Oliver Hilbert

revilo3d

About Me

VFX Trainer
専門知識
VFX Artist
業界:
Film/TV

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LOCATION
Canada
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Houdini Engine

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Not Specified

Recent Forum Posts

Simplest Payload Setup 2024年12月20日23:57

Mmmm feeling a bit silly but can't get an expected behaviour and not sure why. Without going down the component builder hda route, I want to in the simplest way possible create a payloadable usd asset, with bounding box preview.

Using Houdini 19.5 (at work)

I have a model.usd and material.usd file, that I am sublayering together and write out as an asset.usd

When I use a reference LOP to bring in my asset.usd, and set node to payload, the asset unloads. As expected there is no bbox preview. All info about this points to using a node called loftpayloadinfo to generate bound info.

When I append this node below model and material sublayering, write out my asset, reference it back in... Same result. Also I do not see any bbox metadata in the usd file. The node did nothing.

However using that new reference node, if I set it to payload, and append a loftpayload below this, I now see a bbox (strangely being created from an asset not loaded?!)

If I write this out as payload.usd, and I once more reference in this new file, with it set to either "reference" or "payload" in the reference type field, I get payload behaviour with bbox! Is that correct? (perhaps that's how it means to be? i.e i'm referencing a payload now so it's behaving like one?). Seems a bit confusing I can no longer choose load behaviour as reference, or payload, on the node that behaving exactly like that in just the previous step.

If that all sounds correct, How can I set up the bound info directly when i'm sublayering my model and lookdev together to prepare my asset.usd? I suspect it want's a root prim to write the metadata to that wont be there with I reference, so that's why it doesn't work?

Interestingly to help demonstrate, at home (H20.5) ive tried to add an example file to showcase my confusion. However there i hit another issue. If I set any reference to payload, its doesn't change to one. That sounds broken. (file attached)

Aligning primitive positions in Solaris 2024年9月1日15:39

Hello,

I'm in the process of updating a number of proxy assets (small explosions given as spheres) provided as alembic from Maya, with final sim caches. I haven't found a good way to "snap" or extract the proxy locations, to have my caches (at origin) transformed into place. I'm manually doing it at the moment.

Given I have many shots, and positions are scattered over several kilometeres (think space scene) - yet objects translations to be quite accurate. Rotation isn't important, and will be creatively tweaked. Getting things located correctly is pretty tedious atm.

Im using prim attributes to get starting values, but manually extracting each value from a array of floats and moving those into a transform LOP feels arcane.

If I could at least perform object snapping in the view to get close, or get world space position values to into a transform, would greatly help ease things.

Looking for workflow suggestions or possibly some missing utility or function or hotkey. Matchsize LOP nearly did it but didn't quite work out as expected.

Thanks!

camera motion blur on volumes not working properly or at all 2024年4月10日20:08

Ive just been losing my mind trying to get this to work, and what it came down to was Scene Import vs SOP Import. I opted for the Scene import as my FX had some object level transforms. Why does Scene import not support volume motion blur? Is there an attribute or setting on scene import I need to enable?