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Showing results for tags 'Baking'.
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I've used Houdini and Unreal separately for a while, but just started checking out Houdini Engine. Many of the things I'd like to do involves baking of both geometry and textures. How can I bake textures and output them directly into unreal, preferably connecting them to a new and/or old material? Is there a step-by-step or tutorial that shows this? Can't find exactly what I'm looking for.
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Hello! I want to create height maps from a number of objects. Here is my setup: Switch SOP has $F-1 in select input to change objects over time. My plan was to process each object frame by frame via Simple Baker, but I'm getting three identical maps baked from the current frame only. What am I doing wrong? Is there a good method to automatically bake a bunch of maps in Houdini?
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Hey Everyone, Can anyone give me information about baking a texture onto an object? So I projected camera footage onto an object however I'm making the object disintegrate like paper and need the projected texture to remain on the object after it has disintegrated. I can't seem to find any resources about this? Many thanks in advance
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I'm having a hard time getting the "Hair Generate" node of my geometry to be projected in its UV when using the "Bake Texture" node. The error presented is that there was no normals and UV map for OUT_GROOM when I tried with the settings of the image (geometry and hair are inside subnet1). I already tried on a "Geometry" node to use the "Object Merge" to bring the geometry and the hair together, and this works so that at least I can project something on the UV. Still, that way I can't apply a material like the "Hair Shader" to the "Object Merge" of the hair, the hair always stays white. No surface base color is showing.
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hello - so i am working with this design. i generally export meshes for baking in substance. however, the current hipoly exports as a whopping 5 gbs! i tried poly reduce - but it doesn't retain the mesh well. any suggestions?
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good day - i have a lopoly set that i plan to use for baking. i have added a boolean to merge the group together. i would now like to select all edges and apply a chamfer/bevel - to soften to 90 deg angle. any suggestions?
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Howdy, I'm running into memory issues when baking textures (using the Bake Texture mantra node). Right now I'm unable to bake 2048x2048 textures on a machine with 32GB of RAM at a 16x16 sample rate, which doesn't seem right. I'm seeing two different bad behaviors: 1. It starts rendering and the RAM usage just builds up and up until eventually it crashes. 2. It renders until the RAM usage is basically maxed out, then the CPU usage goes down to 3%, and the render never finishes. I'm not sure why it's not flushing any of the RAM as the render goes on? More details: I'm not rendering any extra image planes. I've tried png, exr and rat file outputs. I've tried setting a Cache Limit using both memory ratio & fixed size, but neither seemed to do anything. Running on Windows 10. Houdini 16.0.557 Looking for ideas for how I can fix this. Hoping there's something stupid I forgot.
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Hi there, I am trying to project a texture onto an UV unwrapped object through the projection camera and then bake the projected texture on the original object UVs. However, when I do it, the uvtexture node gives me new UVs used for projection than the original object UVs. I would appreciate any tips how can I bake it out on the original object UVs. I attached my setup in a file below. Many thanks for any tips! uvprojectionbake.hip
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- camera projection
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Hi, There is this guy expaining how and why to create a cage (used in substance painter) for a 3d model for a more accurate normal map, but he does it manually in Maya (pushing vertices one by one), how do I create a cage procedurally in Houdini?
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- normal map
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Hi there, I'm making some proecural corals for a game engine situation using VDB advection: so of course the highpoly models need to be reduced and have normals and height etc maps baked, but i'm having a bit of a nightmare trying to find a auto UV solution that can create Uvs that don't contain errors, see below a baked AO texture resulting from auto UVs, the errors are even more noticeable on the normals channel: Could anyone advise me on what settings to try in the autoUV SOP? I'm currently using the UV autoseam, I tried cluster but its just crashing my machine. It doesn't matter if it takes an hour+ to generate the UVs for each coral, or should I just abandon trying to autoUV shapes this organic and weird? UV maps are always very confusing for me. Any help at this time is hugely appreciated, H
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HI I import fbx to houdini for making my crowd agent and when I want bake the fbx, during baking I get warring massage : SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftFoot_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftToeBase_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone1/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine1_bone/bonelink' ignored. ... and more ... SOP_Agent sopGetRigNodes: Total 79 warnings. what is the reason of this warning massage? and How I can prevent it? thanks in advance
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Hello, I am starting in Houdini. I am working in games/realtime apps area. I am stuck on trying to bake ambient occlusion texture for an enclosed interior. No openings, no light sources inside. I just need the AO. During tests: I baked AO for a simple cube but when I reverse the normals all I get is black texture. I'd appreciate any suggestions. I tried to follow suggestions from this thread: https://forums.odforce.net/topic/4082-baking-ambient-occlusion/ but without any success. ST-C
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Hi Folks! I'm quite desperate trying to bake AO. My Scene consists of a grid and the rubber toy. I want to have the AO on the grid. Could anybody give me a hand with the steps involved or point me in the right direction. I'm a noob trying to get a hang of it. much obliged
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Hello ! I'm learning houdini and tries to bake a simple position make texture using either the bake texture rop or the game baker shelf tool. Either way I get both error when rendering to disk. I'm using pighead geometry . Everything goes just fine when rendering to Mplay strangely. Here are the errors I get : Baketexture ROP : Error Command Exit Code: 1 [15:36:16] mantra: Mantra tile imager open failure: Tiled Image File: 0 file [] File: C:/temp/H16TextureBake/test.tga File: C:/temp/H16TextureBake/test.tga [15:36:16] mantra: Could not open imager [15:36:16] mantra: UV rendering failed for object /obj/geo1 Using rop_game_baker Error Error rendering child: /out/rop_games_baker1/baketexture Error Error rendering child: /out/rop_games_baker1/pre_bake0 Does anybody have clues about it ? Where I could get more information about texture baking ? Thanks PS : I'm using Houdini apprentice
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Hey guys, anybody noticed baking textures with baketexture ROP takes HUGE amout of memory? I mean... right now I'm trying to bake 7 udims at 4k and every single udim takes up to 40 gigs to render (!!!). So with 64 gigs of ram I can only do one udim at a time. That is ridiculous. This happens every time with any model, with no bitmaps used in the shader. I could understand baking complex shader may take a lot but this really looks like some sort of memory bug. On top of it, render cache is not flushed after each frame (udim) so it keeps accumulating. I don't believe this is normal.
