I just tried the GoZ hda but without succes. Most likely because I'm using 2018. :-)
Is a 2018 version available or in the works?
Or could it be I'm just doing something wrong?
Cheers,
Rudi
I never make the same mistake twice. Always five or six times, just to be sure. :-)
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Houdini for Realtime » GoZ to ZBrush 2018
- RudiNieuwenhuis
- 190 posts
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Houdini for Realtime » Exporting point clouds
- RudiNieuwenhuis
- 190 posts
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Last Wednesday in Utrecht, Etienne talked about the way he used Houdini to generate the environment of Far Cry5, incredibly interesting. If I remember correctly, the data that was fed to the gameEngine was .png files and pointclouds with all the attributes to populate the scene with the different biomes.
I was wondering what way the export of the pointcloud data could be done to mimic this. I assume that Ubisoft made their own exporters but are there any off the shelf tools that can export points with custom attributes, preferably in a humanly readable format.
If not how could i start to write my own exporter to do this?
Hope i'm making sense here.
Cheers,
Rudi
I was wondering what way the export of the pointcloud data could be done to mimic this. I assume that Ubisoft made their own exporters but are there any off the shelf tools that can export points with custom attributes, preferably in a humanly readable format.
If not how could i start to write my own exporter to do this?
Hope i'm making sense here.
Cheers,
Rudi
Technical Discussion » Multiparm block referencing
- RudiNieuwenhuis
- 190 posts
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Sorry, stupid me, shouting for help before i think, i found a solution:
creating an extra spare parameter (index_number) and then using a strcat works:
ch(strcat(“../../../parm”, ch(“index_number”)))
cheers,
Rudi
creating an extra spare parameter (index_number) and then using a strcat works:
ch(strcat(“../../../parm”, ch(“index_number”)))
cheers,
Rudi
Technical Discussion » Multiparm block referencing
- RudiNieuwenhuis
- 190 posts
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I'm trying to create a multiparm block with floats. This way, the amount of floats can be defined by the user.
The idea behind it is that the user creates a curve(in Unity but this could be Houdini as well), and on this curve, the user can add some points. The position on the curve gets defined by the float and the user can add as many points as he or she wants.
In a for each loop, i added a refine node where i want to channel reference the right float.
This here however doesn't work:
ch(“../../../parm`stamp(”..“, ”FORVALUE“,0)`”)
How can i channel reference these floats?
Hope i'm making sense and someone can help me.
Cheers
Rudi
The idea behind it is that the user creates a curve(in Unity but this could be Houdini as well), and on this curve, the user can add some points. The position on the curve gets defined by the float and the user can add as many points as he or she wants.
In a for each loop, i added a refine node where i want to channel reference the right float.
This here however doesn't work:
ch(“../../../parm`stamp(”..“, ”FORVALUE“,0)`”)
How can i channel reference these floats?
Hope i'm making sense and someone can help me.
Cheers
Rudi
Houdini Engine for Unity » Noob: Curves and snapping in Unity?
- RudiNieuwenhuis
- 190 posts
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Same here, would love to know if some sort of snapping is possible when creating curves in Unity. This could be very useful.
Technical Discussion » Wrangle TreeTypes distribution help
- RudiNieuwenhuis
- 190 posts
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Thanks Mestela,
I've used a ramp to distribute in the past but i found it a bit more quirky to adjust then just a bunch of sliders, although i do understand this is a question of personal preference.
I also like the idea of keeping it all in one wrangle node, nice, compact and fast. I need to set a couple of attributes anyway so it makes sense to keep it just in some lines of code. It's just the array syntaxing I lack.
I've used a ramp to distribute in the past but i found it a bit more quirky to adjust then just a bunch of sliders, although i do understand this is a question of personal preference.
I also like the idea of keeping it all in one wrangle node, nice, compact and fast. I need to set a couple of attributes anyway so it makes sense to keep it just in some lines of code. It's just the array syntaxing I lack.
Technical Discussion » Wrangle TreeTypes distribution help
- RudiNieuwenhuis
- 190 posts
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Hi all,
I could use a little help with a little attributewrangle i'm making.
What i'm trying to achieve is a node to control the distribution of types of trees for a forest.
I've got 10 versions of treetype 1, 15 versions of treetype2 etc, 4 TreeTypes at the moment.
What i've got so far (and is working perfectly fine) is this:
Just hit the create spare parms btn after this and Bob's your uncle.
What i would like however is to have the number of treetypes a bit more dynamic as well. I was thinking somewhere in the line of arrays but that's a bit difficult still for me, when it comes to syntax and the creation of the space parms.
Could someone point me in the right direction for this?
Tnx in advance.
I could use a little help with a little attributewrangle i'm making.
What i'm trying to achieve is a node to control the distribution of types of trees for a forest.
I've got 10 versions of treetype 1, 15 versions of treetype2 etc, 4 TreeTypes at the moment.
