Does the render gallery match the viewport? Or are you seeing a difference when viewing the exr outside of Houdini?
I agree with Tomas that they should be identical. Both images attached to the post are 8-bit (screen grab or not). But 8 (or more likely 10) bit display corrected representations of the 16/32 bit source exr or framebuffer should be the same using the same profiles.
EDIT: I can repro with the attached hip file (live render vs render gallery). Seems like a bug to me.
Found 22 posts.
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Technical Discussion » Difference in contrast of Karma viewport and render
- antc
- 277 posts
- Offline
Technical Discussion » polyextrude along a curve
- MirHadi
- 145 posts
- Offline
thank you Mike!
I know about this workflow and I use it.
but I believe the old workflow was like this:
- set extrusion to 1
- Set Spline shape to: Curve from second input
- Set divisions high enough to follow your curve.
more manageable right?
I'm trying to do a procedural extrusion with different curve lengths, so It is more convenient to do it this way. otherwise, I have to loop the curves and snap the transform to the tip of the curve.
I know about this workflow and I use it.
but I believe the old workflow was like this:
- set extrusion to 1
- Set Spline shape to: Curve from second input
- Set divisions high enough to follow your curve.
more manageable right?
I'm trying to do a procedural extrusion with different curve lengths, so It is more convenient to do it this way. otherwise, I have to loop the curves and snap the transform to the tip of the curve.
Technical Discussion » polyextrude along a curve
- Mike_A
- 186 posts
- Offline
My honest feeling is that the method you want to use is broken / bugged. I should have reported this, but haven't. I'll do so.
You'll see there is a video in the help docs where this seems to work - but in my informal analysis it only works for a specific case: when a straight line drawn between the start point and end point of the curve is normal to the extruded poly. Otherwise the extrusion is offset in angle as in your first image above.
I suggest you report this and I will do the same.
You'll see there is a video in the help docs where this seems to work - but in my informal analysis it only works for a specific case: when a straight line drawn between the start point and end point of the curve is normal to the extruded poly. Otherwise the extrusion is offset in angle as in your first image above.
I suggest you report this and I will do the same.
Edited by Mike_A - today 05:19:04
Solaris and Karma » Instance prototype problem
- jerry7
- 629 posts
- Offline
Hi,
I noticed that the Instancer lop creates a top level Flattened_Prototype_1 prim which is referenced by instances.
According my understand the prototype should be the prim under /instancer1/Prototypes.
I can't find the relation between Flattened_Prototype_1 and /instancer1/Prototypes/cube.
I want to know the reason for doing this?
Thanks!
I noticed that the Instancer lop creates a top level Flattened_Prototype_1 prim which is referenced by instances.
According my understand the prototype should be the prim under /instancer1/Prototypes.
I can't find the relation between Flattened_Prototype_1 and /instancer1/Prototypes/cube.
I want to know the reason for doing this?
Thanks!
Technical Discussion » Move center of mass to custom position
- okj
- 2 posts
- Offline
Hello,
I want to have a hanging rigid body. By default the pin constraint is created in the center of mass. I want to move the center of mass to a custom position. How can I achieve this?
Any help would be appreciated. Thanks.
I want to have a hanging rigid body. By default the pin constraint is created in the center of mass. I want to move the center of mass to a custom position. How can I achieve this?
Any help would be appreciated. Thanks.
Houdini Indie and Apprentice » How to do typography animation?
- woltiel
- 13 posts
- Offline
EnivobThis is great, also huge shoutout to your community activity on forums, there was quite a number of times i googled question and found answer in your replies or threads you partaked on odforce or here.
I played around with emulating some After Effects typography. Feel free to check out the thread on OdForce.
https://forums.odforce.net/topic/49794-after-effects-text-styles/ [forums.odforce.net]
It's nice to know that ae JS script can be interpreted on vex language
Houdini Indie and Apprentice » Simple issue with Flip object and solver with gravity
- YottaGlow33
- 4 posts
- Offline
Greetings, SideFX Sorcerers,
I do a simple beginning in some flip object and solver in dynamics like this: https://youtu.be/rxFo88Jzrgw?si=rSi6rHV5dDF0QC8W [youtu.be]
At the beginning he's pressing play when he connecting the object and solver and gravity with the output.
The blue balls go as they have gravity.
