Jacob Zǔ Qí Matthes
jm
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Recent Forum Posts
USD payloads and adding to usd file 2024年6月6日7:16
Hi
I'm still trying to wrap my head around the USD workflow and struggling a bit.
We have a USDA file (called mainScene.usda) that would be empty and used to initialize the pipeline, or if we're rerunning and adding the current scene, it would have payloads in the scene and we'd like to add more to it. This is the part I'm struggling with.
I'm trying to load the USDA file into Houdini, save my network output as it's own layer and payload, and add it to mainScene.usda as a payload.
I've tried setting the mainScene.usda file path in the reference node and tried different reference types, but when I save the USD file it references itself.
So far I've only exported single USD file for assets but I've not tried to import a USDA file, edit and save over the file. I'm starting to get the impression any new edits would be a whole new USD file but I'm hoping to have mainScene.usda as the running master scene that imports all the payloads from all our layers.
Thanks
I'm still trying to wrap my head around the USD workflow and struggling a bit.
We have a USDA file (called mainScene.usda) that would be empty and used to initialize the pipeline, or if we're rerunning and adding the current scene, it would have payloads in the scene and we'd like to add more to it. This is the part I'm struggling with.
I'm trying to load the USDA file into Houdini, save my network output as it's own layer and payload, and add it to mainScene.usda as a payload.
I've tried setting the mainScene.usda file path in the reference node and tried different reference types, but when I save the USD file it references itself.
So far I've only exported single USD file for assets but I've not tried to import a USDA file, edit and save over the file. I'm starting to get the impression any new edits would be a whole new USD file but I'm hoping to have mainScene.usda as the running master scene that imports all the payloads from all our layers.
Thanks
Solaris: setting or renaming primvars 2024年5月21日7:28
Heya, I'm trying to process some assets and found that the uv primvar is called "UVMap" and when I unpack to polygons in a sop modify I can see that "UVMap" is set to a vertex attribute. I tried looking around to see if there was a way to rename the primvar but haven't found any answers or methods to do this. Instead, I'm creating a primvar called "uv" and I'm setting the value of "UVMap" onto my "uv" primvar. But when I look at my created "uv" primvar in the sop modify node, I see that it created the "uv" primvar attribute as a point attribute instead of a vertex one. I've not seen anything obvious in the documentation to control or choose where the primvar data should be set too, if it should be a point, prim, vertex or detail attribute. I've tried to create the uv vertex attribute before creating and setting the primvar. But it renames the uv vertex attribute to "st" and sets the uv attribute back to point.
string primPath = chs("primPath"); usd_addprimvar(0, primPath, "uv", "texCoord2f[]", "vertex"); vector2 uvVal[] = usd_primvar(0, primPath, "UVMap"); usd_setprimvar(0, primPath, "uv", uvVal);
Using point position to matchmove and align geometry. 2024年2月6日12:37
Hi
Before I look to try and make my own implementation, I was wondering if there is a node i may have missed which would do the same thing.
I'm wanting to align geometry based on point position from input 1 and 2 without any scaling, or scaling being optional.
I would specify a point number from Input1 and another from Input 2 to essentially create a pair and i would match several pairs in a multiparm of some sort.
By specifying pairs, the geometry from Input 1 can then be moved into position based on the point pairing.
Similar technique to aligning the scene in matchmove where you pair the 2D tracked point, from your footage, to a location on the mesh.
Thanks
Before I look to try and make my own implementation, I was wondering if there is a node i may have missed which would do the same thing.
I'm wanting to align geometry based on point position from input 1 and 2 without any scaling, or scaling being optional.
I would specify a point number from Input1 and another from Input 2 to essentially create a pair and i would match several pairs in a multiparm of some sort.
By specifying pairs, the geometry from Input 1 can then be moved into position based on the point pairing.
Similar technique to aligning the scene in matchmove where you pair the 2D tracked point, from your footage, to a location on the mesh.
Thanks