Patrick Janssen
phtj
About Me
業界:
Gamedev
Connect
LOCATION
Singapore
ウェブサイト
Houdini Engine
Availability
Not Specified
Recent Forum Posts
Creating packed primitives with python 2019年5月16日6:16
Hi all,
I am trying to create a packed prim with python.
I can do this:
But how do i add some polygons to this thing?
This does not work
It says
TypeError: in method ‘PackedGeometry_setEmbeddedGeometry’, argument 2 of type ‘HOM_Geometry &’
Patrick
I am trying to create a packed prim with python.
I can do this:
packed = geo.createPacked('PackedGeometry')
But how do i add some polygons to this thing?
This does not work
packed.setEmbeddedGeometry(my_pgons)
It says
TypeError: in method ‘PackedGeometry_setEmbeddedGeometry’, argument 2 of type ‘HOM_Geometry &’
Patrick
Baking textures creates jagged edges 2018年11月25日4:33
I made some progress… It is do do with using PNG format.
If I open the .rat file in MPlay, I can look at the different image planes
If I go to “bascolor” plane, and save as PNG and switch on “Convert to Image Format's Colorspace”, then actually all the extra pixels around each texture around the border of the textures get remove. Even though I set Alpha=none in Mplay export settings, it seems there is still an alpha being applied. This is a little confusing why this is happening.
If in MPlay export I switch off the “Convert to Image Format's Colorspace”, then the extra pixels are kept, and as a result, when the textures are applied to the model, there are no more jagged edges.
I am assuming that when the “Bake Texture” node exports these textures, it is also automatically converting to the PNG colorspace, resulting in the jagged edges.
Another solution is to use JPG instead of PNG, which also solves the problem… the “Bake Texture” node then exports the correct image for texturing.
If I open the .rat file in MPlay, I can look at the different image planes
If I go to “bascolor” plane, and save as PNG and switch on “Convert to Image Format's Colorspace”, then actually all the extra pixels around each texture around the border of the textures get remove. Even though I set Alpha=none in Mplay export settings, it seems there is still an alpha being applied. This is a little confusing why this is happening.
If in MPlay export I switch off the “Convert to Image Format's Colorspace”, then the extra pixels are kept, and as a result, when the textures are applied to the model, there are no more jagged edges.
I am assuming that when the “Bake Texture” node exports these textures, it is also automatically converting to the PNG colorspace, resulting in the jagged edges.
Another solution is to use JPG instead of PNG, which also solves the problem… the “Bake Texture” node then exports the correct image for texturing.
Baking textures creates jagged edges 2018年11月24日3:36
I am baking some textures using the “Bake Texture” node.
The problem is that I get textures with very jagged edges. Also, it looks like the jagged edges have no opacity (i.e. I can see through to what is behind). I have not set any opacity.
I thought that I could by setting additional pixels at border…
http://www.sidefx.com/docs/houdini/nodes/out/baketexture.html#vm_uvpostprocess [www.sidefx.com]
Or by setting anti-aliasing…
http://www.sidefx.com/docs/houdini/nodes/out/baketexture.html#vm_dorayvariance [www.sidefx.com]
But neither seems to solve the problem.
Any suggestions?
The problem is that I get textures with very jagged edges. Also, it looks like the jagged edges have no opacity (i.e. I can see through to what is behind). I have not set any opacity.
I thought that I could by setting additional pixels at border…
http://www.sidefx.com/docs/houdini/nodes/out/baketexture.html#vm_uvpostprocess [www.sidefx.com]
Or by setting anti-aliasing…
http://www.sidefx.com/docs/houdini/nodes/out/baketexture.html#vm_dorayvariance [www.sidefx.com]
But neither seems to solve the problem.
Any suggestions?