With me: They stay put on the same place with version 20 625, 653, 688. But with 19.5.605 the objects go like in the video with gravity nicely.
What has changed?
How should I give the objects gravity so that they fall to the bottom in the solver box?
Many thanks!
I do a simple beginning in some flip object and solver in dynamics like this: https://youtu.be/rxFo88Jzrgw?si=rSi6rHV5dDF0QC8W [youtu.be]
At the beginning he's pressing play when he connecting the object and solver and gravity with the output.
The blue balls go as they have gravity.
With me: They stay put on the same place with version 20 625, 653, 688. But with 19.5.605 the objects go like in the video with gravity nicely.
What has changed?
How should I give the objects gravity so that they fall to the bottom in the solver box?
Many thanks!
Rigging » Flipping and Popping IK in Apex
- Ivan L
- 176 posts
- Offline
esttriWhere can I read more about main axis, smoothik and smoothstretchfalloff, thanks
I just checked on the smoothik. try setting the value for the smoothik falloff to about 0.5. it seems that the current default is off.
Rigging » APEX rigging insight
- Ivan L
- 176 posts
- Offline
Just my two cents: I’ve seen many people in production solve problems using only VEX or Python nodes. While this approach is great and flexible, debugging—especially for others—becomes much easier when generic nodes are used. Everyone knows how they work.
Edited by Ivan L - today 11:16:50
Rigging » APEX rigging insight
- sanaldeep1996
- 6 posts
- Offline
In Latest houdini version, which will release soon,
In that version the character TD teams has made some really good updates on apex, which everyone will like it and enjoy rigging in hoduin, because i have personally tested them, i am also rigger,
so give time to sidefx they are making apex a powerfull tool for rigging in houdini pipeline to use it in production as well.
In that version the character TD teams has made some really good updates on apex, which everyone will like it and enjoy rigging in hoduin, because i have personally tested them, i am also rigger,
so give time to sidefx they are making apex a powerfull tool for rigging in houdini pipeline to use it in production as well.
Houdini Indie and Apprentice » Help connecting the dots
- michaeltonybuda
- 5 posts
- Offline
I managed to solve the task scrolling through each iteration for debugging purpose. Actually, the Single Pass feature doesn't work with the feedback loop, but you can achive the same result activating the "Max Iteration" on the Block End node.
Thanks a lot for the hint!
Thanks a lot for the hint!
Rigging » multi parent constraint (maya like) ?
- Ivan L
- 176 posts
- Offline
Do you know any examples of the rig using it? Would be interesting to see. Maybe a YouTube video
Solaris and Karma » component builder problem
- Dougie0047
- 64 posts
- Offline
Hello. Ok, so I'm in Solaris, I have an asset - a seaweed asset from Quixel - and I want to build a usd asset out of this. The asset has, in this case, one geo (some other ones have multiple geos), and three texture sets (1k, 2k, 4k). I want to build into the asset multiple shaders, 1k and 2k for karma and for redshift. I wanted to use the component builder for this because I thought that would be the easiest way. Turns out it is hard to get it to work the way I wanted...
I have attached a pdf with images to explain what is going wrong, but the gist of it is this. I thought I had things set up correctly, meaning I have one material library where all the shaders live, and one component material for each variant I want (1k and 2k, karma mtlx and redshift).
In the component output I can set the default component to be a karma material, and they show up. But the redshift materials do not(and, yes, I did switch to the redshift renderer in the viewport). Then, when I try to autofill the material library nothing works any more, and solaris complains that it cannot find paths/materials. If I then manually try to change paths in the component material nodes I can get the karma materials back, but not the redshift ones.
Please look at the pdf. The images should show this better than I can write it.
What am I doing wrong? Should this not be really simple to do? And will things get even more complicated when adding geometry variants as well?
Help is much appreciated!
Cheers,
Dag
I have attached a pdf with images to explain what is going wrong, but the gist of it is this. I thought I had things set up correctly, meaning I have one material library where all the shaders live, and one component material for each variant I want (1k and 2k, karma mtlx and redshift).
In the component output I can set the default component to be a karma material, and they show up. But the redshift materials do not(and, yes, I did switch to the redshift renderer in the viewport). Then, when I try to autofill the material library nothing works any more, and solaris complains that it cannot find paths/materials. If I then manually try to change paths in the component material nodes I can get the karma materials back, but not the redshift ones.
