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About shikung444

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  1. Shader construction workflow within mantra

    Hi Jason and all, I have a few questions on this topic... (I apologize if some of these sound too basic, I'm not a programmer, just a user that can build vops shaders. I would like to ask these questions to gauge what I will need to learn in the near future to successfully make even better shaders in Mantra): 1. I'd be interested to see a list of things that are VEX-specific, not doable in VOPs shading alone. (So far, I only know of point clouds (edit: point clouds can be used in vops, but there are some functions missing right?) 2. What kind of production issues come up that require such complicated and multi-tiered approaches for shader writing? 3. About the .h header files, are those written in C++? If so, what type of functions are necessary to write in C++ that can't be achieved in VEX? 4. What is the relationship between the file "oplibVOP.h" and the current standard VOP operators shipping with Houdini? 5. Am I correct in saying that the .h files were implemented as a way to more easily support adding parameters to VEX definitions (as a workaround to a current limitation of VEX and Houdini)? Are there any other reasons for this setup? 6. What are signatures, and are they written into VEX or are a part of the operator definition? 7. The VEX code needed to be force compiled to reload into the VOPs nodes. C++ code also needs to be compiled too, right? Did all those .h files also need a compiling process before being able to be used?
  2. I'm looking at implementing a clip based character animation setup. I am just fishing for possible approaches here using Houdini. With the bones and controls all ready, how would you guys go about approaching this? Using chops to fetch all the parameters and blend between them? (seems like it could get messy very quickly) Would I need to eventually end up using python to script a custom solution? I'd actually like to also blend this in with a procedural walk cycle system. I think I can take care of that, but I am still not sure of the best way to get the custom animation clips working out well. I don't have to have a video editor style interface ala xsi animation mixer or maya trax editor, I'm more thinking of saving bone and control animation clips out and calling them procedurally based on rules and events. Thanks guys!
  3. Exporting Houdini UV's --> maya

    try creating the uvs in houdini as a vertex attribute instead of a point attribute.
  4. Dops for modelling

    Yeah I'd love to see something like this for modeling too... would be close to sculpting with clay
  5. really fast raytrace with Processing

    is it feasible to write a similar shader that will do this with the same speed, in vex and vops?
  6. I have finally finished digging through the skin wrap HDA, recreating it piece by piece. It's very impressive! Thanks very much sibarrack. I will also be experimenting with point clouds in the future.
  7. Nice New Deformer

    Hi Michael, since you brought up the cluster deformer, do you have any methods or workarounds you currently use for characters since there is not a specific cluster deformer in Houdini?
  8. Vops may be messy, but I can understand them better than code at the moment If I could calculate the rotation from the capturing point needed, I could try to continue developing another one as well. I might be able to calculate normals on the low res geometry, then use that info to modify the position attribute further. I think the way I did it is already too slow though, I used a vex vop to turn the transform position into an attribute, then used attribute transfer to copy the attribute to the high res geometry, then used a point sop to add in the deformation. I can do the transformation in vops, but I am thinking to try to do the attribute transfer in vops instead as well. I haven't gotten my head around using point clouds yet (other than using the scatter sop)
  9. Hi Sibarrick, I saw that some of the vex code was converted from a vop network, if you have the original Vop network that would be fantastic! There were a few vex operators there... some of them did use pointclouds, pciterate, etc. I will try the HDK wrap deformer as well, but I would like something that I have total control and understanding of, as I have a complicated and.. different setup planned and might need to customize and/or troubleshoot it. I have heard that Vex and vops can process as fast or faster than C++ in the HDK... but here you said the HDK version is faster. Is that because of the way it is written, or because of some limitations of Vex or vops processing here? Thanks so much! P.S. I use the 64 bit windows version, I'm guessing that is compiled for 32 bit?
  10. About Point Sop

    You have to put the point sop before the popnet, so it can pass those attributes in when it does the particle simulation. If you change the velocity afterward, it will show up in the motion blur, but it won't affect the particle's movement.
  11. Hi Symek, Thanks very much for your reply. I will take a look again at those resources. I can understand and make things in vops , but still haven't quite gotten my head around VEX coding (or C++). I will be digging through Simon's skin wrap vex code and trying to reimplement it in vops. I also will be watching CMIVFX's VOP training DVD again, as I think I need to come to grips with the concepts there to understand the geometric transforms involved.
  12. Hi guys, I'm working on a skin wrap type deformer here in sops and vops. I have attached a hip file with explanation of the problem, and what I need to happen. I think I need to calculate the normal, and use some kind of rotation matrix to rotate the geometry using the same equation one would use for a bend. I haven't quite grasped what is needed to do this yet though. If anyone can offer any suggestion I would really appreciate it! Thanks! deformation_problem.hip
  13. Fur Tutorials Now In Docs

    they look great so far! it seems the documentation isn't clear about the hair texture map material though, that "Textured Hair" material link leads to: 404 The requested path does not seem to exist in the help. /gallery/shop/material/texturedhair
  14. Though its also very nice to have it as a python otl. Would the HDK version need to be recompiled for each new build of Houdini, or just if any major changes occur?
  15. Object Id Extra Image Plane In Mantra?

    I knew that I had seen this topic come up somewhere recently. thanks so much!