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vinyvince

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Everything posted by vinyvince

  1. there are many ways, but you could simply use attrib to identify your group assignation if you still want to use the resmeshgrid, which i will not myself
  2. You are probably looking for the minimal span tree , there are different algorythm, here's one :
  3. Is it possible , and with the HDK? Coudl you talk about please? and if not why Sidefx doesn't make it possible, this makes total sense no to be able to export UI part of the Houdini proceduralism ? There are more artist asking for interactive tool in Unreal and Unity than in Houdini... Best regards and merry Xmas Everyone! vincent ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas https://www.imdb.com/name/nm0859628/
  4. Since Houdini and Houdini Engine plug-in versions need to be consistent, frequent updates are a headache, resulting in a bunch of versions of Houdini installed on the computer. . . Compiling the plugin yourself coudl be a solution, process below: Compilation step Get HoudiniEngine source code Find the version branch source code you need, clone and download it Create a new empty C++ game project Create a new Plugins folder in the project directory and put the HoudiniEngine source code in it Select the project file XXX.uproject right click, Generate Viusal Studio Project Files Regenerate the Visual Studio project (because new code is added, the project needs to be refreshed) Set Houdini version number (very critical) Modify the Houdini Version in Source/HoudiniEngine/HoudiniEngine.Build.cs to correspond to the locally installed Houdini version At the same time, modify the VersionName in HoudiniEngine.uplugin to ensure the same version display in the UE plug-in panel to avoid confusion Compile the project Open the Visual Studio project file and set the game project as the startup project Select Debug Editor or Development Editor mode to compile Then start building and compiling to generate binary files Test Start the project, whether it is running normally Check if the plugin panel starts Houdini Engine Find an hda file, drag it to the scene, and test if it works Temporary workers become regulars The previous compilation process is compiled as a game project plug-in If the compilation is successful, you can copy it to the Engine/Plugins/Runtime directory in the engine directory However, it is best to clean up the xxx.obj and xxx.pch files in HoudiniEngine/Intermediate/Build, because the amount of data is large. . . Summary A source code, simply set a version number, can be compiled into multiple different versions of Houdini Engine Of course, the main reason is that the compiler automatically searches for the relevant header files and static libraries in the local Houdini installation directory through the version number during the compilation process. The version number is used to define the path that the compiler searches for VS compile log Therefore, if you don't find an official official compiled version that suits your needs, you can try to compile it yourself, or modify the source code. Stepping on the pit of the past At first, I looked at the official documents and said that it was compiled with UE source code. In fact, the distribution engine is also possible. . . The time and hard disk capacity required to compile UE source code is really a bottomless pit. . . (Jupiter) And the plug-in compiled from UE source code is installed to the release version, indicating that the version is inconsistent and incompatible. . . Therefore, it is best to use which version of the engine (release or compiled version) to use to compile the plugin. . . ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  5. Could i mention a new version of Houdini-engine or not? That would not be a luxory..
