tfreitag Posted February 22, 2015 Share Posted February 22, 2015 hi everyone, I making a fishccrowd with copy- sopsetup with packed prims. Every fish have an uv-attribute. But after setting "packed before copying", I loosing all my attributes. How can get back my UV. Since every fish is stored in a single point, I cant transfer it back. I will write out the hole crowd in alambic file (alembic ropout). Any solution out ther? Thanks. Quote Link to comment Share on other sites More sharing options...
Jason Posted February 22, 2015 Share Posted February 22, 2015 Can you post a stripped down example of what you're doing? Quote Link to comment Share on other sites More sharing options...
edward Posted February 23, 2015 Share Posted February 23, 2015 Transfer the uv's where? Even though they're packed, rendering in mantra should be fine. Quote Link to comment Share on other sites More sharing options...
Jason Posted February 23, 2015 Share Posted February 23, 2015 Yes, you won't see the uv attribute information in MMB "geometry info" pop-up after packing, but Mantra unpacks primitives upon rendering, thus restoring the uvs. Quote Link to comment Share on other sites More sharing options...
acey195 Posted February 23, 2015 Share Posted February 23, 2015 There is an "Unpack" sop if you wish to access the data at some point after your copy, or you should just not pack it in the first place, the entire point of packed geometry is the assumption that the data isn't going to change, I think. Quote Link to comment Share on other sites More sharing options...
Doum Posted February 23, 2015 Share Posted February 23, 2015 take care if you packed them more than once, your uvs will be deeper into packed hierarchy, in this case you will need more iteration on the unpack node iteration parameter. cheers Quote Link to comment Share on other sites More sharing options...
tfreitag Posted February 23, 2015 Author Share Posted February 23, 2015 hey big thanks everyone for help. I think i missunderstood the concept of packed prim. Its not stored in its "packed" point but inside. So everything works fine. But now I have other big trouble with packed prim -> alembic -> to 3dsmax/vray.... (20.000 birds with 3.500 faces per birds, one bird so its my first job with houdini. Until now it was fun...but now its the hell to get everthing out to 3dmax. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=172361#172361 happy about every tips with packed prims/alembic Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 23, 2015 Share Posted February 23, 2015 Hey Tom - not sure for 3DsMax but previously for .abc files exporting them out of Maya in Ogawa format made things fly, in comparison to exporting from Houdini. Do you have a file we can test this with? Quote Link to comment Share on other sites More sharing options...
tfreitag Posted February 23, 2015 Author Share Posted February 23, 2015 hey marty yes I tried some minutes ago the ogawa type. but If I loading in houdini it looks totally damaged -> some point artefacts popping out. but also default type some fishes are jumping/jittering. I attached scenefile (with baked out pointcloud and fish seq) and I also attached one kind of buggy swarm.abc for testing. The only thing whats nice about alembic (if "use instance where possible" checked in alamebic sop) in in conjunction with packed prim (copy sop) it became VERY small ... but loading in (in 3dsmax and houdini) it becomes a hell thanks for any tips for getting. i getting a little nervous becuase I have to get it to render on the client farm tomorrow) oh-my-god this is my alembic test file: https://db.tt/V6qpZlY0 here is my hipfile: https://db.tt/tYHb06dB thanks in advanced. tom Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 23, 2015 Share Posted February 23, 2015 Unfortunately no luck yet with quick testing export Owaga out of Maya - will have to remember the 'weird trick' that was used. When it worked playback goes from 1fps to 30fps etc. IIRC it's to do with the way timestamps are written into alembic file. The slower version has each frame written whilst the fast one has a kind of compression. Will test more if I have the time. Can you please try H13 too - as it handled .abc files a tad differently. Quote Link to comment Share on other sites More sharing options...
