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Tronotrond

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About Tronotrond

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    Peon
  • Birthday March 28

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    www.tronotrond.com

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  • Name
    Trond Hille
  • Location
    Houston, TX

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  1. hou.fileReferences() and cache file sequences

    I found a solution that works for now. After sorting out the file cache nodes, I can loop through the frame range I want and get all filenames I need using fileparm.evalAtFrame() Seems to be working good!
  2. Wonder if anyone could help a python newbie with collecting cached file sequences? I'm definitively learning by doing here. So far I've made a script that gathers textures and needed files with hou.fileReferences(), but it only collects for the current frame. The goal is an exported that collects all necessary files to upload and render the scene. Since we're dealing with remote offices and such in these days and often local files and drives, I need a complete upload of assets when submitting the job to Deadline. Along with a remapping of the paths. But for cached file sequences, I'm struggling slightly as of what would be the best approach. I could sort out all file nodes and copy all files in the source directory, but not wanting to bloat the upload more than necessary. Since the fileReferences() operation is slightly slow, I don't want to loop through and run it on each frame to be exported either. A little more finesse would be ideal. Maybe there are even some premade functions I don't even know about? Anyone got some tips here? Thanks! A bonus would also be to ignore any other file references in the network above any cache/file nodes.
  3. Place Highlight

    Hi all! Does Houdini have a feature to place highlights/specular reflections? I.e. you're in camera view, select a light, and press an object where you want the light to create the highlight. The light then changes position to create that highlight relative to the camera. From the documentation it seems something like this might exist in LOPs context, but I'm looking in regular scene view. This is a built-in function on other DCCs, so hoping Houdini have it hidden somewhere. It's very handy to place highlights on beveled edges etc.
  4. Multi-Shader RBD sim, diffuse to Cd

    Thank you so much!
  5. Multi-Shader RBD sim, diffuse to Cd

    Thanks, and sorry for the late reply. Been away for some holidays travels. I thought about the same thing, and I also got stuck at the same point, haha. Not quite sure how to get the material diffuse map through VEX, from having the shop_materialpath. Perhaps need a Python snippet for that.
  6. I'm wondering if anyone could help with some suggestions here. I was scanning through the forums and not really finding what I'm looking for - and perhaps I'm approaching this in the wrong way. I have an RBD sim with dissolving parts. The RBD naturally contains multiple objects with a handful different shaders and diffuse maps attached to them. As the pieces dissolve, I need particles to be emitted, but I'd like the particles to pick up the diffuse map color so they somewhat match the look and color of the rendered pieces. No need for super accuracy, just something close. If it was one object, I could bake the texture and/or use Attribute from Map, but since there's multiple materials here, I am not quite sure how to approach it. Would appreciate any suggestions. Thanks!
  7. Hi all! I have very long string of different, fairly poly heavy, CAD models put together. I'm animating these along a curved path, and the path itself also has some animation on it. I've been using the Path Deform SOP from the GameDev toolkit, and it works, but is dreadly slow on such a long and complex object and millions of points. And dealing with adjusting from client feedback, it makes it really hard to iterate on. So.. just looking to see if anyone could think of some optimizations techniques? I was thinking to use a low poly string. Animate and adjust, having some workable feedback, then transfer that animation on to the high poly string - but not sure how to approach that. Edit: I can of course replace the low poly with the high poly at the end, but it takes 4-5 minutes to calculate per frame. So just looking to see if there are other approaches. Point deform is close. It really fast transfers the high poly to the low poly mesh, but it deforms the source too much besides just following the spline. Still tweaking on this to see if I can get acceptable results. Any tips and suggestions would be greatly appreciated. Thanks!
  8. Procedurally reverse objects

    Ahh! Perfect, thanks for both suggestions! I'll give it a shot when I'm back in the office! The measure trick sounds really easy and perfect. Simplicity! And I was trying to convert the pieces to volumes, move the points along the normal and do volume samples, but didn't work out very well due to the massive size differences. As usual, I over-complicate things
  9. Hi all, wondering if anyone can think of a good, hopefully procedural solution for this. I'm importing a CAD model. 12 000 objects and 20 million polygons. About 50% of the parts comes in inverted. See attachment below. Not very ideal, and a pita to fix manually. Logically speaking, it should be "easy" to see if a closed object has the faces facing inwards or outwards, right? If any of you have any good advice here, I'd appreciate any feedback to get things moving in the right direction.
  10. Solver inside loop and caching

    Thanks, that's a good idea! Didn't think of that, and it gives me a kick in the butt to actually dive into TOPs.
  11. Hi all! Just a general question here. Having a solver inside a for-loop, looping through objects. I realize I need to turn off caching, or else it doesn't read in every new piece correctly. This seems to be extremely slow though, so I'm just wondering if there's a way to optimize this? What I'm doing is having an RBD sim, and having the pieces erode away. So I cached the sim, eroding the fracture elements in a for-loop and transfer the new pieces back to the simulation points. I hope and think this is a decent way to do it, except it'd be nice if I could cache out and iterate on the solver loop faster. Having 150 pieces, it's cooked 35 frames in 25 minutes now, and that's with a low-res VDB conversion, and naturally getting slower for each frame.
  12. Houdini 18 Wishlist

    In general very happy in the direction everything is going. As a generalist that moved 100% over to Houdini I would love to see working in the viewport keep being improved. Shift drag to clone/instance objects. Same with modelling. Select edges, shift click drag to pull out new polys etc. Thumbnails on all nodes in the material networks would be great, especially on composite, color corrects etc.
  13. Parent local axis constraint?

    And no.. I thought it was fixed, but it wasn't.. I recreated my setup in a simplified scene. Would any experts mind taking a look? I would be forever grateful I should think this is a very simple setup, but I'm definitively having some problems wrapping my head around CHOPS still. The rig is fine as long as the "engine object" itself is not rotated in any way. But once rotated things explode. I believe my problem is that I cannot link the piston to the piston arm directly without getting a dependency loop from the LookAt constraint. And then in CHOPS having the piston itself just follow the Local Y-axis of the piston arm. Works fine in world space, but once things are rotated things are not so happy anymore.. engine_rig.hip
  14. Parent local axis constraint?

    Was able to solve this in the end. Had to modify the constraint CHOP a bit; Use constraint get local space, blend the parent movement, then add in world space position at the end. Seems to be working!
  15. Hi, I'm currently rigging the internals of a traditional engine, and I'm a bit stuck. I have the main crank rotating, the connecting rod attached with a look-at constraint towards the piston. The piston only moves up and down in the Y-axis. So far I've done a Parent Blend constraint from the Piston to the connecting rod, masking everything but TY. But it's using world Y axis. If I go and rotate the engine at the object level, the rig breaks. The piston does not translate to the new local Y axis. I'm very new to Houdini rigging, so I'm just wondering either how I can set it to use local axis constraints, or what other ways I can/should solve this? Thanks!
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