Len White

Len

About Me

Tech Artist - Heart Machine
専門知識
Gamedev
業界:
Gamedev

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LOCATION
United States
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Houdini Engine

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Recent Forum Posts

Viewport Normal shading display. Mat network processing of Normal data. 2024年10月14日7:50

Sorry for the necro-post here but is there any other trick to getting normal or bump maps to show up in the first place in the Houdini viewport with the Principled Shader?
I'm on 20.5.370 (Win 11 Nvidia GPU) and no bump or normal textures seem to have any effect on the viewport with the generic Principled Shader. My models have UVs and displacement via the same shader works fine. I've tried several png and rat files in the same parameter as probiner's image shows and no viewport change whatsoever. I've got a distant light, material applied, etc and mantra renders look correct. I'm going a bit crazy here.

UPDATE: Think Procedural discord helped me out - Switch from Vulkan to OpenGL in Prefs. This got me back normal maps in the viewport but it still shows nothing when using a simple bump map. Maybe that's not supported?

primpoints() with ends gives vertex count? 2024年3月6日10:49

Thanks. That explains it.

primpoints() with ends gives vertex count? 2024年3月5日19:11

I'm freaking out a little cause vex primpoints() seems to be returning vertex count and not point count when using ends sop on a closed curve:
- Add a default circle SOP
- Append ends, set to unroll with shared points
- Append Wrangle in Points, Prim, or Detail mode
- Add code: printf("%i points\n", len(primpoints(0,0)));

This prints the vertex count for me, NOT the point count (one less) since one is shared with two verts.
The ends sop reports 12 points, 13 verts, 1 prim.
The print gives 13 points.

How am I doing this wrong or misinterpreting things?

EDIT: Just printed the points from primpoints() and it's duplicating point 0 at the end. Still doesn't make sense to me.