Jump to content

davpe

Members+
  • Content count

    627
  • Donations

    100.00 CAD 
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by davpe

  1. Material Builder to Layer

    hi, it's not very clear what are you trying to achieve. pictures are not helping much so it's hard to give any advice. anyways, there is a masterclass on materials mixing in case you haven't seen it: https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/
  2. hi, 1. if you post a hipfile demonstrating the issue it will be easier to help you. 2. do you have any special reason to pack things in a way you do? i mean, having multiple packed levels isn't typically a great idea. can you pack leaves and branches separately? alongside that, unless your branches are duplicate geometries, there is no benefit from packing them. 3. materials should work fine if assigned on primitive level before packing. if you need to assign them after packing use material stylesheets, or Packed Edit SOP (simpler but doesn't offer that much)
  3. export texture

    for exporting these additional channels you need to setup a shader with bake exports. watch the masterclass to understand how stuff works: https://www.sidefx.com/tutorials/h15-masterclass-mantra-rendering-and-texture-baking/ or this for gameDev maps baker: https://www.sidefx.com/tutorials/game-tools-maps-baker/
  4. snapping point to a Null

    in 17.5 snapping to null works perfectly good for me
  5. Modeling questions (remesh, polyfill)

    hi, 1. PolyFill wouldn't work with quadrilaterals on this particular shape as it wasn't able to produce full quad output due to pointed ends (if you made end tips slightly beveled it would work) 2. can't give you a technical answer why remesh was not working for the shape you produced. anyways, when I built the same shape in a way I would normally do it, it magically started to work. i guess polyFill is not really meant to produce a mesh out of curves, and while it did it, it ended up being an invalid surface in some way. cheers, D.
  6. export texture

    there is a bake texture ROP. this question has been answered a bunch of times here already. there is also a master class at sidefx website (slightly out of date thou). if you using GameDev tools there is also their own GameDev Games Baker which seems to be kind of easier to use but doesn't have all the bells and whistles of the original baker.
  7. orientation when copying to points

    hi, check this out https://vfxbrain.wordpress.com/2018/12/04/using-orient-attribute-with-instances/
  8. Vertical stripes texture

    or directly in shader, also noise-based: there are many other ways how to do something similar, depends what look exactly are you looking for. stripes.hiplc
  9. chs() with 'snippet' or 'inline code' vop

    i haven't opened your scene, but in snippet VOP and inline VOP you generally don't use "ch" command to reference stuff. you just plug it in. it's the same as if you plug P into a Noise VOP for example.
  10. Intro level hardware for Houdini

    this is perfectly good for running Houdini, but I wouldnt call it entry level hardware for sure. it's better than what i have at home and that was some pretty dear high end stuff just a year ago if you want entry i'd opt for something much more humble if budget is of any importance to you. just saying consider 16gb ram a bare minimum thou.
  11. how to disable displacement in matnet

    it definitely works, you must be doing something wrong. check the gif and the hipfile. edit: it works when you have material applied on SOP level with Material node as well. disable_displ.hiplc
  12. works fine for me... render view obeys whatever is set on the ROP regardless what take my houdini scene is in.
  13. how to disable displacement in matnet

    hi 1 - if you want to use switch in shader, put it in between the displacement VOP and Displace Output Vars. that works. 2 - if you want to use Disable shader rendering property it will work if you add it to your ROP instead of shader. it should also work as an object property i think, but not sure about that.
  14. Planting points

    this can be approached numerous ways. but i imagine something along these lines could work: (the result should be a detail attribute on lightning geometry, storing the last ground point number that's been hit by the lightning) - on your ground points, create integer point id attribute (@id=@ptnum) - on lightning geometry create an integer detail attribute with the same name, with a value -1 - wire both geometries into Solver SOP - solver SOP will help you to preserve the hit point number over time - use attribute transfer SOP (inside the Solver) with some small radius to transfer @id from ground points onto your lightning geometry - promote @id point attribute to detail (attribute promote SOP), with the method set to Maximum (so you'll end up having a constant attribute value equal to the hit point number, or -1 if no point has been hit at the current frame) - still inside Solver SOP, drop down Attribute VOP running over Detail, and wire in the previous frame result and the current frame result - inside that VOP read the transferred id number. if it is greater than -1, use that value. if it's equal to -1, it means that the lighting geometry is not touching the ground at the current frame, and you want to use the result of the previous frame (which may be also -1 if the lightning never hit the ground yet, or it may be the last point number it hit) unfortunately I can't post a hip file with the setup but hopefully it'll help as a guideline. cheers.
  15. Houdini or Katana

