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art3mis

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Everything posted by art3mis

  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. I've defined a float value that is continuous. Is there any way I can make this change in .5 discreet intervals instead?
  5. 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?
  6. 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
  7. 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
  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. Hi Trying to figure out if there is a way to use a copy to point or scatter + copy to point operation so that the copied objects never intersect each other. The obvious answer is to either reduce the scatter number or reduce the size of the scattered objects. But is there a way to make the copied or scattered objects act as though they were 'solid' and could collide but not intersect with other scattered objects? copy_to_point_without_intersection.hiplc
  10. 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?
  11. 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?
  12. Hi Gone thru the excellent master class on the new Ocean tools in H16. https://www.sidefx.com/tutorials/houdini-16-ocean-tools/ At roughly 1:18:40 in the process of baking texture maps is discussed for rendering in another application. In my case I want to generate a FBX with texture maps for use in either Unreal or Unity. The baking texture maps process I understand but am confused about how to properly output the mesh so that it seamlessly loops. In the attached .hip i have a simple 240 frame scene using the Small Ocean tool. In the Ocean Spectrum node I have enabled Loop Over Time and the loop period is 10(seconds). Doesn't this mean that a 240 frame sequence running at 24 fps should loop seamlessly? But when I play back in the timeline with looping enabled there is always a noticeable "jump" when I go from frame 240 to frame 1. What am I doing wrong? ocean_sim1.hiplc
  13. Hi When it comes to caching your simulation one thing I've never fully understood is the difference between using the Cache tab + .sim on the actual DOP network vs using a File Cache or ROP Output Driver node further down your network. Are both methods mutually exclusive or is there a reason you might use both caching mechanisms?
  14. Converting VEX to OpenCL

    Hi My understanding is that VEX runs entirely on the CPU. But with the right hardware (ie latest Pascal based GPU) the same functionality in OpenCl could be magnitudes faster. Is anyone aware of any OTL or other project which have converted VEX code to OpenCL?
  15. 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...
  16. 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?
  17. Stadium crowds in Unreal - missing materials

    answering my own question.The textures are embedded in the .hda for this asset.
  18. Any crowd experts here? Struggling to simply get the materials used for the shelf tool stadium characters into Unreal. Not concerned with material variations created with the fancy cvex. Just need the texture maps for head, hands, shirt, pants, shoes. I've dug into the various Material networks but cannot seem to find actual texture references. This is simply for a internal demo to test alembic performance in UE.
  19. 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.
  20. When using a RBD object, you can define initial Position, Rotation, Velocity as well as Angular Velocity. But what if you want to define an initial 'Rotational Velocity'? Can this be done using a simple VEX expression or?
  21. Exporting Point Cloud from mesh

    Normally the goal with Point Clouds is how do you create a mesh? My challenge is the opposite. Given a mesh, what is the best option for creating a point cloud that retains the color attributes of the mesh material, with the goal of exporting the Point Cloud in one of the many popular Point Cloud formats (.ply, .fits, .xyz, .pts, .csv)?
  22. Solver Time Scale vs Retime SOP

    Can anyone explain the pros and cons of using the new Retime SOP vs adjusting Time Scale on the solver when you want to slow down a vellum cloth simulation?
  23. Vellum cloth and frequency

    Any Vellum experts? Spent the entire day trying to get a desired cloth simulation. What I am after is a simulation that has variety and randomness in the 'frequency' of the waves or ripples. Something you might see in a very large billowing sail. Unfortunately there is no 'frequency' parameter I can find. I've tried playing with subdivisions, turbulence, roughness, pulse length, etc. I am using a single POP Wind force. Attached are my settings and results so far. If I could some how combine the attached result with random, higher frequency waves or ripples that would be ideal. cloth.mp4
  24. Collision and Pyro Solver

    Any pyro experts? I have a Smoke Trail sim I'm happy with but can't seem to get it to collide with my ground (extruded grid converted to vdb). Based on the attached can anyone suggest what might be wrong with my collision workflow? I'm simply merging the vdb ground plane into the 2nd input of my Pyro Solver.
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