luke moore

djdoogle123

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MegaScans Mod for 20.0 June 4, 2024, 3:43 a.m.

MakoPolo
I recently got annoyed again that megascans have not updated the plugin for Houdini 20.0 so I went through the plugin scripts and added some more things to the previous mod I've made.

This is mostly for Karma Mtlx and RS_USD as I don't have the other renderers to debug.
So I recommend that people who use renderers other than Karma and RS not download this as I don't know if it will bug out.
The features that I've either added or changed are:
  • Added redshift standard shader instead of the old shader
  • changed the quixel triplaner to redshift triplaner
  • linked all the texture node's UV transform settings to albedo so that you only need to change one nodes parms
  • set defaults to all redshift texture nodes so that its importing in the right colorspace eg. sRGB or Raw
  • added openGL settings for redshift shader so that the texture appears in the viewport. Displacement in the viewport is also added but its defaulted togged off.
  • Same as my last mod when USD is check it will use the new component builder for any variant
  • Added Redshift_USD
  • Added support for atlas splitter in Solaris
  • Added Mtlx Karma instead of the principle shader that was defaulted in the old plugin
  • the Redshift_USD shader also has USDpreviewShader inbuilt so that you can see the textures in the HoudiniGL viewport

You will need to replace some files as explained in the GitHub repository [github.com] .

Cheers
MakoPolo
I recently got annoyed again that megascans have not updated the plugin for Houdini 20.0 so I went through the plugin scripts and added some more things to the previous mod I've made.

This is mostly for Karma Mtlx and RS_USD as I don't have the other renderers to debug.
So I recommend that people who use renderers other than Karma and RS not download this as I don't know if it will bug out.
The features that I've either added or changed are:
  • Added redshift standard shader instead of the old shader
  • changed the quixel triplaner to redshift triplaner
  • linked all the texture node's UV transform settings to albedo so that you only need to change one nodes parms
  • set defaults to all redshift texture nodes so that its importing in the right colorspace eg. sRGB or Raw
  • added openGL settings for redshift shader so that the texture appears in the viewport. Displacement in the viewport is also added but its defaulted togged off.
  • Same as my last mod when USD is check it will use the new component builder for any variant
  • Added Redshift_USD
  • Added support for atlas splitter in Solaris
  • Added Mtlx Karma instead of the principle shader that was defaulted in the old plugin
  • the Redshift_USD shader also has USDpreviewShader inbuilt so that you can see the textures in the HoudiniGL viewport

You will need to replace some files as explained in the GitHub repository [github.com] .

Cheers
MakoPolo
I recently got annoyed again that megascans have not updated the plugin for Houdini 20.0 so I went through the plugin scripts and added some more things to the previous mod I've made.

This is mostly for Karma Mtlx and RS_USD as I don't have the other renderers to debug.
So I recommend that people who use renderers other than Karma and RS not download this as I don't know if it will bug out.
The features that I've either added or changed are:
  • Added redshift standard shader instead of the old shader
  • changed the quixel triplaner to redshift triplaner
  • linked all the texture node's UV transform settings to albedo so that you only need to change one nodes parms
  • set defaults to all redshift texture nodes so that its importing in the right colorspace eg. sRGB or Raw
  • added openGL settings for redshift shader so that the texture appears in the viewport. Displacement in the viewport is also added but its defaulted togged off.
  • Same as my last mod when USD is check it will use the new component builder for any variant
  • Added Redshift_USD
  • Added support for atlas splitter in Solaris
  • Added Mtlx Karma instead of the principle shader that was defaulted in the old plugin
  • the Redshift_USD shader also has USDpreviewShader inbuilt so that you can see the textures in the HoudiniGL viewport

You will need to replace some files as explained in the GitHub repository [github.com] .

Cheers
I’ve pmed you

group-name from name attribute May 28, 2024, 3:48 a.m.

BabaJ
djdoogle123
But except when it comes to the rbd bullet solver it doesn’t like it as it also uses a name attribute what would be a good work around here?

Before you run your geo through the sim, you could make an attribute like 'original_name' and assign the values as if it was 'name'.
Then after the sim, you could delete all 'name' attributes with delete attribute sop, except 'original_name' attribute.

Then use the rename attribute sop to change your 'original_name' to 'name'.


I’m not really sure what you mean could you show me an example?

Regards

group-name from name attribute May 24, 2024, 9:46 a.m.

soulcage_dpt
thx a lot for the hints...

@Enivob, this works perfect, thx for the snippet (had to rename the name-attribute since it contained a namespace-character ":" and it seems group-names dont like ":")

@sepu, the "groups from name" sop doesnt exist in 19.0.xx, seems only be available in 19.5.xx, but this also works perfect in 19.5.xx, the renaming of the namespace-character is then automatically...thx

Hi Im not sure if you can help but seems you had a similar problem,

I have rbd sim but in that before the fracture I use an attribute create to create an attribute name in the string to use as a geoup to apply separate materials too. But except when it comes to the rbd bullet solver it doesn’t like it as it also uses a name attribute what would be a good work around here?

Regards