Instant Meshes Bridge Sop

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can somebody point me to file pointing to 3d scan + texture
so that maybe i can help figuring how to maintain uv and texture or color in houdini…

Best regards
Patar
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patar
can somebody point me to file pointing to 3d scan + texture
so that maybe i can help figuring how to maintain uv and texture or color in houdini…

Best regards
Patar

Hello patar, thanks for checking out!
Here is a simple scan…

Cheers
Edited by Andr1 - Aug. 15, 2017 04:57:06

Attachments:
treeTest.rar (1.5 MB)

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Hi,

I also made my own wrapper to retopo some meshes from within Houdini. It has the binaries built-into the HDA so it's portable. It should work on Windows and Linux. So far I only tested on Windows.

Attachments:
Retopology_SOP_Animatrix.otl (5.9 MB)

Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
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thanx for this…
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hey thanks a lot, it's very convenient!
I noticed that topology slightly changes if you insert a “null node” or any other node before the otl. Also, it doesn't return back to the original retopo when you delete that node.
Point/prim count changes too: I guess it's not a big deal, but worth mentioning just in case one doesn't use a super solid workflow that takes in account primnum changes..

I couldn't check if that happens as well with the version by Ikruel, because I can't make it work anymore
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For what it's worth, mine is now part of the Game Development Toolset up on Github.

I'm hoping to record a video of it today

https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Luiz Kruel
Senior Technical Artist
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it's worth it's worth! thank you guys for putting so much effort into the gamedev tools!
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came a bit late, also its not the most beautiful implementation, but it works
this is my way to transfer color from a scanned object to the object with instantmesh applied with totally different uv and point number (it can also work with any other mesh as long its pretty much has the same form)

basicly my idea is to transfer those color from the texture map to point cloud and bake the point color on to the new uv
to get the final texture render the bake rop in the network the texture color should be in cf channel

would like to know if theres a way to improve the workflow…

best regards
Patar

Attachments:
Capture2.JPG (172.2 KB)
transferColorFromScannedObject.zip (2.1 MB)

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Anyone successfully running this on CentOS 6.7? We keep getting GL errors and it refuses to launch across multiple drivers and cards. Works fine at home on Win10.
Simon van de Lagemaat
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These game tools are great. I get an error message with IMB though:


Anyone else getting this on MacOSX?

Attachments:
sop_instant_meshes_bridge1_and_untitled_hip_-_Houdini_Indie_Limited-Commercial_16_0_705.png (80.7 KB)

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Hey Kevin,

I haven't tried it in MacOS yet… If you dive into the HDA you might be able to see what the error is. Or if you uncheck the Hide Instant Meshes dialog, maybe the terminal will give you some info.

Luiz
Luiz Kruel
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kevinthebright
These game tools are great. I get an error message with IMB though:

Anyone else getting this on MacOSX?

I see the same issue. The stand alone works fine btw.

The HDA seems to error on line 32 of the python node in the HDA. Basically the last line.. geo.loadFromFile(out_path)
Edited by Kfinla - Sept. 10, 2017 18:20:44

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Instant_Meshes_error_OSX.png (211.0 KB)

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This is such a great tool! ultrathanks!
On Windows at home it works fine!
On Mac at work i still cannot figure it out.
anybody got it working on mac?
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*bump*, any news here? Last I tried I was unable to get this to work on OSX. I might try replacing the $temp paths with a real path since “output” seems to be the error.. perhaps a permissions issue?
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Make sure your path to the Instant Meshes application points to the actual MacOS executable, not just its enclosing bundle.



/Applications/Instant Meshes.app/Contents/MacOS/Instant Meshes

I aggree with the notion of replacing $TEMPwith a different directory.

$TEMPmaps to /tmp, but MacOS seems to prefer wherever $TMPDIRpoints to, such as:

/private/var/folders/yh/tsryfjg152138smpt90_lkdc0000gp/T
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Got it working with these settings on OSX. Huzzah!

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Screen Shot 2017-10-13 at 5.51.40 PM.png (60.8 KB)

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Hi,
Why is my mesh intersecting?

Attachments:
Mesh.jpg (87.1 KB)

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Kfinla and Cyzor this is awesome thank you! …the $TEMP seemed to be the problem for mac.
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Hi!


I am having the same problem "
099440a80f774063a1e115922
Hi,
Why is my mesh intersecting?

I am using Houdini 16.5.268 Indie Version on Windows 10. Is it a bug or we are doing something wrong?

Cheers!

Attachments:
Capture.JPG (149.9 KB)

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Hey guys,

Can someone send me one of those files that are erroring out? I haven't been able to reproduce it.

You can try hitting Clear Cache and seeing if the problem goes away. I'm wondering if that's an issue with loading the OBJs back in from IM or something that they're generating.

I've also pushed an update to the Development branch that adds the Quad Dominant option and control over the Crease Angle.
Luiz Kruel
Senior Technical Artist
SideFX
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