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Snappy_Darko

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About Snappy_Darko

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    Peon

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  • Name
    Snappy_Darko
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    London, UK
  1. Hscript Question

    Hello, I'm im trying create a seed value/reference for the null using Hscript, but im getting 'Skipping unrecognized paramter "seed"'.. is there a reason why this is happening?
  2. I'm getting an error message when trying to run the RizomUV sop. I checked with the main forum and found a fix (i.e rename the “rizomuv_processor1” node to “rizom_processor”. ), but it doesn't work for me. Mine seems to be a Python issue. I don't read/write Python, was wondering if someone could help me troubleshoot this please. Many thanks
  3. Hi, I'm getting an error message when trying to run the RizomUV sop. I checked with the main forum and found a fix (i.e rename the “rizomuv_processor1” node to “rizom_processor”. ), but it doesn't work for me. Mine seems to be a Python issue. I don't read/write Python, was wondering if someone could help me troubleshoot this please. Many thanks
  4. Hi, I'm posting here because my issue is a Python error, perhaps someone here could help. I'm getting an error message when trying to run the RizomUV sop. I checked with the main forum and found a fix (i.e rename the “rizomuv_processor1” node to “rizom_processor”. ), but it doesn't work for me. Mine seems to be a Python issue. I don't read/write Python, was wondering if someone could help me troubleshoot this please. Many thanks
  5. Ive never used UDIMS before, but shouldnt they all be in the same place? .. when i set them up they overflow onto another section of the grid, any idea why?
  6. I have this object made in 3ds Max that has maybe 10 different parts, which in Houdini show up as 'Alembic Paths'. After voxeling the object i need to restore the information of these 'parts', but when in attribute transfer i select 'path' from the dropdown, i get messed up results. This is how it looks before Attribute Transfer ( and this is how it looks afterwards. What should i look at to resolve this?
  7. I have this object made in 3ds Max that has maybe 10 different parts, which in Houdini show up as 'Alembic Paths'. After voxeling the object i need to restore the information of these 'parts', but when in attribute transfer i select 'path' from the dropdown, i get messed up results. This is how it looks before Attribute Transfer ( and this is how it looks afterwards. What should i look at to resolve this?
  8. Error message/bug in Gamedev Simple Baker

    no i don't
  9. Error message/bug in Gamedev Simple Baker

    Hi, im getting an error message: 'Error Rendering Child' relating to 'Render_Composite7' - (all info is in the imgur).anyone know why im having trouble baking? - ive no idea what 'Render_Composite7' is and am not sure how to fix it.. is it a bug?
  10. H, im getting an error message: 'Error Rendering Child' relating to 'Render_Composite7' - all info is in the imgur..anyone know why im having trouble baking? - ive no idea what 'Render_Composite7' is and am not sure how to fix it.. is it a bug?
  11. H, im getting an error message: 'Error Rendering Child' relating to 'Render_Composite7' - all info is in the imgur..anyone know why im having trouble baking? - ive no idea what 'Render_Composite7' is and am not sure how to fix it.. is it a bug?
  12. I've made an HDA after following a procedural modelling tutorial for a sweep node that contains UV's (im working in 17.5, tutorial is in 16.5). Everything works except that the shape doesn't close properly in one corner of the model, despite me selecting Skin Output as 'Skin with Auto Closure' . The tutorial uses an 'Ends' node to help with the unwrapping, but seems to prevent one corner from closing. I removed the Ends node and the corner closes, but then the UV's are all messed in that area. All can be seen in these issues im having in these images..if anyone can help that would be grand. HDA is also attached. thanks Super_Sweeper.hda
  13. Just wondering if it's possible to get .Uasset files from UE4 into Houdini. There are some free models (Paragon models) that i'd like to play around with in Houdini, but im not sure it's even possible to import them. Thanks
  14. Need help exposing Material ID's on object made in 3ds Max

    Thanks again Noobini, ill try alembic for the quads preserving. Yeah, the Goz tool i have been using for ages between Zbrush and Houdini, the workflow was seamless and created a file containing all the Material ID groups without having to mess around with FBX's and the string of contexts the FBX file type creates upon import into Houdini. But.. i had to switch to 3ds Max for the modeling reasons - much better for larger-scale things.
  15. Need help exposing Material ID's on object made in 3ds Max

    ok, right. sorry for all these noob questions, your time's really appreciated. It's just been a slow getting used to the 3ds max workflow - it was much easier working with Zbrush - the goz tool made things extremely simple. Just lastly, on the bakes ive done, i keep getting artifacts - visible on the normal map only (the white/grey model picture). I've tried flipping the normals on the Y-Axis, but still getting the artifacting. Ive baked it numerous times with difference settings, but just no luck. Ive noticed that Houdini completely changed the geometry on the FBX - turned everything into triangles..could this be what's creating the artefacting? Im so near to getting this sorted and being able to get on with just texturing these things in Painter (that im much more familiar with), but this last hurdle has me stumped. edge_high.fbx edge_low.fbx
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