what I have done thus far, the lighting does not have much affect on pyro. I want to be able to rim light it and create different looks. For example, I want light to hit the top portion of the smoke, and for the rest to fall into shadows, but I can't seem to get that to work.
Any ideas?
Thanks,
Adnan
Houdini Indie and Apprentice » Pyro adding detail and sometimes simulation issues
- madguru
- 96 posts
- Offline
Thanks for the reply Gerbrand. Do I use these nodes on the file import bgeo node or on the file with the pyro solver (and if so, where?).
I could not add it to the pyro solver, but the import node in my sim file allowed me to add it, but it takes a long time to process and locks up my machine. Similarly, I added convert to VDB in the HIP file with just the file node with a single frame bgeo of the volume and it started processing for a long time and locked up the machine.
Any thoughts on where to use these nodes? Also, can I get Houdini to not use all processors. I am able to do that for mantra, but I don't see an option for that in the Houdini preferences.
I could not add it to the pyro solver, but the import node in my sim file allowed me to add it, but it takes a long time to process and locks up my machine. Similarly, I added convert to VDB in the HIP file with just the file node with a single frame bgeo of the volume and it started processing for a long time and locked up the machine.
Any thoughts on where to use these nodes? Also, can I get Houdini to not use all processors. I am able to do that for mantra, but I don't see an option for that in the Houdini preferences.
Houdini Indie and Apprentice » Pyro adding detail and sometimes simulation issues
- madguru
- 96 posts
- Offline
Hi,
I've been enjoying working with the billowy smoke setup with the pyro solver to make some interesting shapes for nebulas. I'm using a source object to get the basic shape and then just simming under 5 frames to get a few interesting shapes, which I can save to disk and load into my lighting file as a bgeo. I really like this workflow, but I am not sure how to bring out more detail in the end results. I have tried different shaders, and some can add bits of noise, and others adjust the color, but I find using colored lights (RGB) and compositing seems an easier way to refine the color.
Any thoughts on how I can make the look less soft? Sometimes when I sim at lower division settings for the pyro it does not seem to update or it takes far too long and seems to take over the machine. The 0.03 setting is fast and gives a pretty good result, but it looks soft, or blurred. I want to increase that sharpness and detail.
Any thoughts?
Thanks,
Adnan
I've been enjoying working with the billowy smoke setup with the pyro solver to make some interesting shapes for nebulas. I'm using a source object to get the basic shape and then just simming under 5 frames to get a few interesting shapes, which I can save to disk and load into my lighting file as a bgeo. I really like this workflow, but I am not sure how to bring out more detail in the end results. I have tried different shaders, and some can add bits of noise, and others adjust the color, but I find using colored lights (RGB) and compositing seems an easier way to refine the color.
Any thoughts on how I can make the look less soft? Sometimes when I sim at lower division settings for the pyro it does not seem to update or it takes far too long and seems to take over the machine. The 0.03 setting is fast and gives a pretty good result, but it looks soft, or blurred. I want to increase that sharpness and detail.
Any thoughts?
Thanks,
Adnan
Houdini Indie and Apprentice » How to create facing particles?
- madguru
- 96 posts
- Offline
Thanks Andrew. I didn't even know to look into it that way, but thanks to your solution, I know to look in another place for ways to control things like this.
Thank you!
Adnan
Thank you!
Adnan
Houdini Indie and Apprentice » Rendering multiple takes
- madguru
- 96 posts
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Houdini Indie and Apprentice » How to create facing particles?
- madguru
- 96 posts
- Offline
Hi,
I am trying to create facing particles, like sprites that point always at the camera. Here is a sample scene. I tried setting the camera as a look at for the particle object, but that does not seem to be the right way.
Scrub through the timeline and you will see that as the camera moves around, the particles do not keep facing it.
Any thoughts?
Thanks,
Adnan
I am trying to create facing particles, like sprites that point always at the camera. Here is a sample scene. I tried setting the camera as a look at for the particle object, but that does not seem to be the right way.
Scrub through the timeline and you will see that as the camera moves around, the particles do not keep facing it.
Any thoughts?
Thanks,
Adnan
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