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Everything posted by hampuseh

  1. I get this warning when I render with redshift in Houdini. The instance object "/obj/REDSHIFT_TEMP_PACKED_GEO/_obj_bla_blabla_blablabla_blabla_blabla_blabla_blabla_blabla_bla_tree156683" is not available as a RSMeshBase or RSProxy object, perhaps it is hidden in the scene" So I have a couple of hundred trees that I have packed and instances with a copy to points, I have ticked on "instance SOP level packed primitives" on the Redshift obj section of the geometry sop. It seems that a specific instance of the tree is not working properly, and I do not know what Temp Packed Geo means. It doesn't stop the rendering but I am assuming that it adds some extra time on the actual render time.
  2. Greetings! I have a digital asset that works by choosing a tree made of splines and then making it into a nice looking tree. My question is, how do I run multiple spline trees through the tool? Lets say I want to have 3 different spline trees run through the tool without having to manually choose one at a time. If there is a way, how would I separate them at the end ?
  3. Sorry my bad, I am not the best at explaining what issues I am having. I added a hip file that mostly shows how my setup is made. I am instancing hundreds of trees and I figured that instancing the branches and set of leaves per branch would make sense. I forgot to mention that I pack both the branches and leaves together for animation purposes. After the animation I use a unpack sop and I am then left with the branch instances and leaf instances separated. I will try using stylesheets and see if I can get something going
  4. Greetings! I have a branch that I have scattered instances of leaves on. So a branch consists of about 20 points of leaves. I pack the leaves. I then pack the branch with the leaves before I copy the branch(now with the leaves packed with it) onto the tree. Now I get about 1000 branches with 1000 sets of leaves. I have made a leaf material that works good if each leaf is its own instance/point. However in this case where one instance of leaves consists of 20 leaves/points I get weird results. How would I go about to assign my material so it effect each primitive instead of set of points? treeTeststuff.hip
  5. Hello! I am working on a tree. I am currently trying to create a "simple" swaying/wind blowing animation on the branches. I have tried vellum to point deform and wire-deform as well. However I don't really get the result I want and I also don't feel I have as much control that I would like. What I am wondering is if there is any way to deform my branches, that consist of just curves, by a attribute? I have a @width attribute starting from 1.0 at the trunk and ending at 0.0 at the tips of the branches. My idea was to have the lowest value of the @width attribute to transform the most and then the animation falls off based on the @width amount. Has anyone had any experience in doing something like this? If anyone has any help to give!
  6. Attributes for VDB

    I got it working! Putting up a picture with the simple steps needed to use point values for volumes.
  7. Greetings! I am currently sitting with vdb. I have a geometry that I have converted to a VDB and now I am playing around with noise in the volume vop sop. I have realized that the point attributes I had on my geometry have been deleted and replaced by a single attribute "surface".. My question is, how do I get access to my point attributes within the volume sop? Specifically I am wanting to use my gradient attribute for a nice looking falloff. I've tried the "surface attribute" on the vdbfrompolygons sop but I can't seem to get it to work however.
  8. copying color from parent in for each

    Thanks for the idea! It does seem to work the way its supposed to But since I didnt actually start out with a l-system setup it was somewhat difficult to actually fuse the branches together without any weird artifacts. But I got it working thanks!
  9. Greetings! I am currently creating a tree and now I want to group each section of branches in 1 color. In the picture above you see that I have given a random color to the start of each section, now I want the branches connected/close to the section to get the same color. So in the end each branch section will have same color. How would I do this?
  10. copying color from parent in for each

    Well... after a little testing I actually found out that the attribute transfer worked for me without any issues.. EDIT: Actually it didn't work too great. Attribute transfer transfers attributes by radius proximity, which means that some branch pieces gets another colour.
  11. Greetings! I have 5 branches that have their own unshared edge group. The group is called "widen". I put these into a for each to be able to modify the group for each individual piece with a soft transform. So first I use the $GCX, $GCY, $GCZ in my soft transform and that works, but only for the first iteration of my for each and for the other iteratons the pivot doesn't change from the first iteration. How do I get the pivot to the center of all groups in a for each?
  12. 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.
  13. 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!
  14. 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.
  15. 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 :=)
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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?
  21. 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.
  22. 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?
  23. 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?
  24. 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.