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Justin K

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  1. Well....it works!!!! you dont even need to go into the subnet--just bind your parameter to the outputs you want--you can then rename the channels if you want the export names to be different.
  2. Hey all, the bake texture rop provides you with a convenient way of sending out point colors to a texture map which is really helpful. I sent out a costume curvature mask in this way created from the game dev curvature sop. All you need to do to get the curvature values out into a map is 1) Apply a principled shader to the desired geo. 2) Have a light 3) Set the shader to use point color. 4) In the bake texture rop, check the Surface unlit base color (basecolor) That was all it took --some thanks for some online help for this by the way. My question is, what would be the smartest way to kick out multiple masks from the bake texture rop? Say I wanted to send out 5 or 6 different curvature maps as flat color information, can I hijack one shader to do this? Im pretty confident I can but Im not sure of the workflow. My thought was I build up a set of attributes corresponding to my masks: say v@curve_mask_one v@curve_mask_two etc etc and then try to just hijack some of the preexisting inputs with this attribute --say the metallic, the transcolor, etc etc. Looking inside the shader network i can see how the various parts --basecolor, metallic are set up in a very similar fashion. I showed a pick of the the surface and the metallic to show how similar they are (pics 1 and 2). You can see they both have an option for using point color. If you then dive inside there is this bind labeled Cd (pick 3)--is this Cd attribute bind what is calling the point color to begin with? If so, I figured I could just replaced the Name: Cd with say curve_mask_one and the bake texture would behave appropriately? Maybe...... there is nothing inside these subnets that actually applies to how the shader is building the differences between the metallic and transcolor maps though, thats my fear here. I am trying this out now, but also sending this in hopes of getting any suggestions so I can avoid any rabbit holes here. Thanks in advance for any suggestions!
  3. Hello! Im trying to utilize the attr token provided in arnold. Its supposed to allow you to use user defined attributes to change things in the shader --in this case allowing me apply different texture sets to primitive groups with the same uvs. In this case there are six pieces of geometry, with an id attribute and a string attribute set to the file name they should be grabbing for the texture. The syntax is supposed to be something like this: https://docs.arnoldrenderer.com/pages/viewpage.action?pageId=55711930 (see pic as well) So Im pointing to the folder and then writing in the attr as is suggested, but Im not getting any results. Anyone know what I might be doing wrong? They are exr files--in one texture folder. When I point directly to the file location the file reads- so i dont think it is the file--i think I am just not typing something correctly. Yeesh. Thanks!
  4. Hey all, as I said yesterday I have everything working (well from a technical perspective lol) for my maps thanks to all your help. I am doing look dev now, and the feedback is well....a bit slow. It's not like I'm being brutal with settings either--I just have one flower I'm look-deving. Im doing my due diligence and am gonna try to use mantra for this--however--as an example- a scene with just a 1k environment light+one area light, one flower without material overrides, 1 displacement map for theflower, and two shaders (one for a sphere sitting between the petals and the area light, and one for the petal) is taking 10 minutes to render with standard mantra settings and a 1280x720 camera ???? Displacement effect scale is at .002- the geo is low res, transparency is set to .1152 --slightly translucent-- and the subsurface is set fully to 1. Im not sure this is gonna be all that efficient, unless mantras optimization starts to showcase itself when the amount of geometry significantly increases...... My question is would it be worth switching over to Arnold for this. Arnold has some really nice translucency capabilities-- and I have some decent experience with it for a paper project I did a while big. However, the big question then becomes: can I use these material override setups inside a third party renderer? or is this just a mantra specific technique? Thank you!
  5. Thank you everyone for your help! I have it working now! If anyone would like the file at some point just flag me and ill send out a simplified version All the best Justin
  6. Saw this while writing the other response--thank you! Looking at your file now
  7. I think im close to the answer looking through some old posts: https://www.sidefx.com/forum/topic/50236/
  8. Hey Im actually having some trouble implementing this--where does the id attribute have to live on the petals to be accessed by the shader? Also, just doing a stress test, if i put all my albedos in a folder, example: albedo_1 albedo_2 albedo_3 i can then read them in as a sequence, but this just changes which texture is called per frame. How do i set it up so that the petals with their ids recognize the textures coming from the folder based on their id? Sorry for the trouble, ill send over a small scene so you can check this out if you need it. Thanks! Justin
  9. Hey, I have an object made up of 6 different poly groups--6 petals in this case. Each of the petals has the same uv set as all the others. The goal is to assign different textures to each petal. Im leveraging some of houdini capabilities to build venation systems and then sending these venation maps out as displacement maps. These are then driving materials and textures made in substance designer. My question though is, at some point all of these textures are gonna have to come back into the project right? So lets say eventually this flower with 6 petals is iterated 180 times-- so 1080 petals - this then becomes 1080 texture maps -- most likely will not be that abusive with the amounts but still you get the idea. To apply a different material to each petal id have to split every single petal off--either inside an object or outside (doesnt really matter--same principle) and give it its own material and texture assignments. Getting clever with expressions will probably alleviate some of the work here, but Im just wondering (1), if there is a methodology for this I should be following --im sure in games they do this type of procedural texture variation stuff all the time, and (2), is the render speed gonna be slow if am using so many shaders- as opposed to perhaps a udim tile workflow with 1 shader? --setting up udims would be tedious as well, but overall, just looking for some suggestions... Key thing--one uv set, same type of material, but different texture sets. Thanks!!
  10. See Code For Shelf Tool?