Please look at the pdf. The images should show this better than I can write it.
What am I doing wrong? Should this not be really simple to do? And will things get even more complicated when adding geometry variants as well?
Help is much appreciated!
Cheers,
Dag
Houdini Lounge » Houdini 20.5 Rumors
- oldteapot7
- 59 posts
- Offline
My list of wishes and priorytets for new release. Place matters. Houdini number do not. Its about priory of feautures:
1) ASAP Fully Finished Karma and Vulkan viewport. So they could work in tandem. Next step is to add ML to Karma renderer like it was done in Octane renerer. Where bidirectional ray traycing from light is accellereted thu ML model, alsa evenen ray distribition or ray scattering SSS is also done thru ML. Not mentioning denoicing. So this chapter have to be closed ASAP
2)ASAP finishing of MaterialX and making materials artist friendly with visial feedback on each step. It does serioussly help produce better looking materials and reduces time for making them dramaticly. Expirience artist want to see and check all ingradient of final meal not jus guess and play with numbers. feedback in middle stage of cooking materials is what Houdini missing most.
3) contine working on animation and rigging stuff including new ways on HUD redesigned controls and baziers. Making animation state of art! It is possible!
4) UI/UX with animation in mind. First of all it needs to catchup current standard in terms of aesthetics and functionality and animated feedback. Icons in maint menu should be flat, minimalistic and only use few colours for example when selected. Current icons are great but only for nodez where it it trys to explain what node do by making small ilustration in icon.
Next is parameters pane... Man its total chaos. It should be tided becouse ita all over place. I know whay it looks so shittty. Becouse makind UI entry you just expose simple line of vex code. And in this workflof there isnt artist (UI designer) involved. And thats whay it look so terrible sucks for artist. Those exposed GUI elements from VEX should be more inteligent and respect all rules that apply for good ergonomic design.
Overall interface refresh so it could be more touch friendly (there are rumours tham Apples M4 Ipad pro will have new iPAD OS that will merge macOP with iPAD OS so now it will be possible to rum Houdini on iPAD but with mature OS based on Macs. It should be flatter, less visible and less destructive. Mayby instead of tight shells there should be new idea to store such preset with better description, mayby animated illustration what doeas ot do (for example what type of flames it generate) new place for stuff from shelf is needed. It should be searchable and thanks to ai well understud its function so even it could be suggested by Houidini to use lates say texture map of explosion instead calculatong it becous it takes only 5 pixels of frame shelves should be just flat areas where you can place your own shortcuts and vex code etec. More like extra buttons not wholr presets of burning house
UI/UX for Animators. First of all speed how thousnds of bazier curves (channels) handle manipulation. In blender that was speed up imressive last update. Then there how each of this basier behaves (artist know and feel baziers from adobe illustrator, affinity designer) so theres not nee to reinvent well. Also custom proposition from Sidefx will be felt like counterituitive. So make those baziers behave like in bazier illustration software and artist will be happy. There should be skin colours, so bazier could look like in MAYA or other packages. Color is individual. Some like work with black hole background that tire eyes as hall when douing claßical animation other sont. It should be eassily changable from menue level
Keyframe UI manipulations. Just look at cascaader UO and how its solved. Animation is about constant moving keyframes of all parts of the body all around. It must be properly designes with lots of options to attrackt animators for hand animation tasks. But its doeabe
Some sort of track kind of menu, where you have block of data and can move it all aroound. Imagin it as those bars on after effect. It could be used fe. For camera seckencer and designing layot for whole movie. Or playing with motion capture datas in better way. Also other neat and unicke uscase could be applied. Just open your imagination. This kind of UI is still missing
Overall this UI have 15 years and need to catchup in every aspec. I hope it will be state of art like iPAD OS or macOS is. It will be coll if it was fully customizible so developers could i tegrate own icons styles and fu ction to it.
Then i wait for AI
First to have node similar to Nuck CAT. So it handles all the data types do the math behind the scenes, create tensaflow or whatever and split out usable model that can be reused easily. Also those models can be updated by checkpoints, and LoRA also divide model weights and other cool operation all thru nodes. So it will be general training model of houdini good for making skin and cloth also other effects on mesh, points, particles, material parameters, voxels. Basicly everything in houdini should be trainable.
