Hi, I'm having some trouble with the For Each LOP not updating the current prim properly. I have a SOP Modify LOP that operates on each primitive, and it seems to work, but I have to manually jump into the SOP modify LOP and turn on and off nodes until the network decides to update and realize the current prim! It constantly has outdated data and that defeats the whole purpose of what I'm doing. So, what I'm doing is running a wire sim over a bunch of plants and the network used to build the wires won't update properly, so it seems that once the wire network for the first plant gets built, all the other plants are using that initial wire network.
Any assistance here will be golden! I've uploaded a few screenshots to show the network.
Image1 - the for each LOP network which runs over each prim and then sets a variant on a parent prim.
image2 - because of the way the variants are set up, no matter what variant I have selected the entire network is still visible to scene graph, so, instead of running over each variant, I run over each prim and just re-set the variants.
image3 - the network inside the SOP Modify LOP from the for each network.
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Solaris and Karma » for each LOP NOT updating SOP Modify network properly!
- traileverse
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Solaris and Karma » Access LOPS loop variables inside a SOP modify ?
- traileverse
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Is it possible to access LOP foreach loop variables inside a SOP modify that is within the loop? So access say @ITERATION INSIDE SOPS that’s within the loop?
Solaris and Karma » Use a for each to send each variant into a SOP Modify LOP?
- traileverse
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alexandru_pyes, thanks a ton, this is exactly what I'm after!
You're 90% there already! Take a look at the attachment. Is this what you were looking for?
Solaris and Karma » Use a for each to send each variant into a SOP Modify LOP?
- traileverse
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Is there a way I can use a For Each LOP to send each variant into a SOP modify LOP, do some animation stuff and get it back into Solaris as a layer override?
Essentially something like shown in the image.
Essentially something like shown in the image.
Solaris and Karma » USD Render ROP arbitrary render range?
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eyelandartsNot sure about using pure ROPS but I'm sure you can do it with TOPS.
Is there a way to render a frame list. Like render frames 8 ,12,36,102?
Thanks.
Solaris and Karma » Variant workflow including lights
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alexandru_p
Definitely works with another SOPcreate for proxy and 2 configureprimitives. I don't think it is meant to automatically pick up words like "proxy" and "render" from the paths attribute, but I might be wrong. Either way, I'd still manually set it with configureprimitives, just for my sanity.
Now, about light instancing, I had no idea if you asked for it to be instanceable it wouldn't copy the light as well. I tried (in the attached file) to bring everything as reference and then mark the geometry primitives as instanceable. Ideally, you would want your geometry to keep being instanceable because it should be more efficient.
Yes, using the path attribute with 'proxy' and 'render' won't do anything in terms of purposes as far as I know, it's just saying where the prim will live in the scene graph, you'd still need to use the configure prim LOPS to setup the purposes, but it saves you needing 2 SOP creates to manage.
Solaris and Karma » Variant workflow including lights
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j00ey
Another question if you don't mind...
Is this a bad workflow for making a proxy for the bulb geo ? I tried duplicating the sopcreate to make a very lowres sphere at /ASSET/proxygeo then a pair of configureprimitive LOPs to set purposes - it appears to work, but as before I'm unsure if I'm doing something wrong
Once it works! though you could use the one sop create and use primitive path attributes to differentiate main geo and proxy.
s@path = ‘geo/render/bulb’;
s@path = ‘geo/proxy/bulb’;
for render and proxy geo respectively, and merge them. USD will import them correctly!
Solaris and Karma » USD export from solaris to zbrush
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antc
When you say "I tried changing the normals" do you mean you reversed the winding order of the mesh (reverse sop), or just flipped the direction of "N" (normal sop).
Houdini orientation is leftHanded and it might be that zbrush is assuming rightHanded and ignoring the left handed orientation that lops/sops typically authors onto gprims. If that's the case I would expect reversing the winding order to work, but not reversing the normals.
Subdivision shouldn't be influencing the orientation at all afaik.
Yes, your suggestion worked! No idea why adding the subdiv schema solved the problem in painter. But reversing the winding order does work for both zbrush and painter.
Solaris and Karma » USD export from solaris to zbrush
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tried to export a USD mesh from Solaris to Zbrush and you can see in the images below the results that I got. I tried changing the normal, I tried different subdivision algorithms but neither of those worked. Any idea what's the difference in the way these applications are handling the meshes? this also happened when I exported USD from Solaris to substance painter, but once I add a subdivision attribute to the mesh it works as expected so I'm really not sure what the issue is.
Technical Discussion » Pyro: Large dust field
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I have a scene where I need a large field of dust(about 250 meters) where an animated object will fly through as it's followed by the camera; What's a good way to go about this for efficiency? how could I maybe have the fluid container maybe move and resize with animation? I'm using pyro in SOPS but I have no problem using purely DOPS if the solution requires it Much thanks in advance for help on this.
