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craiglhoffman

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About craiglhoffman

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  • Name
    Craig Hoffman
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    Seattle, Wa
  1. Hi everyone, I am using a pretty standard default setup for PBR rendering using a MantraSurface material, a couple directional lights, and an Environment Light and am noticing a weird behavior. I turned off the directional lights and was just using the Environment Light with an Environment Map and set some settings to get something that looked like somewhat "Chrome-ish" (just reflecting the environment map). The Environment Map was using "Direct Lighting", the spec angle was set to 0, the spec intensity set to 1, and the diffuse intensity was set to 0. And I got basically what I wanted. Now when I turned on one of the directional lights to add some specular 'hot spots' to the render, the whole render got darker. Why would adding light to a scene result in a darker render? Thanks for any insight.
  2. Hi everyone, I have a skeleton (driving a mesh) that is driven by curves extracted (live) from a cloth dynamics using the "Follow Curve" solver in the InverseKin CHOP, but the animation on the skeleton doesn't come out when I export the skeletal mesh using FBX. Is there a straightforward way to bake animation onto the skeleton so I can export this via FBX and use it in a game engine? I tried some of the solutions for baking CHOPs from dynamics I found online but they didn't work for this application. Thanks for any help! I hope Side Effects will support baking when exporting in an easy fashion since this could be a pretty powerful way of getting complex dynamics motion into games, etc. Thanks, Craig
  3. Houdini on a Surface tablet

    Just installed Houdini on my old (win8.1) Surface Pro (not the updated faster Surface Pro 2) and Houdini runs fine. The default Fireball Pyro sim on a default cube runs surprisingly fast and looks surprisingly good in the GL view.
  4. getting lidar data into houdini

    I know this is an old thread, but thought I would add to the knowledge base. I got .xyz Lidar data in through CHOPs. I renamed the file to be ".chan" (probably didn't need to do that..) and read it in a File CHOP. The file had a million points of 7 columns of data (position, color, and some reflectance value) and I used the rename CHOP to rename the first three to tx, ty, tz, and the next three to CR, CG, and CB. I then made a line with the same number of points as the File Read CHOP (using expression), deleted the geo (keeping the points) with the Add SOP and then applied the CHOP positions and color to the points using the Channel SOP. There is a tutorial somewhere online that shows the expressions that I emulated. It worked out well and I didn't have to do any format changes, so if you have an ASCII file with simple rows and columns of data this is doable in Houdini using this method.
  5. Sorry if this has been covered before, but is there any easy way to compare respective pixels from all the frames in a sequence of images? I have a couple hundred frames and want to intelligently compare or do operations across the entire sequence like min/max/average/etc. There isn't a loop operator in COPs so is there any easy way to do something like this? Thanks, Craig
  6. Exporting series of FBX files

    I did manage to get a series of FBX files out. I am not sure exactly what did it, but I think it was feeding my FBX ROP into an OBJ export ROP so I exported both an FBX and an OBJ every frame. That seemed to force it to update every frame. BUT, what is weird is most of my FBX files came out fine, but about a third of them (in the middle of the series) came out empty. The OBJ files came out fine for those frames and the objects look fine in the GL window with no errors or anything. Anyone have any idea why some FBX files would come out blank while most of the others are fine? -Craig
  7. Exporting series of FBX files

    I have a beveled font SOPNet that I want to export as individual unique FBX files for each frame (one object that changes to a new letter each frame and NOT an 'animated' object), but it seems the FBX ROP and the Export->FilmboxFBX export options don't support this. It seems the FBX output assumes that it has to be an animated object. I tried turning off "Detect constant point count.." thinking that might be what was tripping it up, but no dice. Anyone have any ideas? Thanks, Craig
  8. Updating animated COPs when applied as textures to objects

