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kiryha

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About kiryha

  • Rank
    Initiate
  • Birthday 05/06/1977

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  • Website URL
    http://kiryha.blogspot.com/search/label/3D

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  • Name
    Kiryha Krysko
  • Location
    Detroit
  • Interests
    Houdini, Photography, Cookery

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  1. Transfer HDA animation

    You mean store material libraries as hip files and merge to a render scene? This is the way I am thinking to deal with materials now. Or you mean store material libraries as HDA and install them (I have no idea how HDA importing works)? Definitely, materials would be assigned automatically in render scene via groups and @material attribute (which should be set during modeling or lookdev stage) after cache file is loaded:
  2. Transfer HDA animation

    How to store materials if I wish to have a material library (ies) and use it (them) in render scenes? First I was thinking about storing materials in HDA but I have some concerns. According to my method of structuring materials, there could be one library for all environments and props and each character will require its own library (because of a complexity and uniqueness of character assets its easier to manage unique materials on each character). If there are many characters in a project the HDA list in Houdini will become massive, and also materials would be mixed with other asset types (characters, props, etc). Imagine Digital Assets menu will contain the same amount of assets as "All"... Maybe there is a way to structure HDA other than by using suffixes in HDA names (folders)? Or it's ok to have a huge list cos nobody will ever browse this list in the usual way and all assets creation and update will be scripted?
  3. Transfer HDA animation

    Thanks, Ben for that information, really useful! When I sad pure Houdini I meant major players in 3D area only: no Maya, Blender or 3DS Max, etc. Sculpting and painting tools like Z-Brush and Mari are in implementation plans at a later stage. Nuke and Shotgun are the part of the pipeline already, however, I tend to render final images from 3D and do in comp a very few things only. Also, I am thinking to implement Shotgun as an optional choice cos it's quite expensive and not everybody has an account (and as far as I know there are no free alternatives to Shotgun with Python API) but its quite tricky to manage project data without such system. When I start playing with Houdini I realize that it could handle all 3D operations quite well (opposite to a common opinion that Houdini used mainly for FX), this inspires me to switch from Maya completely and build a Houdini based pipeline. I am doing a personal project in Houdini (almost without a character animation but I still need this functionality to exchange data between different 3D stages) and pipeline developing is a part of this process. As a result, I wish to get the solid pipeline basement which could be scaled for next bigger and more complex projects with a bunch of artists involved. I know this is not the best idea trying to create an abstract pipeline for all possible cases, so I would say full CG animation film is the project I am aiming for (even if it`s very small and could be done with one artist). Materials... There are tons of possible options but I am thinking if it makes sense to use in Houdini the same solution I designed for Maya: you create a library of common materials (wood, grass, plastic, metal etc) and apply materials in rendering scenes and each asset has shading attributes (material name, textures names for different channels, individual tweaking parameters, like reflection straight). In such case, every asset in production consists of mashes combined by materials. So you have a very limited amount of shaders in the final scenes ready to be rendered but with an ability to tweak each asset shading individually in each shot if you need. I still don't like this idea to have hda in render scenes with all redundant information and individual shaders (when a lot of them could be shared across different assets) but my mind is opened. So I will examine the geometry caches option (bgeo.sc) for now. My current question is: if I will load animated asset with File node into a rendering scene, how can I distinguish different parts of the geometry and apply different materials?
  4. Delete segment of a curve

    Cool, Vusta! I was trying to go this way with group transfer as well but did not get it working, nice trick with facet SOP.
  5. Delete segment of a curve

    Ok, that solution works, thanks! But I wonder what the convertLine SOP did that resample stop working...
  6. Delete segment of a curve

    Hi, Stephen, That's works, thanks! However, the resample node placed after OUT_LINES does not work as expected (rising Length has no effect). I need dramatically reduce the amount of points there. delete_segment_02.hipnc
  7. Delete segment of a curve

    I need to delete round part of the curve. The only way I manage to do it gives the desired result on the right side but remain segment on the left side (bottom shape). I need a second object which will exclude initial circles. delete_segment_01.hipnc
  8. Transfer HDA animation

    Hi, Ben! Exactly, I used Autorig tool and learn how to use it with masterclass you mentioned! Now I need to understand what options do I have to transfer animation data from animation scenes to rendering scenes to build pipeline tools for that. So, as far as I understand I have such alternatives: 1) Export-import (copy-paste) animated assets themselves. Not very reliable and flexible way, I do not consider it as a possible solution. 2) Export-import caches. 3) Export-import animation channels. The last two solutions are fine (personally I would prefer caches cos you don't have redundant data like rigging nodes in the render scene) but choosing between them rise another question: how to work with materials. And materials workflow is another big question from the list of all pipeline questions I need to figure out. Seems like common practice is to have the same HDA (which holds everything it needs in all production steps: rigging, materials etc) which could be loaded in animation and rendering scene and transfer animation data only between this departments. In the case of geometry caches, the material assignment system needs to be developed. PS. I am not using any other software, pure Houdini.
  9. Transfer HDA animation

    If there are no standard tools than I will have to create my own... At a high level, how should I transfer animation? Export-import animation curves of HDA as well as parameter values?
  10. I have a Digital Asset of my character. It is animated in the animation scene. Is it possible to transfer animation to another scene with the same asset with standard Houdini tools?
  11. Moana Island Scene [Dataset]

    Why I can see scattered objects only on a Scene root level, but not in Geometry context where PythonSOP located (only points displayed there)?
  12. Moana Island Scene [Dataset]

    I think it is possible to use parmTuple for all channels at once: rs_mat.parmTuple("diffuse_color").set(passedDiffuse)
  13. Moana Island Scene [Dataset]

    Make sense, thanks, Atom. Also, I was thinking if its possible to produce the same results with VEX and if it would be faster. Definitely will need to find a workaround how to transfer JSON data to a wrangler...
  14. Moana Island Scene [Dataset]

    How does Houdini evaluate PythonSOP? If it does it every frame is int it too expensive to scatter geometry? I am quite fine with Python, but Houdini still a mystery for me... Probably I need to download the data and play with it to understand the setup. Thanks, Atom!
  15. I am not sure about 3ds Max, but in general, you can transfer geometry from Houdini to another 3D package with Alembic and volumes with VDB (so you don't need particles, but in case you need them, Alembic is also a way to go). If 3ds Max is your primary package then render your scenes there and do in Houdini only FX and export results as volumes or geo, this is a quite common workflow. If you have a 3ds Max scene which you would like to use in Houdini and complete the rest of production there its also possible, for example via FBX. Just make some test with a small portion of data (one building instead of the whole city) and see what you get. It's hard to advise a high-level workflow without knowing all your project details and resources. Redshift materials from Max to Houdini via FBX should work, the issue you may face is a paths to textures.
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