What i've got so far (and is working perfectly fine) is this:
i@Tree1_vars = chi("Tree1_variations");
i@Tree2_vars = chi("Tree2_variations");
i@Tree3_vars = chi("Tree3_variations");
i@Tree4_vars = chi("Tree4_variations");
f@total = ch("TreeType1") + ch("TreeType2")+ch("TreeType3")+ ch("TreeType4") ;
f@TreeType1_cutOff = ch("TreeType1")/@total;
f@TreeType2_cutOff = (ch("TreeType1")+ch("TreeType2"))/@total;
f@TreeType3_cutOff = (ch("TreeType1")+ch("TreeType2")+ch("TreeType3"))/@total;
if ( rand(@ptnum) < @TreeType1_cutOff ) {
f@selection = ceil(rand(@ptnum+45563)*@Tree1_vars);
s@instance = "/obj/Berk_v" + itoa(int(@selection));
}else if ( rand(@ptnum) < @TreeType2_cutOff ) {
f@selection = ceil(rand(@ptnum/23)*@Tree2_vars);
s@instance = "/obj/BroadleafBark_v" + itoa(int(@selection));i@Tree1_vars = chi("Tree1_variations");
i@Tree2_vars = chi("Tree2_variations");
i@Tree3_vars = chi("Tree3_variations");
i@Tree4_vars = chi("Tree4_variations");
f@total = ch("TreeType1") + ch("TreeType2")+ch("TreeType3")+ ch("TreeType4") ;
f@TreeType1_cutOff = ch("TreeType1")/@total;
f@TreeType2_cutOff = (ch("TreeType1")+ch("TreeType2"))/@total;
f@TreeType3_cutOff = (ch("TreeType1")+ch("TreeType2")+ch("TreeType3"))/@total;
if ( rand(@ptnum) < @TreeType1_cutOff ) {
f@selection = ceil(rand(@ptnum+45563)*@Tree1_vars);
s@instance = "/obj/Berk_v" + itoa(int(@selection));
}else if ( rand(@ptnum) < @TreeType2_cutOff ) {
f@selection = ceil(rand(@ptnum/23)*@Tree2_vars);
s@instance = "/obj/BroadleafBark_v" + itoa(int(@selection));
}else if ( rand(@ptnum) < @TreeType3_cutOff ) {
f@selection = ceil(rand(@ptnum*+1223)*@Tree3_vars);
s@instance = "/obj/EuropeanLinden_v" + itoa(int(@selection));
}else {
f@selection = ceil(rand(@ptnum-12387)*@Tree4_vars);
s@instance = "/obj/CypressOak_v" + itoa(int(@selection));
}
}else if ( rand(@ptnum) < @TreeType3_cutOff ) {
f@selection = ceil(rand(@ptnum*+1223)*@Tree3_vars);
s@instance = "/obj/EuropeanLinden_v" + itoa(int(@selection));
}else {
f@selection = ceil(rand(@ptnum-12387)*@Tree4_vars);
s@instance = "/obj/CypressOak_v" + itoa(int(@selection));
}
Just hit the create spare parms btn after this and Bob's your uncle.
What i would like however is to have the number of treetypes a bit more dynamic as well. I was thinking somewhere in the line of arrays but that's a bit difficult still for me, when it comes to syntax and the creation of the space parms.
Could someone point me in the right direction for this?
Tnx in advance.
Technical Discussion » Bake Texture 15.5 example
- RudiNieuwenhuis
- 190 posts
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Technical Discussion » Bake Texture 15.5 example
- RudiNieuwenhuis
- 190 posts
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Technical Discussion » Bake Texture 15.5 example
- RudiNieuwenhuis
- 190 posts
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I'm getting errors when using the example files for bake textures in H15.5 and i can't get the baking of other “passes” other then the beauty pass working. Mplay does show the “image planes” but other then C, they are all just black.
Am I doing something wrong or is this a temporary hickup with H15.5?
Cheers
Rudi
Am I doing something wrong or is this a temporary hickup with H15.5?
Cheers
Rudi
Technical Discussion » set Lock Flag in Python
- RudiNieuwenhuis
- 190 posts
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Technical Discussion » set Lock Flag in Python
- RudiNieuwenhuis
- 190 posts
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I'm searching for the python syntax to lock a node in sop, similar to setDisplayFlag or setRenderflag but i can't find it.
setLockFlag doesnt seem to exist.
How can i lock a node with python?
Hope someone can help me.
Tnx,
Rudi
setLockFlag doesnt seem to exist.
How can i lock a node with python?
Hope someone can help me.
Tnx,
Rudi
Technical Discussion » Export invisible objects options
- RudiNieuwenhuis
- 190 posts
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When exporting an fbx there is the option to Export Invisible Objects either “As Hidden Null Nodes” or “As Hidden Full Nodes”.
Why isn't there an option: “just ignore hidden objects”?
The patterns and bundle options sound like a good alternative but these just don't work as they should: not selected objects do get exported.
Maybe somebody has a workaround for this?
Cheers
Rudi
Why isn't there an option: “just ignore hidden objects”?
The patterns and bundle options sound like a good alternative but these just don't work as they should: not selected objects do get exported.
Maybe somebody has a workaround for this?
Cheers
Rudi
Technical Discussion » Geo or XFrom samples above 2, no Motion Blur??
