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MagnusL3D

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    Magnus

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  1. Pavel, would it be possible to post an example file because I feel like I am missing something in your explenation ?
  2. MagnusL3D

    relax UV's

    Does not appear to work anymore
  3. That approach has problems with more complex geo, but on simpel geo it works just fine.
  4. Eh, nevermind, I was looking at the point numbers, not the linearvertex numbers, adding a vertexpoint using the vertex number I already got out solved it.
  5. File attachment. Vex_Vertex_ID.hiplc
  6. Trying to get the "correct" vertex numbers outputted in the console, but it's not matching the 3d view at all. So I must be doing something wrong..anyone got a tip or two ?
  7. I downloaded this example file but it doesnt seem to work anymore ?
  8. Well I found a workaround, in Modo under the "Vertex Map" menu there is a "Math.." option, and with the popup dialogue you can transfer data from one vertexmap format to another. So by transfering the RGBA Vertexmap (which was just black and white anyway) to a WeightMap I can use the WeightMap as a layer mask. But it would still be interesting to know if you from Houdini can outbut more thant Cd and uv through FBX to Modo as vertexmaps.
  9. Hello I am exporting a Mesh from Houdini as a FBX so my Color "Cd" vertex attribute will show up in Modo. But for some reason I can't use that Color RGBA vertex-map as a layer mask (not even with Modo's own Color vertexmaps). So I am wondering if anyone know how to export any other type of Vertex Attribute from Houdini to Modo that will show up as ..say..weightmap or similar ?
  10. I agree that photogrammetry and procedural generation do not need to compete. The goal for me would be to be able to create mile long cave systems that have interesting organic rock-like sharp features, if they are based on photogrammetry elements or noise or a mixture is fine. My current solution is to build a lowpoly mesh "hand made", up-res it with the "remesh" SOP, innhert the UV's from the hand made lowpoly, have a Z-brush displacment map, and make a falloff attribute for the UV-seams, and make the texture displacment falloff close to UV-seams and replace it with Noise along the UV seams. This approach work very well, because I can then use a Diffuse and Normalmap that "syncs" up very nicely with the displacment map. The bad part with that solution is the ridiculous amount of polygons it generates and that the polyreduce SOP is single threaded and destroys the UV's, so I have to "re project them" from the original mesh with a attribute transfer SOP which does it works sorta of semi bad because of the big polygons going over the uv-seams in the original mesh. I tried the UV-Relax SOP on Orbolt that solve that issue to a degree, but messes up some other parts of the UV even more terrible, and for some reason I cant put that SOP in a Foreach. But in the end, very close to a good result but not crossed the finishline.
  11. I've seen Macha's rocks several times, and even though they are awesome they are still single stones which (to me atleast) is alot easier to make look unique. I am not sure what I am looking for was just throwing the question out there to see if something interesting came up.
  12. I've search around alot and read several threads on procedural rocks, both here on odforce.net and sidefx forums and elsewhere. And i've tried alot myself, but when trying to create procedural rocks in Houdini I always (and others) always seem to fall back on the worley noise and you get a rather distinct pattern with that, and I feel it's mostly suited for rocks up to a certain size. Some of my attempts: Is there any way to get a more organic flow on bigger elements, rocks walls etc, like the Phorogrammetry Rocks from the newly relased game Vanishing of Ethan Carter. Something like this ? https://p3d.in/1tNIW It doesnt have to be 100% similar but, I am thinking more of the shapes beeing more sudden and distinct, and not to predictable.
  13. Where did the vimeo video for this go ? I would very much like to view it. /M
  14. Looks great ! big fan of the tubes and wire's. I've replicated the tube's but for the wire's not so good results yet. I've been tinkering around with the Creep SOP but something tell's me that is not what your doing ..hmmm /M
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