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About ng.aniki

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    Julien H
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  1. Hi there ! I am currently trying to modify the Impostor digital asset available in the gamedev toolset to bake tree impostors. I am not really interested in rendering beauty shots,but I would like to bake every map necessary to render the impostor correctly in a game engine. (So: Basecolor, normal, smoothness, transmission, etc) And I would like some help with the mantra rendering settings, as it is really not my field. Right now, I am baking with Ray Tracing and my main issue is that I am getting some big white spots in all my render channels, this is a screenshot of how the basecolor is looking for the top of the tree: It is looking fine overall, I would just like to get rid of those spots/grain.. After playing for a while with the settings, I think the problem comes from the 'Stochastic Transparency' setting, and I tried boosting it's amount of sample but it does not seem to improve the overall render. If I disable it, the render does not seem to use the opacity map anymore: I also tried having a higher pixel sample count, but those damn white spots are still there... This is a type of pine tree, so the branches are using an very thin opacity map, like this: I was hoping that someone with more experience in rendering could direct me on how I would solve this problem of white spots. (I basically do no really care about lighting quality, as I only want to extract the different rendering planes (Basecolor, normal, roughness, transmission, etc).
  2. Thank you for your answer djiki ! I really want to avoid using EXR, those files are meant to be used by a game engine that does not digest EXR very well. Also, the generated files are meant to be distributed as a package on the web, and EXR files are really heavy. Could you give me a clue as to how to proceed, to get a png/tif file that is not pre-multiplied ? When exporting in those formats,"C A" is the only plane scope that the ROP File Output is allowing me to use, so I can rename my channels the way I want, they are always exported as Color+Alpha. I also tried selecting "Unpremultiplied" as the PNG Premultiplication in the matadata tab of the ROP File Output, but without success. Also a note, these customs data come from existing textures, generator by other softwares, that I am basically re-packing and modifying (Changing uvs of geometry, etc), and I have disabled all gamma alteration of the imported data, so I should get outputted values identical to the inputted ones.
  3. Hi there ! I have in my houdini file a COP2 network making some changes to textures on my hard-drive, and then outputting those textures with a ‘ROP File Output’ node. Those textures are actually a set of Masks, each channel is a different mask (R=Metallic,G=AO,B=Emisside and A=Smoothness) This is working nicely, but here is the issue: Those outputted .png or .tif files are using the alpha channel as transparency, and if I open them with Photoshop, there is no accessible alpha channel, and instead all my RGB channels are displayed with transparency. Basically, I cannot use those textures as they are, they are completely impossible for an artist to author in Photoshop. Is there any way to export/render a COP network into a .png or tiff file, and keep a clear visible alpha channel, accessible in Photoshop ?
  4. Alright, after some more searching, I think I found the answer here: http://forums.odforce.net/topic/24473-python-cannot-dynamically-set-minmax-parm-values-of-my-da/ It seem only possible to do that kind of change on spare parms, I will play with it later and post updates here. Thank you for reading though.
  5. Hi ! I am just at the learning stage in Houdini, and I am in front of an issue: I am trying to dynamically change the min/max value of an integer parameter of my digital asset. I read a bit online, and every forum post seem to give the same solution: def UpdateRangeTest(MyNode): MyTemplateGroup = MyNode.parmTemplateGroup() ReplacementParameter = MyTemplateGroup.find('IntegerParameter') ReplacementParameter.setMaxValue(20) MyTemplateGroup.replace('IntegerParameter', ReplacementParameter) MyNode.setParmTemplateGroup(MyTemplateGroup) This does not seem to work, my max value is not updated in my parameter list. Note that if I insert my ReplacementParameter in MyTemplateGroup (After changing it's name), it is actually added to my parameter list... So I thought: "Hey, then you could try removing the existing parameter first, then insert the new one !" but it did not work either, no change would be visible. So I also tried this: def RemoveParameterTest(MyNode): MyTemplateGroup = MyNode.parmTemplateGroup() MyTemplateGroup.remove('IntegerParameter') MyNode.setParmTemplateGroup(MyTemplateGroup) With this function, I can see that it is actually affecting my IntegerParameter, but it is not completely removed from my digital asset, it is removed from the parameter folder it was in, and is just displayed at the very bottom of the parameter list... So: I cannot replace an existing parameter, I cannot completely remove a parameter, but I can insert a new one.... What am I doing wrong ? Edit: Attaching Houdini Apprentie Non-Commercial hipnc file. And something more visual: Replacing Parameter(No Change): https://demo.gyazo.com/5467b02885bfaca90e186821da21d578 Removing Parameter (Is not removed, only moved at the bottom): https://demo.gyazo.com/1e1f2ba4b4ba0c80aee85ba722337eda Inserting new parameter(Working fine): https://demo.gyazo.com/5b2f0ab55cfa9c0cafd1cd7ee2ee7333 TemplateGroupUpdate.hipnc