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3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Oh yeah, cool. That would already be possible with the current setup I think, by setting the intersection distance large enough so you can only draw “scales”/bumps when they don't or barely intersect, and then play with the extrusion setting to get a curvy bumpy look
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Sure, in short:
viewer state for interaction, moving a point along a mesh
copy to points with said point and circle and attributes from viewer state
vex:
reproject onto mesh
finding intersections
cleaning up intersections( 3 posibilities, no points, 1 point or two intersection points)
create lines between cleaned up intersections
vex code for those lines: a behind test relative to center point of the circle and center point of intersecting circle
transform circles according to behind tested lines
vex : proximity check to only update points near the live point
vex reproject onto mesh
I've written some vex code to do extrusions, as the polyextrude often creates spikes, still have to implement that.
Also, performance wise, its not bad, but it does slow down quite a bit with a lot of scales. Looking into opencl to speed it up.
That's it in a nutshell
viewer state for interaction, moving a point along a mesh
copy to points with said point and circle and attributes from viewer state
vex:
reproject onto mesh
finding intersections
cleaning up intersections( 3 posibilities, no points, 1 point or two intersection points)
create lines between cleaned up intersections
vex code for those lines: a behind test relative to center point of the circle and center point of intersecting circle
transform circles according to behind tested lines
vex : proximity check to only update points near the live point
vex reproject onto mesh
I've written some vex code to do extrusions, as the polyextrude often creates spikes, still have to implement that.
Also, performance wise, its not bad, but it does slow down quite a bit with a lot of scales. Looking into opencl to speed it up.
That's it in a nutshell
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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It's coming along very nicely ! I've been doing some commissioned work so haven't really updated it in the last couple of days or so..
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Hey Bennel ! Yes I have , thanks for asking I sent a scene file to support and it as it turned out, there is a bug in Houdini versions prior to 18.5 where the geo stash parameter keeps track of ALL changes in the undo stack. That means everytime you overwrite the paramter , it is stored in memory, so that's why it crashed so often. It's been fixed in 18.5 and the solution for other versions is to clear the undos mannualy. I've switched to Houdini 18.5 now and fixed some things. It feels a lot smoother in general now
Edited by Wout Tengrootenhuysen - 2020年10月26日 08:48:35
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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I'm getting some strange full on hard crashes. I'm using the geo data parameter in a loop, to cache geometry after a brush stroke has been applied, and then that result is imported in a python sop and rrrrround we go. But Memory usage increases with every stroke up untill 99% and then sometimes it crashes, and it crashes hard, just screen flicker- back up corrupted-hard. If anyone has any ideas, that'd be very welcome
Thanks !
Thanks !
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Okay, thanks Bennell. I've got plenty to do for now, working on the sculpting mode of the HDA.
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Bennell
Hi Wout,
I've noticed six scales connected to each other on the mouth. Other than that, keep it up!
That's where the scales“ jump” to the close part of the mouth, fix is to do the scales on an open mouth model and then close afterwards, so shouldn't be a problem
Edited by Wout Tengrootenhuysen - 2020年10月19日 17:49:51
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Hey there Mr Librarian ! That screenshot looks nice and clean ! Where is it exactly, I clicked the link but it doesn't seem to be on there ? Thanks !
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
- Offline
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
- Offline
Hi Bennell,
it's going pretty well, I'm working on this every day, many hours. Nothing really new to show yet, I'll post something soon I hope
it's going pretty well, I'm working on this every day, many hours. Nothing really new to show yet, I'll post something soon I hope
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
- Offline
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
- Offline
Oh, not sure about that one. First things first, still figuring out a good and fast way for auto intersecting scales
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Hi Bennell !
Nothing to show yet but making a lot of progress with auto intersecting scales ! Really cool. thanks for checking in !
Nothing to show yet but making a lot of progress with auto intersecting scales ! Really cool. thanks for checking in !
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
- Offline
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
- Offline
*Added Color sampling
*Added random flipping of texture
*Added controls for random hue/sat/value
*Added random flipping of texture
*Added controls for random hue/sat/value
Edited by Wout Tengrootenhuysen - 2020年9月12日 08:55:54
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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I'm making good progress :
In this video I'm using the scatter project mode and I'm using masks to control the density and draw order of the projections.
The red arrows are guides you can draw onto the surface to control orientation.
The heightmap intensity is also linked to the projection size. I have also added a preview mode which is pretty smooth
I've also been working on the history stack/undo in the manual projection mode, so that's working pretty smoothly now, you can now go back and continue projecting from wherever you are in the stack ( it deletes the strokes after the current one)
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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BennellI meant deform the model ( just to be sure ) and the texture with the scale will just follow
Deform them how?
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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Bennell
I've uploaded this video to be clear about what I was talking about before which is scales stretching. The scales are green and the skin underneath is red to show the range of stretch. Would this still be possible with your HDA? The scales are geometry.
I think the workflow there would be to go for a T-pose kinda setup where the stretching is averaged, project the scales and then deform them.
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
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megger
That's really quite impressive. Did you handle the painting entirely through python? And what's the renderer? Mantra?
The built in houdini tools for that are quite lackluster as far as I know. And the drawcurve sop being the only real option for scattering like this, and that slows down to a crawl going upwards of 20 strokes.
I'd love to play around with this, if you need someone for beta testing. I'm an unchallenged expert in breaking things, haha.
Hey there !
You're message just popped up which is kinda strange as it was posted in between the rest but okay
Thanks ! You're expertise might come in handy ! I was thinking about asking people to test it the other day, but it's not quite there yet. Soon though !
The whole HDA is a mix of python and vex. I'm using Octane render.
3rd Party » Texture/Mask/Displacement Painting HDA, WIP
- Wout Tengrootenhuysen
- 136 posts
- Offline
Hm, I think you can do that by projecting/painting a wrinkle texture and then blend it with the scales with an over blend mode. Cool picture !
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