Technical Discussion » Terrains/ Heightfields to Substance Designer???
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Regarding the COPS workflow, I was using the Heightfield data from a live HF, and that seems to be the reason why it was so devastatingly slow. After caching the HF, the speed of COPS has dramatically increased (doesn't mean it's fast, but definitely feels usable now). Caches everywhere.
Would still love to hear from anyone texturing HF in substance designer really though!
Would still love to hear from anyone texturing HF in substance designer really though!
Technical Discussion » Terrains/ Heightfields to Substance Designer???
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Hi, anyone baking and texturing terrains in substance designer? if so, what preparations are required before importing into substance? If terrain is 2000x2000 meters, do we need to do any scale adjustments? how about UV preparations?
I tried using COPS, I really did, but it is sooo sl oo www! I can’t bank my workflow on that, I need another way.
Thanks in advance for tips!
I tried using COPS, I really did, but it is sooo sl oo www! I can’t bank my workflow on that, I need another way.
Thanks in advance for tips!
Solaris and Karma » Edit with Physics and Drop LOP
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I definitely feel like sideFX have been dropping the ball lately on stability and performance. As a freelancer, it’s quite frustrating that I waste so much time debugging simple things! Starting to feel more like a software engineer than an artist. I know it’s a part of being a 3D artist but the honest truth is houdini might be the best DCC in terms of its architecture and tools, but they rarely work as advertised. Solaris, KineFx, Karma are all great fantastic ideas, but feel like tacked on plugins ATM.
Technical Discussion » RigPose transform handle doesn't respect snapping?
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I can't get the rigpose SOP to do proper snapping of joints to points, which is essentially just points to points. Anyone knows what's going on there?
Solaris and Karma » Edit with Physics and Drop LOP
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Anyone who has had success with the Edit with Physics feature and Drop LOP node in Solaris, would love to hear what we did to make those tools useable. I decomposed geometry to make proper convex hulls for concave geo, results were total garbage for collisions.
1. How and what type of prims (Xforms, components, mesh, etc.) should collision geometry get authored on to make it usable?
2. The active dynamic objects seem quite erratic as I move them around and get very confused when they collide with other geometry; what am I doing wrong?
Any advice is most welcome.
1. How and what type of prims (Xforms, components, mesh, etc.) should collision geometry get authored on to make it usable?
2. The active dynamic objects seem quite erratic as I move them around and get very confused when they collide with other geometry; what am I doing wrong?
Any advice is most welcome.
Technical Discussion » Glue packed RBD to animated geo?
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tamte
Yes, animated is using packedfulltransform
Deforming should also work, but for attaching constraints to deforming geo you need to attach them to points or vertices directly by specifying anchor_id and anchor_type attributes so it may be more involved and unnecessary for rigid deformations like you are describing
In case your geo is deforming rigidly and you want to turn it into animated packed prim (so extracting rigid transform and put on top of static packed geo) you can use RBD Deforming To Animated SOP
Thanks again tamte, really appreciate it!
Technical Discussion » Glue packed RBD to animated geo?
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tamtetraileverseDon't make it deforming, but rather animated
then have the outer lid be not active but deforming geo
Make sure you pack the lid while it's static and do animation on top of packed prim then turn it into animated not active and constraint the screen to it
Thanks a lot, animated works! is animated just using the packed prim intrinsic transform?
So deform is for point level animation and I have point level animation here, why doesn’t deform work?
Technical Discussion » Glue packed RBD to animated geo?
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I have an animation of a laptop screen opening up; after it opens I want to break the screen open (have a hole in the screen); the screen geo was just a flat plane so I did some extrudes and so forth. My idea to get this done was to have the screen be active RBD, then have the outer lid be not active but deforming geo, then glue constraint the screen to the outer lid; So, the now dynamic screen would animate with the outer lid and I could break it anyway I want. But frustrating all I've had are problems. The screen tries to move with the outer lid but fails to keep up.
Would love some guidance on this type of setup.
Would love some guidance on this type of setup.
PDG/TOPs » NON-Pythonic way to create a bunch of SOP nodes with PDG?
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tamteOh didn't even see there was a TOP Geometry SOP lol, Thanks. Would still love to know if there is a way to get TOPS to create nodes in the way I previously described though?
If you do your work in TOP Geometry SOP, your cached geo can be loaded in automatically and passed to output without having to create file nodes
PDG/TOPs » NON-Pythonic way to create a bunch of SOP nodes with PDG?
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Hello, If I have a wedge PDG network saving out some geo caches, is there a TOP that allows me to set up a SOP network, create a file SOP for each file and load it back in? I know I can just use Python but is there a node-based way to do this?
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