Search found 129 matches

by toadstorm
Mon Jul 20, 2020 10:53 am
Forum: Using MOPs
Topic: problem with using a Mops instances
Replies: 5
Views: 11364

Re: problem with using a Mops instances

In your example file, the problem is that in the Unpack SOP you're transferring "UV" from the packed geometry to the unpacked geometry, which mangles your original UVs. Just leave the UVs as vertex attributes before the Instancer, then when you're done with the MOPs stuff, unpack using the default o...
by toadstorm
Sun Jul 19, 2020 10:35 pm
Forum: Using MOPs
Topic: problem with using a Mops instances
Replies: 5
Views: 11364

Re: problem with using a Mops instances

Packed geometry in MOPs is no different from packed geometry anywhere else in Houdini. If your objects have vertex UVs prior to being packed (or input into the Instancer), those UVs remain embedded in the geometry. They will not be directly accessible to you without unpacking, but the render engine ...
by toadstorm
Tue Jun 02, 2020 8:35 am
Forum: Bug Reports
Topic: FBX displays material in viewport but not in render
Replies: 9
Views: 28708

Re: FBX displays material in viewport but not in render

Ah, perfect! Yeah this is a bit of a flaw in the packed primitive workflow... if it isn't obvious to Mantra where your material definitions are, it'll just skip them unless you embed everything. You can also dodge this problem a little more efficiently by using stylesheets to assign materials, but y...
by toadstorm
Tue Jun 02, 2020 8:17 am
Forum: Bug Reports
Topic: FBX displays material in viewport but not in render
Replies: 9
Views: 28708

Re: FBX displays material in viewport but not in render

Try this... on your Mantra ROP there should be an option called "Declare Materials". Set that to declare all materials in your IFD. It's possible Mantra just can't figure out what materials should be included in the IFD because of the way they're applied. Let me know if that changes anything.
by toadstorm
Tue Jun 02, 2020 7:36 am
Forum: Bug Reports
Topic: FBX displays material in viewport but not in render
Replies: 9
Views: 28708

Re: FBX displays material in viewport but not in render

I haven't worked much with Megascans assets so I'd just need to know a few more details about how you're handling the instancing. How are you importing the FBX data? Are you importing the file to /obj first and then merging it into SOPs, or are you doing it some other way? Where is the material assi...
by toadstorm
Mon Jun 01, 2020 11:03 am
Forum: Using MOPs
Topic: MOPs to Point Instances shelf tool
Replies: 2
Views: 8024

Re: MOPs to Point Instances shelf tool

Okay, just reviewed it again in your scene. It seems like it's working as expected. You want to be at the OBJ level when you activate the tool. Hit the shelf button, select the object network that contains the MOPs packed primitives that you want to convert to point instances, then hit Enter. You sh...
by toadstorm
Mon Jun 01, 2020 10:32 am
Forum: Using MOPs
Topic: MOPs to Point Instances shelf tool
Replies: 2
Views: 8024

Re: MOPs to Point Instances shelf tool

Seems like something's not working quite right here... I'm taking a look at it now.
by toadstorm
Sun May 24, 2020 5:01 pm
Forum: Installation Help
Topic: Houdini Indie Steam install
Replies: 2
Views: 17543

Re: Houdini Indie Steam install

I haven't run Houdini Indie via Steam before, so I'm not sure exactly where it assumes the preferences directory is supposed to be. It may be different with the Steam install than the usual /documents/houdini18.x directory that's used for a typical installation. To find out where Houdini on Steam is...
by toadstorm
Sun May 24, 2020 10:36 am
Forum: Bug Reports
Topic: mistake during transaction along line
Replies: 1
Views: 14055

Re: mistake during transaction along line

Hi Andre, The issue here is that you are computing an orientation on the curve (via either the built-in orient options on MOPs Move Along Spline, or the MOPs Orient Curve SOP), but the curve is changing every frame! The transform option on the Labs Spiral is actually deforming the curve, and so the ...