  6. Path tracing in Vex with #houdini #houdinifx This actually works now you probably not want to do this Video attached and Hip file : https://lnkd.in/dbUNkwUb 2022-10-14 22-13-58.mp4 ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas 2022-10-14 22-13-58.mp4
  7. Have you compared with the old classic DOP flip solver @Atom? The resuls looks all very very different like the example below ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas FLipLEGACY.mp4 FlipSOP.mp4
  8. You could force houdini to make all started sessions shared the same env. Python script 456.py is executed everytime houdini load a HIP (and 123.py for a new scene). You could load a custom desktop too if yours didn't showup automaticaly
  9. Epic show the way with auilding of a framework for custom Machine Learning deformation model, with result for realtime gameplay... You could easily imagine how much you could push the principle for non-realtime film VFX work... Notice the chest area especially. It is trained using the output of a FEM solver that preserves volume. A neural network applies per vertex corrections dynamically. You can theoretically train on any type of deformation. We can also simulate cloth deformations (without dynamics). " UE 5.1 will ship with a ML Deformer framework to build custom models and a new model we call Neural Morph Model. This allows high quality deformations in real-time. Character below uses ~1 mb of ML memory and takes below 100 microsecs on CPU and 40 micros on GPU. " https://t.co/HM5dy8q7jL
  10. Never noticed this post, Im not a small fluid expert but i will have go for another take. Maybe your problem should not be from fluid infinitely expanding but you might create all the way too much particles where not needed. The overall volume should ideally stay constant (at least for perception), the overall water volume not be created from nowwhere. Can't you not check if the particles speed or surface tension of particles is not too high so the drop should detach or from tendrils and no particles should be added? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  11. Hola @konstantin magnus I remember a google demo and this other method . The point count will change during the transition of shapes, but the convex hull retains point attributes during the process, you can easily keep track of point id's to maintain a correspondence with the original mesh and use optimal transport Have a look at the work of the great Jake rice, i just found again the link, here is https://colab.research.google.com/github/jakericedesigns/Smooth-Shape-Blends/blob/main/notebooks/Smooth_Shape_Blends.ipynb#scrollTo=0eKI4oAAqo8X ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  12. * Better Python script editor. (with clean color coded syntax , similar to sublime with python module)
  13. I put this one here, in case someone need this kind of use with MRSI data or so.... volume_from_images.zip
  14. FEM Vs Vellum vellum_vs_fem.hip
  15. Yes, it's strange no? i haven't seen this before. Still speaking of the previous example, it might confuse some people that the channel CHOP has no effect currently. Just fix the output in the channel CHOP network
  16. Thanks for this . I m surprised how at the first step with cope sop, it's like the bend is doign the same thing as pscale... ? That's a good way to interpolate hair sim with few guide. I would personnaly use vellum but i know Tesan you are a CHOP master
  17. Big part of the USD solaris push is not only the metaverse stuff, or multi format asset for delivery onj multi platefoom in one stream, but in film, show are getting more and more shots, which required collaboration between different vendors. And clients are pushing to not only share the geometry as before, but also lookdev with material X stuff.... It's a big topic, you could see interesting discussion on Sidefx, from how Rise has done it, how Folks tried to reorganized the old sidefx bar scene 'and using lot of TOP nodes), DD too... There a funny anecdote .Disney was planning to migrate in 18 months. it tooks 3 or 4 years At least i will prefer to face Solaris and USD, than to send maya to houdini to Katana If houdini and Solaris were fully open source like blender , we will see a huge boost , the power of world contribution ... You can't beat that Im don't know how the position of central pipeline software like shotgun on this....
  18. On this topic we discussed about, look at this.... https://www.shadertoy.com/view/7tyyzW
  19. I guess it's probably a question of human resource and priority for Sidefx. One thing is certain, USD and its integration is called to be changed if they want to reach that "copy paste" paradimn. It's for sure quite tiring to have built new networks and scene graph which tend to become quite baroque quickly, just to convert your scene to a USD scene in a proper way while the screen is already live in your viewport and ready to render.. Im not sure our producers start add this time to the schedule... Or let's say certainely not. And not everyone know how. While it's easier to find people who will render straight and not having to take care of this time consuming extra steps.. If you are a freelancer, you basically have to take one week of unpaid holidays to learn this Ideally that should be transparent and the different contexts should be more linked till the start. I guess when using some strict naming convention which could help automate to the USD step building less painful and faster... By the way, is ther enot a way to just brute force your full scene from SOP and just be able to render it more or less straight away in Solaris? I thought sidefx did a specific node which internally convert everything to LOP but at least you should nore much take care of it.. v*
