Author Topic: Vector displacement from arbitrary geometry : Houdini to Terragen  (Read 2087 times)

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #15 on: January 03, 2018, 06:38:28 AM »
Dune mudbox is good, but for really good result this technique is much better.. When i'll finish, i'll show you what we can do with this !!!   8) :o ;D ;)

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #16 on: January 03, 2018, 08:34:00 AM »
Paq thanks for your answer, but...  ;D :o one more question -  When a pelted object i transfered it's uvs to mesh points by point node, but it's doesn't match with original object's position and orientation why?!!  Thanks you help me a lot!! At your image with dinosaur original object position and orientation look absolutely exactly as pelted!!

Offline paq

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #17 on: January 03, 2018, 12:58:41 PM »
Hi Artice-3d,

Here's my way to align the 2 geometries (attach .hip) :

- In a vop, I compute the angle between point 0 of mesh A and mesh B using the Align operator. I receive a transformation matrix that I can use to orient Mesh A (P * Matrix)
- For the size I use the matchsize sop.

(blendshapes_TEST_RESULT can be used to check if the transformation is right).

I still such a noob in Houdini, let me know if you find a easiest way  ;)
« Last Edit: January 03, 2018, 01:12:03 PM by paq »
Gameloft

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #18 on: January 03, 2018, 04:00:22 PM »
Thanks Paq i'm very appreciate!!! I'm a square noob in houdini, if it's help to you  ;D ;D Your solution is too complicated for me  :o ;D  I did it different (use simple orientation option in UVpelt), but don't know if it will work at all.. Need an export to see...  So thanks for all your help - next question how to project colors from original mesh to uvpelted (mine all blue).. Tell me please that it's not as difficult as with orientation !!!  ;D ;D :o
« Last Edit: January 03, 2018, 04:04:43 PM by Artice-3d »

Offline paq

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #19 on: January 04, 2018, 02:43:25 AM »
Hi Artice,

(1) (2) (3) (4)
Attribute wrangle

v@vdisp=point(1,"P",@ptnum)-@P;


In the input (1) : pelted (flatten) meshed
In the input (2) : original mesh point position (not flatten)


This way you will store an attribute called @vdisp, storing the vector displacement.

If you want to test the displace :

On the pelted mesh :

Point wrangler
@P+=v@vdisp;

About the pelt rotation,
Maybe a solution is to use the frame input (second input of the pelt operator), but I don't get yet how to use it to have a consistency in the pelt orientation.

//

Hopefully I'm on holiday next week, I will get some time to continue this vdisplace project  ;)


 
Gameloft

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #20 on: January 04, 2018, 02:57:46 AM »
Hello Paq, mine still blue !!  Something went wrong   :-\

Offline paq

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #21 on: January 04, 2018, 03:12:46 AM »
No idea, could you post the .hip ?
Gameloft

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #22 on: January 04, 2018, 03:18:34 AM »
Yep!!  ;)  Correct it please and send me back final version, i won't wanna bother you anymore ;D ;)  You help me a lot already!!!  ::) ;D  Thanks for that you're a man!!
« Last Edit: January 04, 2018, 03:30:40 AM by Artice-3d »

Offline paq

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #23 on: January 04, 2018, 03:27:44 AM »
Ok, at that point you have to use @Cd=v@vdisp; to display the vector displacement, sorry for the confusion.
Gameloft

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #24 on: January 04, 2018, 03:30:28 AM »
Oh god thanks !!! And now you're just render it in .exr file and that's it ?!!!

Offline paq

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #25 on: January 04, 2018, 03:57:44 AM »
Yup.

But you need to avoid negative value (I can't manage to write signed .exr with Houdini).
So the model need to be moved (normalized) in 3d space between 0-1 ... and that's a bit annoying because if you need to push point below the level0, you need to refit the vector inside Terragen
https://www.planetside.co.uk/forums/index.php/topic,23958.0.html

I also did a bit of upscaling after this first pass,  using the divide operator, and the ray operator to re-project the fine detail.

Gameloft

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #26 on: January 04, 2018, 04:14:47 AM »
Paq 0-1 on x-z or y too?!!!  And thank you very much for all.. I'm happy with results... THANK YOU SO MUCH ONE MORE TIME  ;D 8) :o ;) ;) ;) ;)
« Last Edit: January 04, 2018, 04:59:11 AM by Artice-3d »

Offline paq

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #27 on: January 04, 2018, 04:25:13 AM »
(you're welcome)

Now that's intriguing, because I had lot's of trouble exporting my .exr image.

How did you setup your render ? (it's my turn to learn something :) )
I have never touched Mantra, so I'm using one of those game baking tool, and maybe lot's of my problems are coming from that  :'(

« Last Edit: January 04, 2018, 04:31:20 AM by paq »
Gameloft

Offline Artice-3d

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #28 on: January 04, 2018, 04:40:05 AM »
I used camera positioned vertically  90 degree than used mantra output to .exr file and rendered it to 3000*3000 px than import in terragen and make it beautiful!!!!
images for understanding below!!!


And one more - i used glow shader to luminance displacement !!!
« Last Edit: January 04, 2018, 04:44:20 AM by Artice-3d »

Offline paq

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Re: Vector displacement from arbitrary geometry : Houdini to Terragen
« Reply #29 on: January 04, 2018, 04:52:34 AM »
Ho nice, so simple ... and, as far as I can see, signed .exr is working, there is no need to refit the data.
Thanks a lot !

(Strata pig is cool  8) )

//edit

glow shader to luminance displacement  ? ( I'm nowhere when it comes to render in Houdini)
« Last Edit: January 04, 2018, 05:01:40 AM by paq »
Gameloft

 

anything