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ameyer

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ameyer last won the day on July 22

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About ameyer

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    http://www.imdb.com/name/nm8273746/

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    Adrian Meyer
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    Germany
  1. Well sure, Unreal would be awesome. Already tested this. But how do you get scenes with particles and volumes and whatsoever to unreal intuitevily. You always have to make complex alembic exports and what not. (With Engine thats also not that easy, you would have to have all objects in one HDA etc. ) For me it was way faster then to just render Latlong Previews. I'm pretty sure you'll find the same thing. And yeah, hoocking it up with CHops and stuff would probably be not such a big problem, but then you have to get the stereo working and stuff. So in the end you need a custom viewport output. Which is surely possible but quite hardcore. Lets hope that somedays these guys will implement houdini. https://vr-plugin.com/
  2. Yeah but you cannot do VR (Latlong) Flipbook. You can only do it with the OpenGL ROP with Cubemaps and then assembly them in Post etc. But it's completely unusable, takes ages, wrong stereo etc. Its like 10x faster then to just do a VR latlong Render (with Redshift, quite fast). Thats our current workflow actually still (unfortunately).
  3. Hey, glad it helped. Yes its prob. the cleaner way to do it via SDF than Peak SOP. And yeah, the Fill Interior Option is a strange thing anyways. I think its actually a very misleading term. Because in Fog Mode if its not enabled, it actually fills the interior like you would expect. If its enabled, it actually fills the volume with a soft gradient from 1 on the deepest inside and 0 on the outside, so really not what you would expect from the parm name. (still a handy option of course though) In SDF Mode it makes more sense, there it stores also all negative SDF Values opposed to only the narrow band.
  4. Hey, haha thats funny. It's actually from my former TD in the project. So yeah I know it (-; 
 Well it does help a little bit, but still its just grabbing the render view, so you always have to render and than can get a feeling for the scene in VR. What I was actually hoping for is really a viewport connection. But that would have been quite a thing to implement. It exists for Maya already though. But nothing for Houdini /-:
  5. imported geometry pivot

    Try Alembic then! if you import in Houdini you will have a Alembic Xform Node that should hold all the pivot information you need.
  6. Hey, here you go. Not a technically super clean solution but I guess it works. Also look inside the Noise Vops, I multiplied the density by the noise instead of directly piping the noise in the density output. This gives artefacts on the edges as well. Mix VDBs_fix.hipnc
  7. Yes, always when you have a time dependent parameter, never animate keyframes or add expressions inside the VOPnet iteself. Always promote the parm and do it on the outside.
  8. Handeling cache chain

    PDG is now your best friend here! (-;
  9. Render viewver interface

    I fear thats not possible /-: Maybe write an RFE if its really bothering you
  10. imported geometry pivot

    What format are you exporting? Because that depends a bit on how you could do it. But you could also just position the object in maya so the pivot sits at the origin. Or if the desired pivot you want to have is the object center you can press "Move Centroid to origin" on the xform sop in Houdini.
  11. Can't Bake CHOP in H16

    same here
  12. OpenGL VR shaders

    Hey Mark, what do you mean with Done? Did you find a solution for it? Would be very interested in it. Thanks Adrian
  13. Hello, I am working on a prerendered 360 VR video with Houdini. We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive. Realtime playback speeds are not necessarily that important. Does anybody have an idea if this is possible and if how to approach it? Also for proper realtime playback, we want to able to create 360 latlong Flipbooks. The opengl ROP currently does not seem to support this. Any ideas on that? Thanks a lot Adrian FX TD @ Animation Institute - Filmakademie Baden-Württemberg
  14. Hello, I am working on a prerendered 360 VR video with Houdini. We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive. Realtime playback speeds are not necessarily that important. Does anybody have an idea if this is possible and if how to approach it? Also for proper realtime playback, we want to able to create 360 latlong Flipbooks. The opengl ROP currently does not seem to support this. Any ideas on that? Thanks a lot Adrian FX TD @ Animation Institute - Filmakademie Baden-Württemberg
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