Sebastian Schoellhammer

sschoellhammer

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Houdini engine question Aug. 23, 2019, 5:28 a.m.

First of all what I am trying to make:

A tool that takes a set of geometries and outputs a mesh with an object id encoded into the vertex colors. This is for creating meshes for realtime - there I'm picking up this extra data in a shader (in this case for variation within a mesh)

This is very easy to do in houdini standalone (see image_1), but I'd like to make this usable in maya via houdini engine.



I'm exposing a merge object node to the asset level as described in the help:
“Although the parameter can be created manually, the more common and simple to create an Object Merge SOP, and promote the object parameter to the asset level. The input geometry is then accessible from the output of the Object Merge SOP.”
Sadly the inputs seem to get merged by houdini engine along the way before it's getting to my object merge - but I need them to be packed individually there.

in maya:


when debug opening the asset in houdini:


“fixing it” in houdini:


Is there a way of changing this behaviour? Or another solution alltogether?

Thanks a lot for any help!
Seb

vellum hair restlength confusion March 21, 2019, 4:40 a.m.

To answer my own question, all I needed here is a Distance along edges constraint. That works as expected!

vellum hair restlength confusion Feb. 10, 2019, 7:07 a.m.

Hello!

I'm experimenting with creating weblike structures with vellum hair and am getting strange results when setting restlength scale < 1. I've attached a really simple example.

If the scale is 1, everything behaves like expected, however if it's smaller, points seem to move towards each other rather than stretching evenly. I guess I have a misunderstanding of how this should work

Thanks for any hints!
seb