Kevin Hall
Motionaut
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Recent Forum Posts
Karma render region? 2023年3月29日4:31
Cool. Is it possible in Karma to do this at render time?
MaterialX distortion in textures 2023年3月10日6:01
Hi there.
I'm finding that textures are distoring on animated objecs (not on deforming objects - all sop level P,N, and uvs are static).
When I port the materials to principled shaders I don't get this issue. Is there some kind of setting I'm not getting right on the mtlx image node?
I have tested the turnaround using the labs turntable sop, animating on obj context and I've also tried a transform lop in Solaris. All these give the same texture distorting result.
Like I say, principled shaders in solaris don't have this issue.
I will run more test on different objects using checkerboard textures. Just wondering if aybody has encounted this and knows a solution?
Thanks
Kev
I'm finding that textures are distoring on animated objecs (not on deforming objects - all sop level P,N, and uvs are static).
When I port the materials to principled shaders I don't get this issue. Is there some kind of setting I'm not getting right on the mtlx image node?
I have tested the turnaround using the labs turntable sop, animating on obj context and I've also tried a transform lop in Solaris. All these give the same texture distorting result.
Like I say, principled shaders in solaris don't have this issue.
I will run more test on different objects using checkerboard textures. Just wondering if aybody has encounted this and knows a solution?
Thanks
Kev
Kinefx blendshape joints using localtransform attributes 2021年2月21日14:33
Hey again.
In Henry Deans presentation he shows a way to use a blend shape node with packed primitives on a skeleton (for pre-posed hand gestures) cool idea! But I just can't get it to work. Both input streams are getting localtransform attributes generated from the compute transform nodes - but still no dice.
If I tell the blendshape sop to blend * attributes it works linearly (not whaty we want, we want rotations) but if I tell it use localtransform attribute it does absolutely nothing. Any idea how a pleb like me can get this working?
Cheers
Kev
In Henry Deans presentation he shows a way to use a blend shape node with packed primitives on a skeleton (for pre-posed hand gestures) cool idea! But I just can't get it to work. Both input streams are getting localtransform attributes generated from the compute transform nodes - but still no dice.
If I tell the blendshape sop to blend * attributes it works linearly (not whaty we want, we want rotations) but if I tell it use localtransform attribute it does absolutely nothing. Any idea how a pleb like me can get this working?
Cheers
Kev