Redo of compositing nodes so it could have tool from Nuke and Fusion and few others there also ML and all sort of generative ML models there too
Redo of modeling tools
Making it more collaborative with chat convestation on elements of UI and stuff. More lice collabotate tool for artist that have to do shit done on deadline and not chat with client and his stupid ideas.
Cache editore. After simulation it alwas is needed art direction, so hiding, moving objects, particles afer simulation is highly important. There are several software that do that but itll be nice to have in nativly in Houdini so it can be also used for hand editing animated characters, starting with facial expresion and ending on artistic overshoting poses wich makes it less 3ad and more hand drawn. Artist love it more than procerdualizm. Otoy have such cache modifier based on layers. In houdini those layers could be generated automaticly, lates say each layer for each muscle etc.
Ah and sorry for typos iam on medication (alcohol in my case xd) ill fix them later. Just wanted to be more relaxed and creative when writing this, sorry guys
1) ASAP Fully Finished Karma and Vulkan viewport. So they could work in tandem. Next step is to add ML to Karma renderer like it was done in Octane renerer. Where bidirectional ray traycing from light is accellereted thu ML model, alsa evenen ray distribition or ray scattering SSS is also done thru ML. Not mentioning denoicing. So this chapter have to be closed ASAP
2)ASAP finishing of MaterialX and making materials artist friendly with visial feedback on each step. It does serioussly help produce better looking materials and reduces time for making them dramaticly. Expirience artist want to see and check all ingradient of final meal not jus guess and play with numbers. feedback in middle stage of cooking materials is what Houdini missing most.
3) contine working on animation and rigging stuff including new ways on HUD redesigned controls and baziers. Making animation state of art! It is possible!
4) UI/UX with animation in mind. First of all it needs to catchup current standard in terms of aesthetics and functionality and animated feedback. Icons in maint menu should be flat, minimalistic and only use few colours for example when selected. Current icons are great but only for nodez where it it trys to explain what node do by making small ilustration in icon.
Next is parameters pane... Man its total chaos. It should be tided becouse ita all over place. I know whay it looks so shittty. Becouse makind UI entry you just expose simple line of vex code. And in this workflof there isnt artist (UI designer) involved. And thats whay it look so terrible sucks for artist. Those exposed GUI elements from VEX should be more inteligent and respect all rules that apply for good ergonomic design.
Overall interface refresh so it could be more touch friendly (there are rumours tham Apples M4 Ipad pro will have new iPAD OS that will merge macOP with iPAD OS so now it will be possible to rum Houdini on iPAD but with mature OS based on Macs. It should be flatter, less visible and less destructive. Mayby instead of tight shells there should be new idea to store such preset with better description, mayby animated illustration what doeas ot do (for example what type of flames it generate) new place for stuff from shelf is needed. It should be searchable and thanks to ai well understud its function so even it could be suggested by Houidini to use lates say texture map of explosion instead calculatong it becous it takes only 5 pixels of frame shelves should be just flat areas where you can place your own shortcuts and vex code etec. More like extra buttons not wholr presets of burning house
UI/UX for Animators. First of all speed how thousnds of bazier curves (channels) handle manipulation. In blender that was speed up imressive last update. Then there how each of this basier behaves (artist know and feel baziers from adobe illustrator, affinity designer) so theres not nee to reinvent well. Also custom proposition from Sidefx will be felt like counterituitive. So make those baziers behave like in bazier illustration software and artist will be happy. There should be skin colours, so bazier could look like in MAYA or other packages. Color is individual. Some like work with black hole background that tire eyes as hall when douing claßical animation other sont. It should be eassily changable from menue level
Keyframe UI manipulations. Just look at cascaader UO and how its solved. Animation is about constant moving keyframes of all parts of the body all around. It must be properly designes with lots of options to attrackt animators for hand animation tasks. But its doeabe
Some sort of track kind of menu, where you have block of data and can move it all aroound. Imagin it as those bars on after effect. It could be used fe. For camera seckencer and designing layot for whole movie. Or playing with motion capture datas in better way. Also other neat and unicke uscase could be applied. Just open your imagination. This kind of UI is still missing
Overall this UI have 15 years and need to catchup in every aspec. I hope it will be state of art like iPAD OS or macOS is. It will be coll if it was fully customizible so developers could i tegrate own icons styles and fu ction to it.