    Thanks for that!
  11. See Code For Shelf Tool?

    Thanks John, I actually did get that far. However the only snippet of code in there was this: import objecttoolutils objecttoolutils.customStateTool(kwargs, 'bonesfromcurve') which means there is something else going on below the hood.
  12. Hey, Is there a way to see the actual code for any of the shelf tools? The bones from curve is the one I am after. I would like to write a tool that allows for the generation of multiple bones from a series of curves--as opposed to one bone chain from one curve. As I am trying to extend functionality not reinvent the wheel I figured a great place to start would be this: seeing how the current tool is written. Then again, maybe this is a really ignorant question. . Ive been rummaging around the preferences folders looking for shelf tools in file format but am coming up short--granted I am on a mac.... Thanks in advance!
  13. Import Caches into Dopnetwork to sim

    Thanks Florian-- That is pretty much what I am trying to do. Today and tomorrow I'll be working on some initial test solutions. Ill look into your suggestion. In the interim I will also try to assemble a simplified file that can be used for test purposes and post it here-by Thursday ideally. I'll keep you posted! Best, JK
  14. Hey all, Interesting situation I'm trying to solve here. I'm trying to set up a simulation that works in the following way: I have a branch of a tree that is covered with flower blossoms--currently no blooms have actually 'bloomed' yet. These flower blooms are a series of slightly varied wire animations that are cached to disk. Flower_Bloom_01.$F.bgeo.sc Flower_Bloom_02.$F.bgeo.sc Flower_Bloom_03.$F.bgeo.sc there are about 50 of these but that's the idea The flower blossoms are simple wire coils (running along the center of each leaf )--the geometry will be appended later. Because they are wire objects- they can be brought into a sim and then a sim can be run over them to give the flower blooms some more realistic gravity and the like. This is something we have already discovered works when we just have one bloom being brought into its own sim, done at the origin for simplicity. The issue at hand though is this: The flower blossoms are supposed to bloom when triggered by the simulation. When a bloom is activated, it should activate the cache that is assigned to it, and run the file cache. Once the file cache is in dops, it can be simmed over--with the start frame of the cache being used at the moment the cache is activated. Obviously there is a lot of other things going on here, but that stuff is manageable--this whole calling from cache thing is new to me though--im just hoping its a thing? So..... Is there a way to have a dop network trigger cached objects like this? Does anyone have an experience doing something like this? Bit outside my realm of experience here. I finally finished the growth algorithm that is going to trigger the blooming, took way too long lol, but at this point I am just looking for suggestions for how to approach something like this. If you need files or any more clarifying info, Ill be more than happy to provide it. Looking forward to any and all suggestions! Best, JK