tfreitag Posted February 23, 2015 Author Share Posted February 23, 2015 (edited) woow...thanks for quick response and help. in h13 is the same. if move the timebar with hold mouse and left and right it seems ok. but if frame by frame, its jumping like hell... edit: i also try to check off in alembic rop the "use visibility" ... no dissapperaing, but jittering is still there Edited February 23, 2015 by tfreitag Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 23, 2015 Share Posted February 23, 2015 (edited) Using abcinfo shows the TimeSamples 'issue' I believe; see below: http://www.sidefx.com/docs/houdini14.0/ref/utils/abcinfo abcinfo -t /fishpack_1_baracuda.abc (Ogawa), version: 10502 (2 timings) TimeSample[0] 1 samples: t0=0 (frame 0.0 @ 24fps) TimeSample[1] 751 samples: t0=3.33333 (frame 80.0 @ 24fps) Edited February 23, 2015 by tar Quote Link to comment Share on other sites More sharing options...
tfreitag Posted February 23, 2015 Author Share Posted February 23, 2015 thanks marty. i have an offset of 100 frames (in alembic rop out). so th seq goes from 100-850 at 30fps. (also this setting in hipfile i sent) Yes a friend tried in modo, and there is same jittering. Maybe a point order or some timesample issue. Is this bug ? ..or something that result in wrong setup? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 23, 2015 Share Posted February 23, 2015 (edited) I don't think it's a bug, but the goal, I believe,is to get those time samples down to much less - I'm super busy but some tests are needed! Try writing out very simple animating geo and check the time samples - sorry I don't have an exact answer but a bit of RnD might be the only answer! Edit: Looks like I'm totally wrong MountainSOP on a Box for 25 frames does: abcinfo -t Box.abc (Ogawa), version: 10502 (2 timings) TimeSample[0] 1 samples: t0=0 (frame 0.0 @ 24fps) TimeSample[1] 25 samples: t0=0.0416667 (frame 1.0 @ 24fps) Edited February 23, 2015 by tar Quote Link to comment Share on other sites More sharing options...
tfreitag Posted February 23, 2015 Author Share Posted February 23, 2015 25 samples: t0=0.0416667 ...What is this telling me. Is this 25 time sample with time difference of 0.041sec ? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 23, 2015 Share Posted February 23, 2015 Yup 4/100 of a second - the fish have 3.3??? something to investigate Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 24, 2015 Share Posted February 24, 2015 (edited) I noticed it's 1 million polys - I'm not sure I've tested .abc to that level. Perhaps this is what happens at 1 million polys. Edit: got the same slowdown with a test of boxes looks like the boxes test are fast https://www.dropbox.com/s/ewn7meggfvswyo6/BoxTest_Archive.zip?dl=0 Edit 2: With some more light testing, substituting a box for the fish - it looks like using 'Pack Geometry Before Copying' in the CopySop makes Alembic slow to read in. Edited February 24, 2015 by tar Quote Link to comment Share on other sites More sharing options...
tfreitag Posted February 24, 2015 Author Share Posted February 24, 2015 (edited) marty, thanks for investing time to help me!! ...after a bad night, I tried totally simple setup...only copysop with animated fishgeoseq (no randomoffset) and the pointcloud....this seems to work...so I guess I have made something very evil in my setup...so maybe my (frame)timecounter stamping into timeshift, for offseting and speed-ups my fishes....but in my old setup have only integer timecounter (integer timeshift for better instanceing). I will do RnD some more...and I will post it if I found some results. ..I tried also FBX/ obj seq and its nogo.. no instanceing....so alembic have 50mb for 300frames and fbx have 2GB(for hole sequence). My birds (30.000) is 5gb as *.abc and as bgeo its 3gb per frame (nearly 1TB compare to 5gb alembic). In my sitiation alembic is the only way I quess... Edited February 24, 2015 by tfreitag Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 24, 2015 Share Posted February 24, 2015 (edited) I'm getting much better playback if I only use one frame of the .bgeo. fish fishcrowd_v20_C.hiplc.zip Edited February 24, 2015 by tar Quote Link to comment Share on other sites More sharing options...
tfreitag Posted February 24, 2015 Author Share Posted February 24, 2015 thx for the file. Its much faster now, but I guessed with packed primitiv it uses every frame(29 frames on fishcycle) of fish animtion as an instance. But with simple timeshift stamping expression the jittering is gone Viewport/render speed issue: I thing the most importer have problem to read the instance hierachrie (alembic instances), i guess. Quote Link to comment Share on other sites More sharing options...
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