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barad_dur

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About barad_dur

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    http://www.davidcbennett.com

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    David
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    Lubbock, Texas USA

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  1. Oh man, I'm embarrassed. I wrote that wrong. I meant .pts not .pc. In fact any of these formats would be nice to get H to convert to: .rcs, .fls,.fws, .lsproj, .ptg, . pts, .ptx, .las, .zfs, . zsprj, .asc, . cl3, .clr, .e57, .rds, . txt, xyz, . rcp, .pcg, .xyb Sorry about that.
  2. Howdy all, I have a .ply file for a 16 million point point cloud and I need to get it into a .pc format. Will Houdini's pcwrite function translate the .ply format to .pc that way or is there a better way to go about this? Thanks to all. David
  3. Hello all, I was needing some help with getting the Exported maps from Substance Painter into the Chrome material in H14. I am exporting the following maps: Base Color Roughness Metallic Normal Height Emissive I am trying to reassemble them in H14's Chrome material. I know the Base Color goes into the Base Color Map in the Surface Tab Diffuse Tab. I think the Metallic map goes into the Reflection Mask Map in the Reflect Tab Reflection Mask Map Tab. I'm not worried about the Normal, Height or Emissive maps yet so that leaves Roughness. Roughness is key to the aged look I'm trying to get. In Substance Painter the textured model looks like this: A Houdini render looks like this (notice the difference the Roughness map makes against the SP render in back): I don't suppose someone could lend me a hand on how to get Roughness maps from SP into the chrome material in H14 could they? It would be really helpful. Thank you David
  4. Hi all, I am rendering out a fire simulation for sprite construction in Unity and I am running into an issue using the Mosaic COP for sprite sheet construction. I am rendering out every 24th frame of a simulation to end up with 10 frames that I want to make a sprite sheet from. However, bringing the frames back in to COP Context via a file sop is proving difficult. It looks like I am missing the boat on how to get nth numbered frames back in without Houdini "filling in the holes", in this case making 11 or so copies of single frames. Do I need to hand rename these frames? I know it's something simple, it always is but if someone could give me a hand I'd appreciate it. Thank you
  5. Hi all, I am rendering out a fire simulation for sprite construction in Unity and I am running into an issue using the Mosaic COP for sprite sheet construction. I am rendering out every 24th frame of a simulation to end up with 10 frames that I want to make a sprite sheet from. However, bringing the frames back in to COP Context via a file sop is proving difficult. It looks like I am missing the boat on how to get nth numbered frames back in without Houdini "filling in the holes", in this case making 11 or so copies of single frames. Do I need to hand rename these frames? I know it's something simple, it always is but if someone could give me a hand I'd appreciate it. Thank you
  6. grouping first/last points on sweep

    Adam, Thank you. This totally works. It's perfect. David
  7. grouping first/last points on sweep

    I tried it a bit but I forgot to mention that this curve will also be changing as I generate different tubes of varying radius, length and postions of the end points of the sweep curve.
  8. Hello all, I have a circle sweeping down a resampled curve. I need to be able to group the first set of points and the last set of points. I would like to run a mountain SOP on all the points BUT the first and last point sets so the ends of the tube will be unaffected by the mountain SOP. At least 3 variables will change at any given time: The divisions of the circle (../circle1/divs) The segments of the resample (../resample1/segs) The length and shape of the curve I am hoping there is a way to use a Group SOP to do this and need some help. I tried the following in the "pattern": 0-`ch("../circle1/divs")-1` This does work for the very first set of points and updates when I change the detail of circle1. However, doing the following seems to break the Group SOP: 0-`ch("../circle1/divs")-1` `ch(../circle1/divs) * ch(../resample1/segs)`-$N I was hoping this would evaluate to: 0-19 1420-$N (when there are 20 divs on the circle and 71 segments in resample) It is not doing so and I think it's because I am pushing the group SOP's Pattern to hard. Does anyone have an idea how to get this done? Any help would be appreciated. Thank you David
  9. Embedding Textures in OTLs

    Awesome! Thank you Jeff. I'd been wondering about this for a very long time. I'll start playing around with this and see what I can break.
  10. Embedding Textures in OTLs

    Thomas, Does the above mean that, when all is said and done, this digital asset will forever contain the image file and the digital asset can be passed around without ever having to manage a seperate texture file? What else can you embed into a DA in this manner? Could you include a point cloud file for example? Is there something I could not permanantly embed into the DA? Thank you.
  11. Short and sweet OP centric lessons

    I would absolutely watch these. I had been pondering this very concept for awhile now but always found myself in a position of not knowing enough about Houdini to start them up. In my version of your idea I was including "exercises" after the detailing of a concept. For example: Video: 5 - 10 minutes about the Carve SOP. Exercises (as a text file): 10 problems that can be solved using the Carve SOP of increasing difficulty. Example Exercise: "You have a Sphere Primitive and would like to use the Carve to keep only the top hemisphere of the Primitive. How would you do this?" Example Answer: You are not able to use the Carve SOP on a Primitive, the Sphere must be a NURBS, Bezier or Mesh. Therefore to use the Carve SOP to get the top hemisphere only you must change the Sphere "Primitive Type to either NURBS, Bezier or Mesh then check Second V and set to 0.5. I think the addition of Exercises, while totally "school like" would help to reinforce the concepts and foster critical thinking. I have been wanting something like that for a long time. Just my 2 cents.
  12. differential UV issue

    Thank you Benoit. I've been playing with the Layer SOP and trying to wrap my head around the V_layered shader but I am not having any luck at all. I'll keep at it though. Thanks again.
  13. Hi guys, I am trying to get a torus to be UV'd twice I guess. What I would like is the torus to have a diffuse color map AND an opacity map. Easy enough as I am using a Mantra Surface shader and it has both. The problem becomes the UVs. For the Diffuse color map to map correctly to the torus I have a UVTransform set to modify source as basic UVs are already applied in a prior node and this works well as seen here: However, I need a different set of UV's to correctly map the opacity map; this is how the opacity map should look (I have the opacity map in the diffuse channel so it can be clearly seen here): to get this swirling I am using a single white strip bordered by black on both sides: and adjusting a rotation in the UVTransfor to get the angle right. BUT when I do that it jacks up the diffuse map becasue it rotates that too. So what I am after is a way for the opacity map to let the color map (diffuse) through only where there is white and the geometry (and therefore the color map) invisible where it is black. I'm pretty sure the answer is terribly simple but it escapes me. Any help would be appreciated. Thank you.
  14. Man I hate to do this but I have no choice. How do I get a command line in Houdini? I need to render some IFDs and I cannot figure out exactly how to do this via command line; for one I can't bring one up in H and two getting a Windows command prompt and going to the bin in houdini folder isn't doing anything either. I'm stumped on one of the easiest things and could sure use some help. David
  15. Hello all, Does anyone know if DrQueue can be used for distributed simulations (Houdini Batch tokens) or does it just work for distributed rendering with Mantra tokens? Thank you. David
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