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About hampuseh

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  1. Greetings! I will get right into it: I have 10 different instances scattered along 6000 points. I have textured each instance(on geometry level) in substance painter. I also have 9 different materials in Houdini for each specific instance(these are not assigned yet). HOWEVER, I do not know how I assign the above materials to the specific instances. For example. I have a material called splinter0-9. My instances are also called splinter0-9. So what I want is to assign material splinter0 to instance splinter0. I think a good approach would be to use stylesheets however I have never used that before and would love to hear if someone has any ideas. I also don't know how to group based on individual instancepath, if I knew that than I guess I could assign everything manually based on groups.
  2. Creating UV id maps

    Nvm I got it working thank you, I forgot to add the material with the bind to actually use the Id attribute!
  3. Creating UV id maps

    Thank you so much for this! When I try to copy what you've done in my scene it doesn't work, when I choose to look at the "id" panel I only get a black screen. However, when I import the same asset and uvs to your scene it works so I am kind of interested in what settings I am missing.. I am very grateful for your help :=)
  4. Creating UV id maps

    Thanks for the reply. I am not really sure I understand what you mean. At the moment I have different groups with different colours that I've set but I am unable to somehow bake out the colors onto the uv's to create id maps.
  5. Hello! I am in the progress of uv-mapping some stuff. Is there a way to create id maps in Houdini? This is needed because I want to export my object into substance painter and texture in there.
  6. Procedurally create uv cuts

    This edge grouping is what I want to do for each branch so I can use that edge group as UV-cuts. How would I do this procedurally?
  7. Greetings! I am currently in the progress of creating a tree and am now working on the UV mapping for it. Trunk, branches, etc. What I need to do is to make a UV-cut along each branch procedurally so I can later unfold the UVs. So what I really need is a way to group the edges of each branch from bottom to the top. This is the uvs I have at the time.
  8. Greetings! I have a attribute that goes from -0.3 to 0.4. How would I promote that attribute to be 0 t 1 instead but with same effect?
  9. Hey thanks for the input but I did find the solution with a lot of tinkering. When assigning Redshift materials and get them to render properly I had to output a Null from each different object I wanted to assign a material to. Then OUTSIDE of the tool I had to create a new geometry node for each null I created and then object merge the specific null for that geometry. With Redshift you have to assign your materials to the geometry node for it to render properly. This was my work around and for me it works OK for anyone else seeing this.
  10. Greetings! I have a digital asset, it works as a tool to generate trees. You have the option to change the bark geometry, leaf geometry etc. These bark and leaf geos are instanced using the instance sop inside the digital asset. My digital asset is build in layers: Digital asset - Obj Geometry - sops. The base geometry of the leaves and bark have specific attributes to be used during the shading aspect. Example, the leaves have a edge attribute for edge tear detail. However! From the shading in Redshift I can't access the attributes of the instanced objects. I can apply shading to my bark and leaves but not if I decide to use any of the attributes that the base geos have. Then the instances turn either black(point material), or white(primitive material). Since the attributes are created at geometry level the attributes don't show up when they are instanced. But I am certain that redshift shading should be able to read packed attributes. If I unpack the instances then my attributes show up and it all works but not is not a very good workflow when I have to unpack 300,000+ leaves.
  11. Basic uv-mapping

    Greetings! I currently have a geometry leaf with thickness. I want to uv-map this leaf. I want to have 2 uv pieces, front and back. I have tried uv-layout and almost get what I want. However it also creates a multitude of small uv-islands. which I don't want. This is what I have: How do I make it more clean?
  12. Animating connected curves

    Yes I want to simulate some sort of wind animation. I am using noise sop to create the animation. So I start of by animating the Trunk curve, swaying back and forth. I then want the next section of curves to follow the trunks animation like a parent-child relationship. This is where I struggle.
  13. Animating connected curves

    I see your point and that will be useful in the near future, however my curves are not generated in Houdini, I take existing curve sections from a already existing tree and then "sew" them together and then use a polywire sop to create the geometry. In the picture below showcases how the curves already look like when I import them to Houdini. I can animate each piece without any problem but I don't have the knowledge of how to parent each section.
  14. I am not using the copy sop. I am using the instance sop
  15. Hello! I have a tree that consist of multiple curves connected to each other. I'm at the point of having animation on the section of branches. I have made a color attribute going from the tips of each branch and then expanding inwards towards the trunk. However, the tree is made up of different sections. So the first section of branches would be the parents to the second section of branches. So the second section would follow the first sections animation, and so on. So my question is; What would be a smart/procedural way of animating a tree made up of curves?