    I'm not a Katana user, but I have used Houdini a lot for big and small projects. In overall I'm very happy with it as a lighting tool, and it's developing rapidly. Even super heavy film stuff can be handled very efficiently (depends on your workflows thou). If you already have Houdini implemented, I don't think there is any significant benefit to having Katana alongside - Houdini can do all of it. Katana for sure offers some nice lighting/shot handling tools, but Houdini can be used for doing all sorts of stuff, which can aid lighting/lookdev significantly due to it's ability to actually work with and modify the geometry, allowing arbitrary attributes and processing, without having to transfer data between packages (this is a HUGE advantage, especially with big stuff). So i guess Houdini is more efficient and capable tool in overall. It also offers a very open architecture where you can virtually build your own pipeline/workflow tools with HDAs and PDG, that suit exactly your needs, and it can be done quite easily without extensive programming skills. Sidefx tech support is one of the best I've ever dealt with, which I can't say about Foundry. Last, but not least, I don't know what's the price of Katana license but I imagine it's not exactly cheap. I believe $3000 for Houdini Core is a competitive price, considering it's a multipurpose package.
  16. it looks like you just have to use Border expansion option when baking textures. this kind of artifact is produced where edges of the textured uv island are blended with the black surrounding color
  17. How to select a bevelled edges?

    isn't there an option to make a group out of beveled prims? i'm pretty sure there is...
  18. Convenient Material location

    this is something you have to decide as an user, what fits your needs better. i think it's great that you have this freedom to put your materials where it suits you. I tend to put materials inside of geo when working on some bespoke asset, as that way material can be easily shared together with the geometry and other data as a single package (as a gallery item for instance). if i work on environments or something where i use generic materials shared between more objects, i tend to put them at root /obj level (or /shop, /mat alternatively), as it's somewhat easier to navigate between them as you pointed out. and with most project i typically end up having both - a few specific assets with its materials embedded at geo level and some other shared materials at root level. for rapid navigation in more complex scenes i'm using Tree View with just material nodes filtered out, so you can see all your materials in "outliner" kind of structure, and you can navigate to them by just clicking on them in the list.
  19. thickness to object ?

    polyExtrude SOP with backface is not working for you?
  20. Rendering different groups as passes?

    hey, I can't help you getting the result with stylesheets+cryptomatte. you can, however, inspect the attached scene that's doing more-less the same thing in more simplistic way. steps I have done in the scene: 1 - build your groups 2 - convert them to primitive string attribute with Name SOP 3 - loop over the named primitives with For-Each loop (which is basically looping over your groups as the attribute is based on those) 4 - inside loop, generate random colors based on current iteration number, so you end up with random colors per group 5 - bind the color attribute into a shader that's applied to your geometry (or convert the color to some arbitrary attribute) and render that instead of cryptomatte it only have one caveat which may, or may not matter, depending on what you doing - if you've got two objects with the same group names, it may not result in the same colors (as the resulting color is not based on group name, but rather on loop iteration number) if you want to retain certain colors for certain group names over more objects, just use the solution i shared before, only you have to assign a color to each particular result. obvious disadvantage here is that with many groups it would be a lot of manual work to do. but if you only have a few groups, this is the most straightforward way i can think of. in the attached scene there are both approaches, you can swap the result of random and manual in the shader. if you need to do this across more shaders, you will have to copy that over to the other shaders as well - but that shouldn't be a big deal. stylesheets + cryptomatte probably provide more comprehensive solution but also the most technical, with cvex scripting involved groups_id.hiplc
  21. Creating UV id maps

    check out the hip file with an example uvid.hiplc
  22. Creating UV id maps

    hi, you can create arbitrary attribute on geometry, read it in shader (bind VOP) and bake it into a texture from there.
  23. hi no. in order to match real camera framing you need to match focal length and aperture size as well. then you should get more less the same view. Houdini camera doesn't take into account lens distortion and that sort of things thou, so it's never gonna be 100% accurate. These minor optical properties are typically matched in comp stage (or you'd have to write a lens shader to do that for you)
  24. Tiny differences between beauty and AOV rebuild

    well it's not a question of trust, but your answer already presumes that there will be some sort of difference between applications. do you trust Mantra more than Nuke? shouldn't that be the same?
  25. Tiny differences between beauty and AOV rebuild

    don't take this for granted, but i think such thing could be simply a result of some sort of image processing deviation. i mean having Mantra compositing the beauty pass for you, and then taking decomposed layers and trying to put them together in a different software may not be 100% the same thing (for various reasons), even thou theoretically it is. it would be fun to try and put together the same thing in let's say Fusion and Houdini COPs - maybe you would end up with another two results with some tiny degree of difference?
×