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art3mis

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Everything posted by art3mis

  1. Disco Dingo

    Any Ubuntu users? Wondering if I should upgrade to 19.04 which comes with the new Linux 5.0 kernel. Supposed to have improved support for nvidia GPU's but came across at least one thread on reddit warning about upgrading. https://www.reddit.com/r/linux_gaming/comments/ax3msr/beware_of_kernel_50_nvidia/
  2. FBX workflow to Unity

    Having problems in a basic Houdini to Unity FBX workflow. I am using the material shop path assignment method where I simply create a SurfaceShader materal inside a Shopnet in Houdini and apply it to a Primitive group before exporting using FilmboxFBX. When I bring it into Unity I cannot seem to figure out how to access and or apply materials. Are there any specific FBX export import settings I should be using? If I use separate SOPs for my geometry in Houdini, shouldn't these separate geos be viewable in my FBX after I bring it into Unity? What would be super helpful is a simple Houdini file, say just a cube and sphere with separate materials, and then the corresponding Unity file after imported as FBX. Any help appreciated...really want to get this to work.
  3. Houdini not exporting geometry to FBX?

    @Alain2131, ditto, thanks for sharing this. Seems to solve at least one issue with bringing in even static FBX files to Unity....keeping geometry separate and accessible!
  4. Hi Have gone thru both tutorials listed at the end of this post but am confused by one thing. Is the Wedge ROP strictly for rendering geometry (ie vdb's or bgeo files) or can it also be used to render images as well? I thought it could be used as sort of a batch Flipbook renderer. But in these examples you need to define a SOP path which points to either a specific piece of geometry or vdb. https://archive.sidefx.com/images/stories/tutorials/wedge_ROP/wedge.mov
  5. SDF's, are they all equal?

    Thanks Henry. So not the same.
  6. One thing that seems to be glossed over in many tutorials is the relationship between native, non-native VDB volumes and SDFs. So an SDF can be created both ways, using native volumes via ISO Offset and aslo via VDB's using VDB from polygon. But can anyone tell me what the difference is between these 2 SDFs? ( created using ISOOffset and a SDF created using VDBfromPolygons)
  7. Thought this should be self evident and simple. On the Vellum Cloth Constraints SOP simply crank up the Stiffness value under Stretch. But no matter what values I use there is still huge amounts of stretch as visible in the larger polys near the top of my simulated cloth. How to remove stretch entirely?
  8. Vellum cloth - removing stretch

    As mentioned Increase Substeps and also Contraint iterations. The defaults are WAY too low. Stiffness has no effect on the 'stretchiness'
  9. I often find myself interrupting a long simulation just to ensure everything is working as it should. But then when I try and finish the simulation by specifying the frames where I left off, I often find that I am recooking the same frames, starting at frame zero. For instance I interrupt the simulation at frame 100, then in the Cache or Vellum IO SOP specify the start frame as 101 and end frame as the last frame in my sequence. Then a Save to Disk shows that I am recooking frames 1 thru 100 instead of starting at frame 101 as specified. Why, and how do I prevent this from happening?
  10. Space Colonization

    Playing with Redshift and making use of recent VEX learnings from Shawn Lipowski's VEX course.
  11. Ok, so not a whole lot of Houdini Love over on the Redshift forums. Mostly Maya, 3dmax, C4D (in that order) https://www.redshift3d.com/forums/viewthread/10860/ Hence the reason for my posting here. Anyone care to share any Redshift tips, tricks and tutorials specific to Houdini users? Here is one great tip that Adrian from Redshift was kind enough to share for customizing RS Spot lights https://www.redshift3d.com/forums/viewthread/12283/#79060
  12. Neon Dancer

    Still wresting with attribute collisions in layered materials but finding Vellum lots of fun!
  13. Multiple Vellum Solvers?

    Have gone thru the Vellum Masterclass, the THUG presentation and all of Entagma's introductory vellum tutorials. Still a few questions. If you have multiple separate clothing items on a single character, is it considered 'best practice' to have multiple vellum solvers, one for each piece of clothing, or is it necessary to merge ALL clothing items before using a single solver? Also, I've read the documentation in regards to Stitch Points and Weld Points constraints. http://www.sidefx.com/docs/houdini/nodes/sop/vellumconstraints.html They both seem to be somewhat interchangeable. Can anyone provide an example of when you would use one over another?
  14. Ended up doing 2 separate solves and merging AFTER the simulation. Not ideal but in my case I can get away with it because my Layer0 clothing hugs the surface of my collision geo and doesn't really interact with the Layer1 clothing.
  15. Hi Have a Vellum network with 2 pieces of geometry draped separately, then merged and input to a single Vellum Solver. The problem is that I want ‘Self Collision’ to be only enabled on 1 of these merged geos. How would I accomplish this?
  16. Darn. Yeah tried throwing the wrangle inside the Solver but made no difference.
  17. Thanks. However I believe there is still the issue of the 'Self Collisions' toggle on the actual Vellum Solver overriding anything defined in a wrangle further upstream. Guessing this requires 'hacking' the actual Solver?
  18. Interrupted Simulations

    Thanks guys! Need to revisit the documentation on the difference between .bgeo and .sim files. The VellumIO SOP doesn't seem to have CheckPoint options. Will look at changing my workflow, perhaps with Cache SOP or... No I usually never change the Start Frame on the actual Solver node.
  19. Does anyone know if there is a way to either modify the existing ffmpeg mp4 video output or add additional codecs? The problem with the default mp4 output is that the resulting video doesn't allow frame br frame scrubbing which makes it somewhat useless for testing IMHO.
  20. Getting a strange Vellum Weld seam issue. The connections between 2 weld seams are criss crossing. The number of points match on both seams and I also tried changing the Cycle value on each seam. Anyone know how I might resolve?
  21. Redefining vellum properties on specific frame

    Thanks. Appreciated
  22. Hi Using a Paint SOP to redefine Vellum collision properties on part of my collision mesh but I need this to happen only after a specific frame in my sim. Should I be doing this via vex in a Point Wrangle or...?
  23. Redefining vellum properties on specific frame

    Thanks. Beginning to think i should be doing Vellum entirely in DOPs moving forward...
  24. Thanks Never understood purpose of Weld Frame delay unless used in conjunction with Inflate Collisions. All the examples I’ve seen have the Weld delay set to frame 0 or sometimes 1.
  25. Thanks so much guys!! After studying Sara Rascon's THUG presentation files for the flamenco dance I was convinced that the only solution was to use a PintoAnimation technique that she used after each draping process. However could not get it to work even after hours of trying! I did however learn a TON about proper Cloth Constraint settings...my very rough understanding of Bend Stiffness for instance is .1 = starched collar, .01 regular cotton blouse or shirt and .001-.005 for silk shirt or blouse. And to enable plasticity only for certain materials like denim.
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