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Shyralon last won the day on July 8 2020

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About Shyralon

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    Ramon Schauer
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  1. Procedural Skin Pores

    @abvfx Hey, sorry for the late reply, kinda forgot about this thread! yes, I did make some progress. Pretty much got it working, but there are still a couple of errors happening when I try it on more complex meshes and also it is very slow (but already know where I can optimize)
  2. Hello everyone! I have a problem with instancing .ass files again, so maybe someone can help out on this After I have now managed to properly instance the caches the way I want, I just noticed that shaders are not coming through when using the "Instance" node - it is all the same default shader. However, it works when loading in the .ass files individually using the Arnold Procedural node, so it is probably not an exporting issue. I know that there is an attribute for the instance node to point to a shop net, but in my case the .ass files including shading are coming from Maya, so this is unfortunately not an option. I also already set the plugin/shader path for the mtoa shaders in arnold ROP and they are coming through properly when loading the procedurals individually Any ideas? Image below shows the procedural loaded individually (dark grey shader) and the second one through instance not (all default shader). Using Houdini 17.5 with htoa 4.4
  3. Hey, thank you very much for your answer! Must have missed that page, looks exactly like the thing I was looking for.
  4. Hello! I built a little tool to help our layout which essentially places the correct asset from a library on scattered points. For this I use the instance node with a point attribute to place the correct .FBX. Now I would instead like to make use of arnold proxies exportet as .ass file but could not found any information on how to instance those instead. Any ideas? could I still simply use the instance node or is this more complex?
  5. Procedural Skin Pores

    Also found a (rather low quality) recording of the talk I am refering to (roughly from minute 02:10 on) In this talk he states that for the connection each pore looks for the nearest point in the direction of the two nearest curve and then one beyond. So my approach right now (testing this takes time as I still struggle with vex syntax) is: get nearest point using the "nearestpoint" function, build vector from current point to each of the nearpoints. Then build direction vector from the nearest two curve points and do a dot product to check if the point matches the directionvector best, and connect these points with a curve once that is done. All in a point wrangle. After that I resample the curve, project to the surface using minpos and subtract as a VDB. Does that make sense or is there a better way?
  6. Is this still relevant? I also posted a couple of days ago without being approved and am wondering if it just got lost or I did something wrong :/
  7. Procedural Skin Pores

    Hello everyone! For a university project I am attempting to build a system for procedural skin pores inspired by the work weta did on Gemini Man, based on this article here and the corresponding talk I saw at Siggraph. https://www.fxguide.com/fxfeatured/face-it-will-gemini-man/ In the article they essentially mention "growing" the pore based on previously placed curves, more or less like "grooming" the skin pores. I feel like I have a basic idea on how to approach this, but also I am quite new to Houdini so there are a couple of things which are unclear to me right now - maybe someone has some ideas on how to approach this? Mainly I am unsure about how to approach the actual connection of the pores. (here is an image taken from the article - talking about the third step) Right now I would approach it as some kind of "get closest points to current pore" while talking the flow of the curves into account, then connect them with a tubelike mesh and subtract this from the surface. But I have no idea how to actually take the flow of the guide curves into this, so I would love to hear some ideas for this. Second approach I thought about this would be to actually simulate the pores as particles moving along the surface and calculate some kind of vector field from the guides to guide them. No idea if any of this makes any sense as I am too new to Houdini to properly judge this, so I would be super grateful for any thoughts and advise on this