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Found 25 results

  1. Bake process

    Hi everybody, when i'm using Rop/ bake texture or GameDev Sop_simple_baker I'm getting blurry maps , for exemple this one is a white sphere on a black tube: Click to choose files this is really annoying And a bonus question : does anybody knows how to get a B&W bake of the UVS with Gamedev tools baker, Sop_maps_baker or sop_simple_baker? thanks for your help , Greetings, Fred
  2. Hey, Houdini has a node called bake volume. It works really well, but it only lets you bake lighting from the built in point light. Is it possible to bake the lighting from my scene lights? Thanks
  3. Baked N texture is "tiled"

    Hi there! I have quite stupid problem with attributes baking to texture... I need to bake high poly on low rez: I am using the "old school" way by using bake texure operator, not game tools (because the pipeline must be stable without any beta tools involved. Result is good enough except edges sharp edges on Normal map: I wouldn't make a flat source as Rohan advised here: http://www.rohandalvi.net/baking Can you advise me please how to avoid that "tiling"? This is my scene: ProceduralBaking.hip Thank you in advance!
  4. I am trying to bake into one texture mesh, which has multiple materials (applied with 'sop_quickmaterial'). However, it outputs just the first one correctly - the other materials are all black. Example: https://drive.google.com/open?id=1pT5VAtQkUEL7Oc9QY4ypt4xKS5Ux9iB_ This is also a follow-up to this thread: https://www.sidefx.com/forum/topic/66020/?page=1#post-282159
  5. I am trying to bake textures into a new uv layout. I created uv2 attribute on vertices, but don't know how to tell baker to use it. An example of this in blender: https://www.youtube.com/watch?v=h880hxH-BC8
  6. Hi There, I am trying to set up a initial state for a grains sim(that has constraints). I saw those two tutorials about people having similar problem: https://lesterbanks.com/2018/03/initial-state-houdini-simulations/ [lesterbanks.com] https://forums.odforce.net/topic/21727-set-initial-state/ [forums.odforce.net] It seems like that method works for grains/particles that are with out the constraints though…. Has anyone idea how I can solve that ? Thanks a lot for help! Grains_Initial_State_Test_v01.hiplc
  7. i am trying to baking displacement map from high poly object to low poly object but it gives me almost completely white image and tangent-spacenormal map is gray image
  8. Recently I check Rohan Dalvi Procedural texturing and baking lessons and it really useful for learning Texture Baking. But the reason I bought this tutorial series was to get a better understanding behind the concept on baking. What I really want to learn is, how to bake lightmaps using Redshift, but there is little information on the subject. I check the documentation on the redshift website (https://docs.redshift3d.com/display/RSDOCS/Baking), but honestly, I don't understand anything even after I learned how to do texture baking. The process goes like this: 1. Creating an appropriate unwrapped UV channel that will be used by baking 2. Creating and configuring one or more bake sets 3. Setting up the AOVs 4. Executing the bake It starts for me at step 2, do I need to use the bake texture note? 3. Why do I need to set up AOV and how is this connected to the bake texture note. Am I missing some important information here? If somebody could explain to me step by step how do to create a Lightmap using Redshift? Currently, I'm using Houdini 16 and Redshift 2.5.32.
  9. Hello everyone! I was wondering if it's possible to temporarely activate one side of a node-tree to do some texture baking via a button on the UI of a digital asset? Once the baking is done, this part of the tree should stop cooking. In a nutshell, i wanna be able to create a procedural model and once it's done, just hit a button to bake out textures (depending on the model) I'd like to try this in Unreal so my idea was to have digital asset in UE4, adjust some parameters to create a variation of my model and hit a button to generate the textures (curvature, normals from HP/LP, you name it..) which i can then import into the engine and use on materials. If i need to change the model I wanna do adjustments, rebake textures and refresh them in UE4. Is this possible? And if yes, can someone point me in the right direction? Thanks in advance! Ron
  10. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
  11. Hello! When I try to use the "Border Expansion" post process UDIM function, the edges are super bright. When I render with no border expansion, the edges are fine, so it doesn't seem to be an issue with the texture being rendered. Has anyone encountered this before? Am I doing something wrong? Thanks a lot!
  12. Baking Out Normal Maps

    Hello all, So I'm using the gamedev-Games-Baker to bake out maps. But my tangent space normal is always rendering flat, whether I bake using the game dev tool to disk or extract a Normal image plan in a standard render using a camera . So I'm making the assumption I need another attribute or my normal are incorrect or my setup is - anyone ideas on what I'm missing or going wrong? Side notes; If I bake out the 'world normal' rather than standard or (tangent space normal) I do get a result but not with the standard normal. Any help and explanations would be great Thanks C.
  13. Texture baking issue

    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
  14. 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.
  15. HtoA.Baking textures?