    I think being able to interactively composite things and apply them to geometry would be a powerful feature that would be quite useful for a lot of things and help set Houdini even farther apart from the competition (although I did something similar to what I was trying to do in COPs in Maya's material editor about 7 years ago). Plus without it, compositing doesn't feel perfectly "integrated" into Houdini as a whole, so I would vote that it be fixed.
  9. Updating animated COPs when applied as textures to objects

    Will it be fixed in H11? Thanks, Craig
  10. Updating animated COPs when applied as textures to objects

    Changed to jpegs and no updates for me, except when changing frames. Are you doing transforms/etc. in COPs and seeing the texture change immediately on the texture applied to an object in your geometry viewer?
  11. Hi, I am doing some animated compositing in COPs and want to apply the result of that to objects in my interactive shaded GL view. I have it working via the op: command using a UVQuickshade SOP for testing, but when animating the COPs my Scene (GL) View doesn't update. If I change frames it updates, but I would like to see interactive (or close to interactive) updates. Is this possible? Thanks for any help, Craig Hoffman
  12. OpenGL renderer

    Keep in mind that using the Tri-Strip SOP will speed everything up. It puts the geometry into a format that is optimized for passing quickly through the hardware rendering. (But only use it if the geometry is not changing as it takes time to compute per frame.) Also, if you use the Tri-Strip SOP don't put the render flag on it as it won't render properly to Mantra, etc. -Craig Hoffman
  13. Point Attributes To I3d Shop

    I want to vary the shader settings for an i3d render so that Points (or MetaBalls) render in the same texture with different individual settings for density, noise settings, etc. Usually for non-i3d things I would just put the shader parameter name (like 'diffr'/'diffg'/'diffb' for "VEX Plastic") as a Point Attribute and Mantra picks it up automatically and uses this at render time, overriding the parameter value in the SHOP being used. This doesn't seem to work for i3d- I set point attributes for geometry that I sent to an i3d render using "Raw Geometry" by setting 'rough' and 'turb' in the point attribute for use by the "VEX Meta Cloud" SHOP but it only used the settings in the i3d SHOP. This kind of makes sense with how i3d works, but can this sort of thing (varying i3d Shop settings per point/metaball) be done for i3d? Thanks for any help. Craig Hoffman
  14. Cleave Sop For Houdini 7?

    The 6.1 version of the Cleave SOP works great in 6.1, but not in 7. Anyone got a version laying around that works in 7? I checked Stuart's Cleave SOP page at http://anusf.anu.edu.au/~sjr/cleave_sop/, but it only has the up to 6.1. There is source code there, but I don't really know what to do with it, and I figure it would be great if some skilled person compiled it for H7 and posted it here. It is too cool of a tool to not have available! Thanks, Craig
  15. Exprting!!

    Having just gone through this, I can tell you that PolyTrans has the best .X exporter Maya plug-in and supports vertex colors and one UV set right now. The latest .X format supports more than one UV set, but I could find no converters or exporters that support it and many don't support .X vertex colors at all. A new PolyTrans that is being developed supposedly will support everything that .X has to offer. Now, to go from Houdini is another story since .obj does not support vertex colors and supports only one UV set. If you just want geometry and one UV set, then do what was mentioned in previous postings. If you want more than that, or want to have bones and skinning you are out of luck with Houdini currently, unless you write your own converter. I put in an RFE for .X exporting from Houdini (with animation and bone/skinning support), but since .X is a PC format and Houdini tries to avoid formats that are isolated to one OS, and .X is mainly a game format, I am not holding my breath. I also wrote to the PolyTrans folks about interest in a Houdini exporter and he said that it would be easy for Side Effects to put in the hooks to hook to PolyTrans, but the market was too small for him to make the development effort worth it for him. I would love to be able to export Houdini animated .X character to use with some of the Real Time hardware rendering software, but that is a market that is being left to the Maya/XSI/Max crowd. I wonder with the release of the HDK, some genius in the Odforce crowd could whip up a .X exporter in a reasonable time... Cheers, Craig
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