
Nik N
NNNenov
About Me
EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics
Houdini Skills
INTERMEDIATE
Procedural Modeling | Environments | Mantra | Karma | Lighting | Pyro FX | Realtime FX | VEX
BEGINNER
Digital Assets | Character Rigging | Motion Editing | Animation | Cloth | Fluids | Destruction FX | Python
Availability
I am available for Contract Work
Recent Forum Posts
Render a slap comp with TOPs April 19, 2025, 11:14 a.m.
Ello, I've tried to find some info on this, I saw there is a guide to rendering solaris with TOPs, i couldnt get it to work, but also, in the top net context, i couldnt find the same options for husk to go through a COP netowrk for a slap comp.
I also tried using a rop fetch node pointing to my USD render rop in solaris, this partially worked but it didnt render all the geometry in my scene, static geo worked, but crowd sim did not render at all..
I also tried using a rop fetch node pointing to my USD render rop in solaris, this partially worked but it didnt render all the geometry in my scene, static geo worked, but crowd sim did not render at all..
ROP glTF how to "Export Mesh Names" Feb. 1, 2025, 8:02 p.m.
Hello, I've been stuck on this for a while today, I want to try and use the gltf exporter in a sop context so I can output meshes procedurally based on their attributes, packing them with @name attribute and using the Export Mesh Names and Mesh Name Attribute will package the meshes into a null/container with the @name, but the meshes themselves remain unnamed.
The only way I was able to get the meshes correctly named was by working at object level and creating a unique obj with an object merge pointing to the seperate meshes. That way the name I set on the obj level was applied to the exported mesh, using a gltf rop in ROP context.
1. Why does the GLTF rop node in a SOP context behave like this, is it a bug that it doesnt seem to be possible to directly name exported meshes?
2. If the only way to export named meshes is at OBJ level with GLTF rop in ROP context, then what procedural method can be used to convert a bunch of packed pritives to uniquely named meshes? I tried setting name attribute but if the it is different I get the errorIn the documentation it says
"Attribute
The GLTF mesh name will be assigned the name stored in the attribute specified by the Mesh Name Attribute parameter. It can be any type of attribute, but it must have a consistent value." - why allow use of name attribute if you cant have multiple meshes with different names? Im a bit lost. We are allowed to have different named meshes if using node names, but not if using an attribute?
The only way I was able to get the meshes correctly named was by working at object level and creating a unique obj with an object merge pointing to the seperate meshes. That way the name I set on the obj level was applied to the exported mesh, using a gltf rop in ROP context.
1. Why does the GLTF rop node in a SOP context behave like this, is it a bug that it doesnt seem to be possible to directly name exported meshes?
2. If the only way to export named meshes is at OBJ level with GLTF rop in ROP context, then what procedural method can be used to convert a bunch of packed pritives to uniquely named meshes? I tried setting name attribute but if the it is different I get the error
"Cook error in input: 'name' attribute has different values. No mesh name will be exported."
"Attribute
The GLTF mesh name will be assigned the name stored in the attribute specified by the Mesh Name Attribute parameter. It can be any type of attribute, but it must have a consistent value." - why allow use of name attribute if you cant have multiple meshes with different names? Im a bit lost. We are allowed to have different named meshes if using node names, but not if using an attribute?
Copernicus ROP then File read error Transform not invertible Dec. 10, 2024, 11:17 a.m.
I have the solution from sidefx team Midgardsormr via discord:

I cant say I understand how transforms work in COP context, in this situation.
From a developer: Yeah, Blend COP works in world space, considering the transforms of the background and foreground That error basically means that the projection matrix of the foreground onto the background plane is not invertible, so we can't resample it One degenerate case where this can happen is if the two images are perpendicular (e.g. one is looking down the Z axis while the other is looking down the X axis) If you don't care for the world-space matching, you should use Match Camera to get the foreground to have the same transform as the background before feeding them into Blend
I cant say I understand how transforms work in COP context, in this situation.