Janne Sopanen
jannesopanen
About Me
Ones and zeroes are my life-long heroes.
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Advertising / Motion Graphics
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Recent Forum Posts
Attributes missing after using Instancer LOP Feb. 17, 2024, 1:58 p.m.
Hello everyone!
I tried to google and search this matter from forums without any luck. My problem (among others is that the Instancer LOP is not applying the rest attribute to the instanced geometry it produces. I have confirmed that the rest position is indeed present in my SOP Import node, which imports points into the LOPNET.
In my LOP scene, I have brought four different geometries: points that should act as target points for my Instancer LOP node. I have also imported three types of geometries (curves) that should act as source geometries for my Instancer LOP.
My target points include variables that I would like to copy to instanced geometry (this occurs in the Instancer LOP node), with the rest position being the most important for me.
The settings for the Instancer LOP are almost default. I have named my Instancer (Primitive Path) as /Geometry/instancer, and the method is Points Instancer. As the location source, I have selected 'First Input's Points,' and for location primitives, I have set /Geometry/target_points/points_0. In the 'Prototype Primitives' section, I have set paths to these three geometries. My 'Prototype Index' is set to random since I want random distribution.
The instancer works, but when I inspect the Scene Graph, either with the Instancer LOP selected or after it, the rest attribute (primvars:rest) is missing.
I am including a screen shot of my lopnet.
Am I missing something here? How can I bring that rest position to my Karma Material Builder VOP?
Thank you in advance for taking the time to read my post and for answering it!
Sincerely yours,
Janne Sopanen
I tried to google and search this matter from forums without any luck. My problem (among others is that the Instancer LOP is not applying the rest attribute to the instanced geometry it produces. I have confirmed that the rest position is indeed present in my SOP Import node, which imports points into the LOPNET.
In my LOP scene, I have brought four different geometries: points that should act as target points for my Instancer LOP node. I have also imported three types of geometries (curves) that should act as source geometries for my Instancer LOP.
My target points include variables that I would like to copy to instanced geometry (this occurs in the Instancer LOP node), with the rest position being the most important for me.
The settings for the Instancer LOP are almost default. I have named my Instancer (Primitive Path) as /Geometry/instancer, and the method is Points Instancer. As the location source, I have selected 'First Input's Points,' and for location primitives, I have set /Geometry/target_points/points_0. In the 'Prototype Primitives' section, I have set paths to these three geometries. My 'Prototype Index' is set to random since I want random distribution.
The instancer works, but when I inspect the Scene Graph, either with the Instancer LOP selected or after it, the rest attribute (primvars:rest) is missing.
I am including a screen shot of my lopnet.
Image Not Found
Am I missing something here? How can I bring that rest position to my Karma Material Builder VOP?
Thank you in advance for taking the time to read my post and for answering it!
Sincerely yours,
Janne Sopanen
Mantra Custom Bump AOV for Nuke Nov. 29, 2023, 1 p.m.
More
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I forgot to mention, the reason why this is not working inside Nuke is when I adjust rotation values (for example) in my axis-node, my alpha channel is not reacting to it. (alpha channel, or the bumps, are not changing while i adjust rotation values (for x, y and z) inside the axis node in Nuke)
Thanks!
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I forgot to mention, the reason why this is not working inside Nuke is when I adjust rotation values (for example) in my axis-node, my alpha channel is not reacting to it. (alpha channel, or the bumps, are not changing while i adjust rotation values (for x, y and z) inside the axis node in Nuke)
Thanks!
Mantra Custom Bump AOV for Nuke Nov. 29, 2023, 12:55 p.m.
Hi!
In Mantra - I just studied how to create custom passes and this next thing came to my mind. I need to create a bump pass for Nuke where I then can apply that bump pass (using stmap) to texture. There are few options ready in Mantra, AOVs, like N and Nt but they really do not work as expected in Nuke. I am using this method Josh Parks is using in his youtube tutorial video (https://www.youtube.com/watch?v=NRNAD6WHdjs).
I know this requires a bit of understanding about differences between normal- and bump maps so I tried to use this Nt pass in Nuke. I basically copied the red channel and piped it to alpha, but this did not work in Nuke.
So I am basically asking how to create this bump pass mentioned above for the Nuke. (and using the workflow John Parks mentioned) ?
Thanks for advance and cheers!
Yours,
Janne Sopanen
In Mantra - I just studied how to create custom passes and this next thing came to my mind. I need to create a bump pass for Nuke where I then can apply that bump pass (using stmap) to texture. There are few options ready in Mantra, AOVs, like N and Nt but they really do not work as expected in Nuke. I am using this method Josh Parks is using in his youtube tutorial video (https://www.youtube.com/watch?v=NRNAD6WHdjs).
I know this requires a bit of understanding about differences between normal- and bump maps so I tried to use this Nt pass in Nuke. I basically copied the red channel and piped it to alpha, but this did not work in Nuke.
So I am basically asking how to create this bump pass mentioned above for the Nuke. (and using the workflow John Parks mentioned) ?
Thanks for advance and cheers!
Yours,
Janne Sopanen