Hey Igor and Julca. Thanks for the very informative video and GIF! I watched everything. These solutions are good but nowhere as fast as XSI's tools. However, I will use them.
So I think the best is for SideFX to modify the Edge Loop tool just a bit.
- If no edge is selected prior to clicking the "Edge Loop" button, it would behave just as today.
- If some edges are selected prior to clicking the "Edge Loop" button, it would subdivide just the selected edges.
So I think I'll send an RFE.
Thanks!!
David
EDIT : RFE sent. But before posting a RFE, it would be nice to check previous RFE's. Is there a way to do that?
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Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Wow thanks for the long informative video! I'll try to follow it tomorrow just like a tutorial.
You should put it on a video site such as Vimeo and name it "some Hou modelling tips".
Also I like the relaxing music in the background!
So, I'll tell you more about it tomorrow but from what I saw your advices are very good.
You should put it on a video site such as Vimeo and name it "some Hou modelling tips".
Also I like the relaxing music in the background!
So, I'll tell you more about it tomorrow but from what I saw your advices are very good.
Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Hey Slgor, thanks for the help. However with Polysplit I have to click on each perpendicular edge. I'd like to select edges, drag the mouse for the location of the new perpendicular edges, then click ONCE.
See you
See you
Technical Discussion » Display a list of selected points ?
- Grendizer
- 375 posts
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Thanks. yeah it could be that. I also notice that the spreadhseet activates itself when I change tools, for example when I press the "T" key.
Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Well imagine I need to add a perpendicular edge that runs on 3 parallel edges only. I want to choose where the subdivision will be. So I drag the mouse from left to right, viewing a preview of where the new edges will be.
It's just like adding edge using the Edge Loop button, but without adding it on a full ring of edges, just 3 of them.
It's just like adding edge using the Edge Loop button, but without adding it on a full ring of edges, just 3 of them.
Technical Discussion » Display a list of selected points ?
- Grendizer
- 375 posts
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Hmmm forget it, now it works in the geometry spreadsheet, both points are highlighted in orange. I don't know what I did differently, but it works.
Technical Discussion » Display a list of selected points ?
- Grendizer
- 375 posts
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I would like to get a list of selected components, especially for points.
In the viewport when I display point numbers, when 2 points are on top of each other, it's not clear, as both yellow point numbers are mixed.
In the geometry spreadsheet, when I go to view > only show selected : nothing is listed.
Any solution?
Thanks
David
In the viewport when I display point numbers, when 2 points are on top of each other, it's not clear, as both yellow point numbers are mixed.
In the geometry spreadsheet, when I go to view > only show selected : nothing is listed.
Any solution?
Thanks
David
Technical Discussion » select ngon with vex
- Grendizer
- 375 posts
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Hey guys. Interesting topic but is there a quicker way to select or detect ngons in Houdini? Kind of like XSI's select ngons?
Thanks
Thanks
Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Another question : is there a similar tool than edge loop, but only for selected edges?
Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Ok I watched some Polydraw videos. Amazing! Finally Hou got some proper modelling tools. It works almost like in XSI...
Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Thanks. I didn't know edge loop was a replacement for Edge Divide.
As for PolyDraw, this seems to be used only for retopo, if I understood correctly...
As for PolyDraw, this seems to be used only for retopo, if I understood correctly...
Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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Technical Discussion » Edge divide bug
- Grendizer
- 375 posts
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the bug is still there in v18.5. the "tolerance" slider kind of fix it but it's not normal to be forced to use it. By default it should work.
Houdini Engine for Maya » Exporting Pyro sim to Maya??
- Grendizer
- 375 posts
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Thanks a lot Deviner! As this file is more technical than my knowledge I have some questions :
So here's what I understand from your scene:
- box1 : You start by a cube
- vdbfrompolygons1 : You convert it into a density fog VDB
- copy_for_3_fields : You duplicate it so now you have 3 densities
- name_to_Cd : You convert each densities into color information
- volumewrangle_your_stuff_here: you create a colored ramps and you apply it into the Color (Cd). To distribute the color, you use the vertical size of the original box.
Now as you can guess I want to use the heat instead of the vertical size of the box. From my Pyro_Import node, I could extract only the heat using a delete node. But my first question would be: how can I know the range of the heat? Does it go from 0 to 1, like the Cd color?
Cheers
David
So here's what I understand from your scene:
- box1 : You start by a cube
- vdbfrompolygons1 : You convert it into a density fog VDB
- copy_for_3_fields : You duplicate it so now you have 3 densities
- name_to_Cd : You convert each densities into color information
- volumewrangle_your_stuff_here: you create a colored ramps and you apply it into the Color (Cd). To distribute the color, you use the vertical size of the original box.
Now as you can guess I want to use the heat instead of the vertical size of the box. From my Pyro_Import node, I could extract only the heat using a delete node. But my first question would be: how can I know the range of the heat? Does it go from 0 to 1, like the Cd color?
Cheers
David
Houdini Engine for Maya » Exporting Pyro sim to Maya??
- Grendizer
- 375 posts
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Thanks. Another question, how can I export the heat and Cd fields in the final filecache node?
BerkErdag said : in the "convert VDB" node, write @name=density for Group.
Should I write in : @name=density @name=heat @name=Cd ?
BerkErdag said : in the "convert VDB" node, write @name=density for Group.
Should I write in : @name=density @name=heat @name=Cd ?