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Hello Everyone. Im trying to test my foam particle settings on my ocean but every time I change a setting it re-creates the ocean displacement taking 7 mins each time before it starts to render. I know I can bake out the displacement, but how do I attach it to the ocean surface shader so it doesnt re-create it every time I change a setting.? Or am I doing this totally wrong and there is a better way?
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hey guys, I did this test scene with a low poly and a high poly spheres (I also did a cage but it made no difference) the most important problems are: - (i think) it looks wrong if the high poly faces are outside the low poly surface (i think it's the darker areas on the map) - I can clearly see the low poly faces check it out, here's what I get using the bake texture rop: this is the Tangent-Space Normal (Nt) (displacement have the same problem) and that's how it looks like rendered with tangent normals applied. I will alse need to bake a procedural diffuse color but I'd like to focus on those other problems first. Once again, thank you /Alvaro Bake.rar
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- bake texture rop
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Hey, I have to work a a pretty huge ship szene. Unfortunately I can't really give out the spectrum file or the masks because during the baking process all my memory gets eaten up (64 GB) what ends in a crash. So we are talking about a test situation with only 1 million flip particles. I also decreased the mask resolution to 0,1 and tried ‘use input volumes only’. The flip domain itself is very huge (400-600 m).So how could I save some memory during this process or even make it work at all?
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Alright I'm still quite new to Houdini but I'm enjoying its shattering system and its dynamics are much more viable to use over the likes of Maya. My question is whether or not it is possible to bake object shattering and interactions with other objects as set keyframes. Reason for this is so I could possibly transfer it over as an FBX file to Maya. I apologize if this seems a bit obvious of a question. Thanks for any help, Belt
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Hi, I'm trying to achieve this : I've got a footage of a moving hand. I've made a 3d hand matching the hand footage. Kind of 3d rotoscoping. Now I would like to use one frame (frame 30) to camera map the 3d hand with the frame 30 of the footage. I've manage to camera map the 3d hand, but at the moment it only match on frame 30. How could I "bake" that frame so that every frame use frame 30 for shading my 3d hand? I tried to use a REST POSITION node, but It's not helping, or I'm not using it properly ? Please let me know if I'm not clear enough.
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Hi, I've been trying for a while to render to UVs, but with no success. Rendering the constant shader to UVs works fine, but any other shader just fails (clay, stone, ect). Only the polygons that are seen by the camera get rendered, the rest is just black/shadowed. Any idea on why this is happening? Thanks in advance
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Hi, I know this topic has been broached many times before, and I did read all the posts, but I haven’t found a solution to the following problem yet: I want to bake light into the UV’s of a mesh. For that I’m using a point light and the UV render object option in the Mantra node. Basically, rendering it that way works, however, I have trouble with my camera. As soon as the camera’s perspective is only slightly altered, I get a different result, which (to me at least) makes no sense, because both the objects and the light stay the same, so the areas that receive light should also remain the same. Even those objects the camera can’t see have light baked onto them, but if I turn the camera towards them, the result is suddenly drastically different. The attached pictures show the difference: In pic 1, the camera is pointing towards the objects; in pic 2 it’s pointing away. I’ve also attached a test scene. Is there a way to render the entire 360° of the light, so the result always remains the same, the position of the camera notwithstanding? Unfortunately, Enable Hiding in the Mantra node didn’t solve this problem. I’ve also tried with the toNDC function and a rest position, but I didn’t get that to work either. I’d be very grateful if someone could help Cheers, Pascal projectionProblem.hip
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hi there. I´m doing some camera projection. I already did my camera matching, and now I want to project some parts of the image over the UVs of the object, so I add a UV Texture SOP, with the option "Perspective from camera". Now, as I want to retouch and fix some of those projected textures, I would need to bake those projections over ANOTHER UV. So, how do I do this? Do I use the "UV Render Object" on a Mantra node? How do I tell it to use another UV Mapping to bake the camera-projected UVs on? I´m sure many people has solved this before...