Code produced by: output1 vector tempCf = vec Vec = set(( float) success, ( float) 0, ( float) 0) Success = pcwrite(filename, "P", xformpos, "N", newdir) Code produced by: spacechg1 if ( "wo_space" = "ow_space") Pc_write( string filename = "$HIP/pcloud.pc") Until then I will be playing with VOPS solutions.Īs I can't wait around any longer for examples of pcexport, I've found this VEX code that is able to bake out a pointcloud using the PCWRITE function.Īs mentioned earlier, this can be compiled into a VOP network, and assigned to an object to bake out a pointcloud, which can be viewed with a file sop with points displayed. Off to a good start, now I'm waiting for people to post examples of the pcexport function. pc file with a file sop, and preview it by enabling points display, as seen here: Unfortunately, after exporting an IFD through a Mantra ROP in Houdini, I've found there's no way to change the background color, by looking over the IFD documentation at:Īnother task was to find a viewer for. This outputs this image directly to MPLAY:Īs you can see, the background is too dark. pcfilter(handle, radius, "irradiance", surfcolor) vector diffusecolor = Kd * diffuse(nf) Pcexport(handle, "irradiance", surfcolor) ir = computeIrradiance(cloudP, cloudN) Int handle = pcopen( "/stuhome/test.pc", "P", P, 20, 10) Nf = frontface(n, I) /* front facing normals */ vector surfcolor = set(1,1,0) Vector n = normalize( N), /* the xyz vectors for the unit and */ */ #pragma hint Kd float #pragma label Kd "Diffuse Intensity" surface * Surface shader that using only the diffuse lighting As I've never really played with VEX, Malcolm helped me set up a simple shader that changes color based on normals: The first step is to translate the shader into vex. The tool will be able to displace the ground accurately at rendertime, and add other features such as cracks. For this final project, my goal is to translate the displacement shader into Houdini VOPS, and to package it into a ground interaction shelf tool. This method is not nearly as accurate as the displacements at rendertime. For ground interaction, we were always taught to use attribute transfer, to transfer color to the displaced object, then physically move points based on that color. ![]() Also check out further information on the ACES workflow.Houdini Ground interaction to pointcloud experimentationĪs mentioned in the displacement project, such an effect has always been approached differently in Houdini. All it takes is to change the environment variable to the location of that specific config.Įasy! Just head to the very detailed github repository and to the OCIO website. In most cases, this should be suitable for you, but there are many options! You might want to specifically match nuke’s color management, or prefer sony’s custom configs. It should now greet you with a new display option in the render tab and within mplay.Īs you can see, Houdini has recognized the ACES config and now defaults to ACES/sRGB for its color interpretation. OCIO =”pathToConfigLocation” or in my case : OCIO = “/mnt/projects/default/OCIO/OpenColorIO-Configs-master/aces_1.0.3/config.ocio” OSX : ~/Library/Preferences/houdini/X.X/houdini.envĪll you need to do, is to add the following into a new line :.Windows : %HOME%/houdiniX.X/houdini.env.The location of this file varies based on your operating system.Īccording to the Houdini Help it is as follows You can see that it mirrors the repository 1:1. (I’m using my standard project tree here) Unless your workflow is already based on the spi configs, I would suggest to use the most recent ACES version.ĭownload and extract it to a location where you can easily access it. You can either download the entire config at about 880mb, or just a specific one. How do I set it up in Houdini?įirst of all, head here to find the most recent OCIO configs. ![]() Nowadays it is available as an open source project, allowing anyone to take control of their color workflow, by adhering to the Academy Color Encoding System, more commonly known as ACES. It has been specifically built with visual effects and animation in mind, and initially been developed by Sony Imageworks. Essentially it is a way for you to ensure a unified color display across multiple software packages (instead of relying on Maya, Nuke, Houdini). OpenColorIO – or short OCIO is a popluar way to manage colors across all variety of software packages.
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