    Hi all! Are there any variants for baking the texture in Houdini with Arnold? I can't find any solution how to do that.(
  16. I'm trying, with out success to create an Id map to use in substance painter. something like the quixel colors plugin. I assigned two principled shaders, with different base colors with a material sop at geometry level based on primitive groups (see Attached image). I set up a baketexture rop to export a basecolor image plane, see attached image. The exported image is white. I want uv rendering of the colors in the textures. There is something i don't understand called a uvlense shader. do I need to use this? I didn't add any lights to the scene I don't think i need them. I got this warning: A head-light was automatically added to the scene. If the soho_autoheadlight parameter cannot be found in the Objects tab, add the rendering property to control this behaviour. I would appreciate if someone would point me in the right direction. Thanks
  17. Bake Textures

    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
  18. Hi there, I would like to bake all the textures of my game assets for use in Unity where the smoothness is baked into the metal map alpha channel. I cannot see from the Bake Textures ROP node how to do this? Do I need to create/use a non-standard shader for this? Here is the test geo from Houdini (note rough blue material): and this is what it looks like in Unity (note shiny blue material): Here is the project. I am using Houdini Indie 16.0.578 under Windows 10.
  19. Real-time recorder python script

    Hi guys, I am working on a python script that bakes the hand movement of geometry with mouse in the viewport over the time and creates keys on each frame. In other word, I want to move my object with mouse in the view port and get the Transform/Rotation/Scale keyed on each frame. Currently I am using hou.selectedNode() and the hou.parm() to access the specific parameters that I want to bake. Then I use a for loop to generate keyframe on each frame. Immediately after pushing the bake button it bakes the parameters value on the first frame for entire time line. I have tried using while loop with time.sleep() to wait for a bit after setting key on each frame, but it freeze the view port and I cant move my geometry. Is there anyway to make my code somehow that constantly check the new values of object parameters on each frame and allow me to work on the view port while it does its job in the background? Is this related to multi threading? Here is my for loop for f in timeline: setKey = hou.Keyframe() setKey.setFrame(f) setKey.setValue( keyValue[f] ) ParmList.setKeyframe(setKey) hou.setFrame(f) Thanks,
  20. Hey guys, everytime I try to bake this texture I got the next square rendered. It's weird 'cos i have been rendering a lot of textures from this file and that started today only. Did anyone had this problem already? Thank's Alvaro
  21. Save Cd to Bitmap

    Sup guys, I've painted some stuff on an object and now I need to export this object to another software. I've projected UVs properly on it and now I'd like to export this data as a bitmap. I've found some info on sidefx forum saying this (on quote) but i'm quite new to shops and have no idea on what's going on there. Can anyone help me out with this, pls? My main doubts are: Should I do this in Shops? What is the Cf output? Use mantra -u option? wut? Thank you, /Alvaro
  22. Hi guys I want to bake a high res geometry displacement to the UV space of the low res version of the same geometry. I read about this in old threads a lot but I can't do the technique anymore. Can you please give me some advice for new methods in mantra? Thank you
  23. Hi everyone, I'm trying to solve a tricky problem in Houdini, and I could use some help! I need to project my live action plate onto some 3D dummy geometry and essentially bake down every individual frame. Essentially what I'm trying to produce is a 3D representation of my scene using the live action images as a diff map, because each projection should either overwrite or paint in new areas of the scene. My geo matches the scene and the camera is tracked and solved from the plate and matches well. The shot doesn't include any moving objects so we don't have to worry about that. I have experimented with the sop solver, the bake texture rop, and material layers, but I haven't quite made a breakthrough just yet - as these are concepts that I don't have very much experience with. Any guidance or suggestions will be very welcome! Many thanks
  24. 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
  25. Hi Everyone, I have an animated object that I turned into a dynamic object after about 30 frame. I filed the object with a points_from_volume SOP, to use these points as source for my pyro fuel and temperature. Then merge it with the object. It all look great and behave properly in DOP until I bake the geometry. for whatever reason the points stay where the animation ends and before the DOP takes over. I wanted to bake the animation, to lighten the scene and so I could use a sop_geometry and 2 particle to field microsolver for my pyro. Make any sense? feel free to point me towards a similar post. Thanks for any help or idea you may have. platform_test_v004.hipnc
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