Sebastian Schoellhammer
sschoellhammer
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Recent Forum Posts
looping animation using value clip Oct. 2, 2022, 11:27 a.m.
Hello there,
I made a fern asset with a looping animation so that I may scatter a few variations in lops. Sadly I can't figure out the usage of the value clip node when using a usd reference.
Using vdbs as in this post https://www.sidefx.com/forum/topic/73648/ [www.sidefx.com] works and also referencing the cache directly as described in another post works for me.
As using the cache works, this is not a blocker for me but using USD assets seems neater so I'm wondering what I'm missing here. If somebody could give me a pointer, I'd be super grateful!
Thanks so much in advance!
seb
I made a fern asset with a looping animation so that I may scatter a few variations in lops. Sadly I can't figure out the usage of the value clip node when using a usd reference.
Using vdbs as in this post https://www.sidefx.com/forum/topic/73648/ [www.sidefx.com] works and also referencing the cache directly as described in another post works for me.
As using the cache works, this is not a blocker for me but using USD assets seems neater so I'm wondering what I'm missing here. If somebody could give me a pointer, I'd be super grateful!
Thanks so much in advance!
seb
Houdini engine question Aug. 23, 2019, 5:28 a.m.
First of all what I am trying to make:
A tool that takes a set of geometries and outputs a mesh with an object id encoded into the vertex colors. This is for creating meshes for realtime - there I'm picking up this extra data in a shader (in this case for variation within a mesh)
This is very easy to do in houdini standalone (see image_1), but I'd like to make this usable in maya via houdini engine.
I'm exposing a merge object node to the asset level as described in the help:
“Although the parameter can be created manually, the more common and simple to create an Object Merge SOP, and promote the object parameter to the asset level. The input geometry is then accessible from the output of the Object Merge SOP.”
Sadly the inputs seem to get merged by houdini engine along the way before it's getting to my object merge - but I need them to be packed individually there.
in maya:
when debug opening the asset in houdini:
“fixing it” in houdini:
Is there a way of changing this behaviour? Or another solution alltogether?
Thanks a lot for any help!
Seb
A tool that takes a set of geometries and outputs a mesh with an object id encoded into the vertex colors. This is for creating meshes for realtime - there I'm picking up this extra data in a shader (in this case for variation within a mesh)
This is very easy to do in houdini standalone (see image_1), but I'd like to make this usable in maya via houdini engine.
I'm exposing a merge object node to the asset level as described in the help:
“Although the parameter can be created manually, the more common and simple to create an Object Merge SOP, and promote the object parameter to the asset level. The input geometry is then accessible from the output of the Object Merge SOP.”
Sadly the inputs seem to get merged by houdini engine along the way before it's getting to my object merge - but I need them to be packed individually there.
in maya:
when debug opening the asset in houdini:
“fixing it” in houdini:
Is there a way of changing this behaviour? Or another solution alltogether?
Thanks a lot for any help!
Seb
vellum hair restlength confusion March 21, 2019, 4:40 a.m.
To answer my own question, all I needed here is a Distance along edges constraint. That works as expected!