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art3mis

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art3mis last won the day on October 7 2018

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About art3mis

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    Jim
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    here, there
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    film making, cinematography, unity 3d, motion graphics, VR
  1. Another modelling question. After applying EdgeCusp to a grid, can I simply apply a UV Texture and expect it to work, or is there an extra step needed? Labs Visualize UVs is not showing my UVs
  2. Ruler tool and measurements

    Ahhh. of course. My math sucks
  3. Can anyone explain why my measurements are off? Assuming default units are meters. I have a grid 22x22 divided into 44 rows, 44 columns, shouldn't the subdivided polys then be exactly .5 x .5 meters? I've repeated several times using the Labs Ruler tool and the results are always larger than .5
  4. C# and Unreal Blueprints have Mapping functionality to easilly map from 1 range to another given an input value that changes. What options are there in Houdini? My first range (representing degrees) goes from 270 to 90 needs to map to 45 to 135 In other words what is the mathematical relationship to go from the first range to the 2nd?
  5. I've defined a float value that is continuous. Is there any way I can make this change in .5 discreet intervals instead?
  6. Game engines automatically triangulate meshes when importing FBX files. I have a mesh with quads and want to somehow retain these quads and also keep the hard edges when importing into UE. When exporting mesh into Unreal is there any way to retain the hard edges of the quads ? For instance in the attached image after import I want to keep the divisions of the quads visible so the tube will not be perfectly smooth in circumference. screen_001.hiplc
  7. Creating an HDA for a LED wall techviz app. using a Tube SOP with the actual mesh Quads representing the individual LED tiles (.5m x.5m) I need to be able to adjust both height and curvature in whole increments such that the size of these individual 'tiles' or quds remains consistent (.5mx.5m). First the height. Starting with a default height of 6 m the next increment down would be 5.5 and the corresponding number of rows would switch to 11 from 12. How can I link these values and also make the height work in .5 value increments? screen_001.hiplc
  8. Simple modelling question and since I'm a modelling noob... Creating a tech-viz for a virtual studio LED volume inside Unreal Engine There will be a 120 degree curved screen initially with a 70 ft (21.336 m) total diameter and 20 ft (6.096 m) height. Eventually I will need to be able to dynamically change the 120 to a full 270 degree wrap around inside UE which I will use Houdini Engine for but initially simply want to create the static mesh for the 120 degree screen. LED tiles used would be .5x.5 meters. Can any modelling experts get me started?
  9. Simple modelling question and since I'm a modelling noob... Creating a tech-viz for a virtual studio LED volume inside Unreal Engine There will be a 120 degree curved screen initially with a 70 ft (21.336 m) total diameter and 20 ft (6.096 m) height. Eventually I will need to be able to dynamically change the 120 to a full 270 degree wrap around inside UE which I will use Houdini Engine for but initially simply want to create the static mesh for the 120 degree screen. LED tiles used would be .5x.5 meters. Can any modelling experts get me started?
  10. Calling all VAT experts. I am getting consistent warnings and errors when running the Vertex Animation ROP on my network. "Error: Vex error: Rigid-Body Dynamics (Rigid) mode expects consistent packed piece count. " If I dive into the ROP I just see an "Error rendering child" No other errors and my simulation is properly cached and even renders out. I've attached screen grabs of the VAT errors. Can anyone suggest further troubleshooting steps?
  11. Shader to offset UVs before alembic export

    Thanks for the feedback! I considered passing an attribute index along with each crowd agent however what I don't understand is how to access the mesh of individual crowd agents inside the alembic once it has been imported inside Unreal. Won't this be necessary to accomplish what you are describing? AFAIK Unreal just looks at the alembic (in my case comprised of 50 crowd agents) as a single object when imported as Geometry Cache? That's why I reasoned the material variation has to be done via offset UVs in Houdini on each crowd agent before it gets rendered out as alembic. I'm probably missing something...
  12. Successfully exporting a small crowd using the stadium shelf tool into Unreal. The problem is I only get a single character material or texture atlas applied to ALL 50 crowd agents in the alembic. In Houdini there are 9 different texture atlases randomly applied. Since inside Unreal you lose access to the individual crowd agents, my thinking is that the correct solution is the following. For 9 material variations represented by 9 different texture atlases I would create one 3x3 master texture containing all 9 variations Then I would need to somehow create a shader that will randomly offset the UVs for each character BEFORE they get rendered as an alembic. Can anyone help with this?
  13. Stadium crowds in Unreal - missing materials

    answering my own question.The textures are embedded in the .hda for this asset.
  14. View contents of .HDA

    How do you view the contents of any of the built in otls located here? C:\Program Files\Side Effects Software\Houdini 18.5.351\houdini\otls I'm simply trying to locate the texture maps for the casual character in the Crowds Shelf Tool. I assume they are embedded in one of these .hdas.
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