Houdini Engine for Maya » Exporting Pyro sim to Maya??
- Grendizer
- 375 posts
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So I did more tests with this scene and I deleted my isoOffset node and replaced it with a "Convert VDB" node.
Check the attached pic : in the "pyro_import" node, I did a file cache from the import_pyrofields and plugged it into a volume visualisation node, in which I have a gradient. Then I plug this in a convert VDB node and in the bottom of my network, I use another filecache node in which I pout the vdb extension.
I understand the volume visualization node is for the viewport only, but is there a way to get these colors exported to the VDB files? And then how can I recover these colors in Maya?
Thanks
Gz
Check the attached pic : in the "pyro_import" node, I did a file cache from the import_pyrofields and plugged it into a volume visualisation node, in which I have a gradient. Then I plug this in a convert VDB node and in the bottom of my network, I use another filecache node in which I pout the vdb extension.
I understand the volume visualization node is for the viewport only, but is there a way to get these colors exported to the VDB files? And then how can I recover these colors in Maya?
Thanks
Gz
Houdini Engine for Maya » Output ends up at the origin?
- Grendizer
- 375 posts
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Hey, I found a second solution to this problem.
Go to menu windows > settings preferences > preferences > settings > animation > Evaluation > evaluation mode = DG.
Then there is no need to add a volume - fluid.
But we may need to revert to parrallel for other Maya operations.
Go to menu windows > settings preferences > preferences > settings > animation > Evaluation > evaluation mode = DG.
Then there is no need to add a volume - fluid.
But we may need to revert to parrallel for other Maya operations.
Houdini Engine for Maya » Output ends up at the origin?
- Grendizer
- 375 posts
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Ok I finally found a solution that works!!
First some information:
¤ The problem is not related to Maya 2020 and its Arnold version. The same behavior occurs in Maya 2020 and Maya 2022.
¤ In Houdini, While creating an asset, it is NOT necessary to add a Transform node, as I did in the picture "Move particles in Maya" above.
¤ In Maya, after importing the asset, it is NOT necessary to create a rig-like object and to add expressions to the asset’s channels, as I did in the picture "Move particles in Maya" above.
¤ motion blur and keyframes are NOT involved.
I've done a lot of testing and finally got a Houdini Particle asset that worked: when I was moving it away form the scene center, Arnold rendered it properly, even with motion blur and keyframes. But in my asset, the particles were not alone, there were also 2 VDB volumes, appearing as fluids in Maya. When I imported another asset in another Maya scene, the same problem came back, because this asset was containing ONLY particles and no Houdini volume / Maya fluid. So the solution is a bit weird, but here is what I should do, whenever I need to import Houdini particles into Maya via Engine:
In Houdini, I need to include in the asset some VDB Volume, even a light one. It's just a dummy. I beleive it needs to be a volume. I tried to include a second particle system and a cube, but they didn't work for me.
In Maya, import the asset using Engine. It's possible to hide the "Fluid" object. Translate the Asset object away from the center and Arnold-render it: it works!
Enclosed is a pic that summarizes this.
Now what's strange it that the asset I put in my Onedrive only had particles. But still John had no problem with it. So there's still something I miss here…
So I would apreciate if some other people test this : import Particles only , move them away from the scene center, and render them using Arnold… Tell me if this works, thanks!
First some information:
¤ The problem is not related to Maya 2020 and its Arnold version. The same behavior occurs in Maya 2020 and Maya 2022.
¤ In Houdini, While creating an asset, it is NOT necessary to add a Transform node, as I did in the picture "Move particles in Maya" above.
¤ In Maya, after importing the asset, it is NOT necessary to create a rig-like object and to add expressions to the asset’s channels, as I did in the picture "Move particles in Maya" above.
¤ motion blur and keyframes are NOT involved.
I've done a lot of testing and finally got a Houdini Particle asset that worked: when I was moving it away form the scene center, Arnold rendered it properly, even with motion blur and keyframes. But in my asset, the particles were not alone, there were also 2 VDB volumes, appearing as fluids in Maya. When I imported another asset in another Maya scene, the same problem came back, because this asset was containing ONLY particles and no Houdini volume / Maya fluid. So the solution is a bit weird, but here is what I should do, whenever I need to import Houdini particles into Maya via Engine:
In Houdini, I need to include in the asset some VDB Volume, even a light one. It's just a dummy. I beleive it needs to be a volume. I tried to include a second particle system and a cube, but they didn't work for me.
In Maya, import the asset using Engine. It's possible to hide the "Fluid" object. Translate the Asset object away from the center and Arnold-render it: it works!
Enclosed is a pic that summarizes this.
Now what's strange it that the asset I put in my Onedrive only had particles. But still John had no problem with it. So there's still something I miss here…
So I would apreciate if some other people test this : import Particles only , move them away from the scene center, and render them using Arnold… Tell me if this works, thanks!
Houdini Engine for Maya » Houdini Engine failed to initialize
- Grendizer
- 375 posts
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Problem solved. I think the problem happened because I never started the newly installed Houdini before starting Maya and the Houdini Engine plugin. I was too in a hurry.
BTW on this PC, Hou starts in almost 2 minutes. It's REALLY a slow PC that I intend to upgrade so please don't hit me on the head.
BTW on this PC, Hou starts in almost 2 minutes. It's REALLY a slow PC that I intend to upgrade so please don't hit me on the head.
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