- RudiNieuwenhuis
- 190 posts
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Hi Javier,
I ran into this a couple of days ago as well. Didn't really need more then 2 samples so i put it back to 2, but i didn't report a bug.
I'm on .361 on win 8.1, but i'm not 100% sure it was on this machine i encountered it.
Cheers
Rudi
I ran into this a couple of days ago as well. Didn't really need more then 2 samples so i put it back to 2, but i didn't report a bug.
I'm on .361 on win 8.1, but i'm not 100% sure it was on this machine i encountered it.
Cheers
Rudi
Houdini Lounge » need some insight into proximity capture / deform
- RudiNieuwenhuis
- 190 posts
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arctor
the use of a forEach can help in seperating out branches…
That's the thing, his tutorial uses exactly this technique, but to get the right primitives to the right wires he uses a trick which consist of a addAttrib using a float 4 for 2 influencers. This worked perfectly fine in H13 but in H14 it doesn't because the values of the index pair are “protected” and can only be edited with a attribute string edit.
According to Silvina, i could write a vex sop with the addattribute function specifying the type to index pair manually. This must be doable but is a bit hard for me since i do not have extensive Vex experience.
Houdini Lounge » Houdini 15 Wishlist
- RudiNieuwenhuis
- 190 posts
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SreckoM
Yeah let me just quickly purchase 3dsMax for that purpose
Hahah, ok, i get your point.
In some cases (my case in this occasion) the people that provided the dwg come from studios where they work with Autocad and other Autocad products. They happened to have Max as well. That helps. :-)
Oh, and wait, they might even have a limited time free trial that could be used, but i'm not sure about that. Some Autodesk products have this, and are limited in the amounts of saves or exports you can do but you can still test it.
Houdini Lounge » need some insight into proximity capture / deform
- RudiNieuwenhuis
- 190 posts
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Hi Michael,
I briefly tried the wirecapture/deform but in a tree with lots of branches it's a lot of work to get he captures correct. They come in default at .3 to 1 iirc and that overlaps heavilly with neighboring branches. Manually adjusting 200+ capture regions is quite a hassle, specially because i couldn't select the individual capture regions in the viewport.
I hope it's clear and you can tell me i'm doing things totally wrong :-)
It did become kind of a principle challenge for me as well, to understand this index pair attribute form of data.
Cheers
Rudi
I briefly tried the wirecapture/deform but in a tree with lots of branches it's a lot of work to get he captures correct. They come in default at .3 to 1 iirc and that overlaps heavilly with neighboring branches. Manually adjusting 200+ capture regions is quite a hassle, specially because i couldn't select the individual capture regions in the viewport.
I hope it's clear and you can tell me i'm doing things totally wrong :-)
It did become kind of a principle challenge for me as well, to understand this index pair attribute form of data.
Cheers
Rudi
Houdini Lounge » Houdini 15 Wishlist
- RudiNieuwenhuis
- 190 posts
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imensahI found that exporting a .dwg from max for example as a .ai and then importing that ai into Houdini does the trick pretty well.
.Dwg importer and hopefully exporter will be nice. Dxf is too limited.
Straight import without the need of Max would be cool though.
Cheers.
Rudi
Houdini Lounge » need some insight into proximity capture / deform
- RudiNieuwenhuis
- 190 posts
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Hi Andrew,
The hackidy-hack rename of the boneCapture.pCaptPath isn't working in H14 anymore. Support told me to try and use this python script (https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=38227&sid=8d37bbeefe9ebc38587fb51b99be48e2 [sidefx.com]) to extract all index pair attributes and then make a custom vex to rewrite the attributes as needed.
That's quite a daunting task given my limited coding skills and the python script errors out with a “tuple index out of range”.
I haven't been able to find a solution yet and was wondering if you have found an alternative way to edit the boneCapture attribute.
Cheers
Rudi
The hackidy-hack rename of the boneCapture.pCaptPath isn't working in H14 anymore. Support told me to try and use this python script (https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=38227&sid=8d37bbeefe9ebc38587fb51b99be48e2 [sidefx.com]) to extract all index pair attributes and then make a custom vex to rewrite the attributes as needed.
That's quite a daunting task given my limited coding skills and the python script errors out with a “tuple index out of range”.
I haven't been able to find a solution yet and was wondering if you have found an alternative way to edit the boneCapture attribute.
Cheers
Rudi
Technical Discussion » Can't load or select files after migrate the data to a NAS
- RudiNieuwenhuis
- 190 posts
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Let me start by saying i'm not a specialist on this matter but i think the “solution” you mention is just a workaround.
The actual cause of this problem is the fact that the permissions on the shared folder on the Nas are not well set.
To try to see if this actually is the problem you can (temporarily) add Everyone with Full Control on the share. My guess is this will solve the issue.
Hope this helps.
Cheers,
Rudi
The actual cause of this problem is the fact that the permissions on the shared folder on the Nas are not well set.
To try to see if this actually is the problem you can (temporarily) add Everyone with Full Control on the share. My guess is this will solve the issue.
Hope this helps.
Cheers,
Rudi
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