Then i wait for AI
First to have node similar to Nuck CAT. So it handles all the data types do the math behind the scenes, create tensaflow or whatever and split out usable model that can be reused easily. Also those models can be updated by checkpoints, and LoRA also divide model weights and other cool operation all thru nodes. So it will be general training model of houdini good for making skin and cloth also other effects on mesh, points, particles, material parameters, voxels. Basicly everything in houdini should be trainable.
Redo of compositing nodes so it could have tool from Nuke and Fusion and few others there also ML and all sort of generative ML models there too
Redo of modeling tools
Making it more collaborative with chat convestation on elements of UI and stuff. More lice collabotate tool for artist that have to do shit done on deadline and not chat with client and his stupid ideas.
Cache editore. After simulation it alwas is needed art direction, so hiding, moving objects, particles afer simulation is highly important. There are several software that do that but itll be nice to have in nativly in Houdini so it can be also used for hand editing animated characters, starting with facial expresion and ending on artistic overshoting poses wich makes it less 3ad and more hand drawn. Artist love it more than procerdualizm. Otoy have such cache modifier based on layers. In houdini those layers could be generated automaticly, lates say each layer for each muscle etc.
Ah and sorry for typos iam on medication (alcohol in my case xd) ill fix them later. Just wanted to be more relaxed and creative when writing this, sorry guys
Edited by oldteapot7 - today 14:43:26
Technical Discussion » Bounding box size of a group
- Chawki
- 2 posts
- Online
Hi,
Is there a way to reference the bounding box size of a group within a primitive without blasting that primitive group ?
In my specific case I would like to Xform just the group on Y according to it's Y size
"bbox(0,D_YSIZE)" considers the entire primitive Ysize and not the group entered above in teh group field. Is there a dedicated expression or a workaround to do so ?
Thank you
Is there a way to reference the bounding box size of a group within a primitive without blasting that primitive group ?
In my specific case I would like to Xform just the group on Y according to it's Y size
"bbox(0,D_YSIZE)" considers the entire primitive Ysize and not the group entered above in teh group field. Is there a dedicated expression or a workaround to do so ?
Thank you
Edited by Chawki - today 14:52:05
Rigging » APEX Rigging Tutorial | The Reverse Foot
- Ivan L
- 176 posts
- Offline
1. How do you load the simplelook node? Even after restarting houdini it's not there for me
2. Also, did you use the actual simpleLook node in the graph or was it just floating there to show that it works?
2. Also, did you use the actual simpleLook node in the graph or was it just floating there to show that it works?
Technical Discussion » How can I "target" a holdout only into an specific object?
- CandieGabri
- 5 posts
- Offline
I'm in Solaris, applying some layers of displacement into a grid to simulate water movement in a river. I can't boolean the grid because that makes the displacement work wrong, so I need to apply the shaders into the entire geometry grid. I need to cut this grid only around the river path but without touching the terrain around it. And I wouldn't like to split into different layers the render. Is there a method to only matte a single object?
Thanks,
Gabri
Thanks,
Gabri
3rd Party » MegaScans Mod for 20.0
- nicks_ushkevich
- 3 posts
- Offline
Work in Progress » Underwater Scene | Bubbles Simulation
- carlosarangovfx
- 3 posts
- Offline
Hey guys, just wanted to share this scene, I'm planning on adding a few more shots,
but due time, I have only this one so far.
Loving the look of Karma rendering.
*Created all aspects except the model
but due time, I have only this one so far.
Loving the look of Karma rendering.
*Created all aspects except the model
Edited by carlosarangovfx - today 17:57:58
Houdini Lounge » Features on Camera enhancement for composition principles
- oldteapot7
- 59 posts
- Offline
I can live without compositing linea like rule of therd by just drowing them on monitor xD
but i cant live without camera sequencer!
And i cant live without ready to use camera rigs for differen scenarios.
Of course inncamera lines for compositing are way better that ones drawn on pc monitor xD
Moar camera tool.please! We need it for making layout an animatics and all
but i cant live without camera sequencer!
And i cant live without ready to use camera rigs for differen scenarios.
Of course inncamera lines for compositing are way better that ones drawn on pc monitor xD
Moar camera tool.please! We need it for making layout an animatics and all
Edited by oldteapot7 - today 21:47:55
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