  20. Salut Manu ca va bonhomme?? I m by no way at all an UDS expert, It's quite complex like ACES and color management.. I would like just to try to give my opinion on this one ; "In game where you want to work with FBX / GLTF for ex why bother with a tools that is basically interfacing .USD description ? " USD is not perfect , but considering all the other alternative, it's at the moment the best option and it's starting to be adopted everywhere now. The industry is pushing for building the metaverse, "creatoverse" where you could think a 3d asset , the same as a 2d asset, and allow to be "cut and paste" into almost everything and could be seen on different platform like Playstation, unreal, your phone, a virtual headset, unity engine of a desktop, and that has to still be true on 5 years. Building game at today standard is a high demanding and long effort, you have to prepare it for multiple outpust and other specificatiosn . USD allow you to combine this in the same stream with the material surface property description included more smartly. Then there is the layer paradigm which will make the easier to have multiples users collaborate on the same stream without breaking the work on your colleague. Which is clearly a step forward compared to FBX. People really push to find in the metaverse, the same possibility to share any piece of the world's representation, like people do today on instagram , facebook or so in.. But to make this possible in 3d as well in a transparent fun way for everyday user... (i personnaly think there is too much buzz around it, and we don't specially need to move the web to a metaverse experience at all, but there are much more important thing which we should pay more attention , but that's another question) Now USD is pretty much half ready now to my understanding there are still many thing we need to move on. I guess it's also Pixar decided to Open-source it. Like we should agree on some animation rigging convention, on some interaction description for example, not only surface shading. I think there are also struggles with LOD and runtime. - Finally one last important thing and question, could Karma *render and load* as fast on a full complex scene when using FBX with animation import, shader and all? For performance, USD seem to be what was needed to improve the viewport performance , and "live" interactively ... - Now that's has been For me, the need to make this as simple, transparent and efficient as possible is pretty much obvious. Same for python state. Blender's user don't even need to take care , in houdini there is pretty much an effort from Sidefx to do here i think or Blender could eat even more of the market if it keeps going at this speed... Now all is just my personnal opinion and at this date i will also add. Forgave me and please correct if i also missed some points. I have developpeing some complex world building tool recentlyy for a studio in Houdini and Unreal and i haven't spet much time on Karma or USD... Yeah i heard your pain Many, to be fair with you, i'm not impatient at all to try USD, really not! ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  21. measure area non equal to zero?
  22. - I will renew my request for the third year a tag based search in wrangle save presets - Less viewport bug please! I have quite often to close the viewport and open it again. - If an OpenCL node reaches max GPU Ram, my all workstation station and everything running should be corrupted my all station and everything running. - Ok, here the purist will cry at me and try to shot me . Im totally addicted to Houdini but im a little frustrated that in Blender you could do this (Video attached ) in a smoother way without having to read 2 books and write python viewer state, then having to send all data to Solaris and so on... Even people from Sidefx admitted yes, they have been a little late actually it's great to be able to dive and hard code anything you need, but today speed and flow is also as important... To be honest, i have been too much busy lately to make tools for my client between Houdini and Unreal, and didn't investigate much in working with Karma and how powerful and practical you could work in the shader level with all SOP data easily accessible, and be able to preview quickly most checkpoint of your shader, but i expect great care in both directions and obviously new milestone to the promising Karma XPU.. - Cops, Chops need an update and performance boost... - Quad meshing... But i think last time you have something great coming so hope. - More solid link with Substance as for now it's a bit useless, and Unreal engine v3. ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) http://fr.linkedin.com/in/vincentthomas ms4.mp4.mp4
  23. Will that mean we could count your voice for the long started NURB threat ?
  24. Hey Thanks ! Yes i know this solution too. But in my case, i m not sure i want to run over 4000 bullets sim I found how to help by using a pre scatter with wanted orientation, and layout after. Abd also rotating the island of the main direction to follow to further help while also compensating with ratio by few basic math, it's a bit hacky but do the job. Can't pretend it has the elegance of a @konstantin magnus's solution, but as soon is result is good , fast and consistent , im okay
  25. I wish we could have some option to control the orientation of each asset in the UVlayout, so it will try as much as possible to maintain the initial orientation and also output the matrix transformation with pscale of each piece @konstantin magnus . noIntersectPackByUVlayout.hip
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