Re: OT: Houdini cluster materials

2015-03-23 Thread Jordi Bares Dominguez
What I suggest you do is a ingest  process workflow.

1 - Ingest - Use the object load to spit your objects onto the parts you want, 
make sure you put some nicely name nulls (these will be your hooks) and if you 
are very tidy add a red material in your object level. Also this is the point 
in which you repair broken models, add normals at vertex level instead of point 
level, remove things you don’t point wise, etc… but don’t add just yet the 
attributes that are specific to the task at hand, simply the basics.

2 - Process - Then create in object level as many OBJ as you need and read the 
hooks you created from inside, adding the materials at object level here!!! 
this should override the red color and thus you have a visual clue of what has 
been updated or is left to do (if you see a red object chances are you forgot 
to add a material  ;-)  Here is where you add your own attributes and given 
Bgeo can store them it is the perfect conduit to have you master version of the 
model (on steroids)

If you are preparing an asset (let’s say a car) you may want to optimise this 
workflow and simply cache out (freeze your data) onto the disk for rigging and 
what not with all the atrributes cleaned and ready for final usage.

hope it helps
jb


 On 23 Mar 2015, at 01:07, Nono nnois...@gmail.com wrote:
 
 Hi,
 what i don't clearly understand is how material assignment at object level is 
 useful if object merge don't keep them... ? am i missing something ?
 
 Noël
 
 On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 ...
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 



Re: OT: Houdini cluster materials

2015-03-23 Thread Andy Goehler
I guess it depends on one’s choice of workflow. It’s much more convenient to 
use takes for overrides when materials are at the object level. If you’ve set 
up bundles, it’s basically just a select objects from bundles, set the take and 
assign new materials, done. It’s much more involved to do this at the SOP level.

As far as object merge goes, it’s similar to a live extract polygons from Soft, 
which also does not inherit materials, partitions, etc.

Andy

 On Mar 23, 2015, at 02:07, Nono nnois...@gmail.com wrote:
 
 Hi,
 what i don't clearly understand is how material assignment at object level is 
 useful if object merge don't keep them... ? am i missing something ?
 
 Noël
 
 On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 ...
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 



Re: OT: Houdini cluster materials

2015-03-22 Thread Nono
Hi,
what i don't clearly understand is how material assignment at object level
is useful if object merge don't keep them... ? am i missing something ?

Noël

On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez jordiba...@gmail.com
wrote:

 ...
 My take is to try to do things at object level due to easiness with for
 example transformations, material assignment, scene optimisation and LOD.




Re: OT: Houdini cluster materials

2015-03-12 Thread Christopher Crouzet
I've got no idea what the `Merge` node internally does memory-wise but I
don't really care as an user because it is not made to be an optimization
method as you think. In proper data-flow graphs like the one exposed in
Houdini, certain nodes can generate new data streams while others can
manipulate the data from the stream they're being connected to. A `Merge`
node simply takes two—or more—data streams and put them into a single one.
This is a core concept when you have to deal with such graphs—it is so
essential that the `Merge` node is probably one of the most used nodes in
Houdini.

Groups in Houdini share roughly the same purpose than clusters from
Softimage. They are a core concept in Houdini as every node understand
them. What you can do with clusters, you can do with groups, and much more
out of the box.


On 10 March 2015 at 22:27, Jason S jasonsta...@gmail.com wrote:

  Does it internally reinterpret duplicates (or hold in memory and scene
 description) the entire object as many times as there are local
 sub-object attibutes? (like Maya?)

 Which defeats the purpose of using merged objects as optimization method
 (despite Maya having a --not that much of an-- easier time dealing with
 large object counts)

 Because apart how soft can handle many-many polys at a time, (especially
 so today comparatively)
 you can very easily treat sub-objects (clusters) as just regular objects
 assinging properties like materials, visibility, ... selecting,
 transforming and sorting them in groups,
 therefore quite a bit further amplifying that maximum reach in scene
 complexity while remaining humanly manage-ably workable.
 (benefit also very much applicable for non-insanely-complex scenes)



 On 03/10/15 5:50, Gerbrand Nel wrote:

 Thanks man.. it really is that simple!!

 On 10/03/2015 06:16, Christopher Crouzet wrote:

 There's a `Material` node in the SOP context to apply different materials
 on a same object. You can insert it before you merge your objects or apply
 it to different groups.


 On 10 March 2015 at 11:09, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys
 Quick houdini question.
 In soft I can make cluster for materials.
 In houdini I always end up with some merged thing with multiple objects
 in there.
 As far as I can tell, we assign materials at the object level, but what
 do I do if I want different materials for the different things that makes
 up my object?
 I know this is a RTFM question, but the FM is thick, and I'm lazy
 Thanks
 G




  --
  Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com






-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


Re: OT: Houdini cluster materials

2015-03-11 Thread Cristobal Infante
Another thing to note, if you apply materials inside the objects subnets
then the material applied on the object level has no effect.
I am really just getting started with rendering but this was quite
surprising coming from xsi ;)

C

On 11 March 2015 at 09:50, Cristobal Infante cgc...@gmail.com wrote:

 Materials in houdini are essentially applied per polygon (primitives in
 houdini). Check the details view of a geometry that has a material, and the
 select the primitive icon. You will see each individual poly has got the
 material applied to it.

 By the way, the Details View panel is your best friend. If you are not
 using it, you are not using houdini very well ;)

 C

 On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com
 wrote:

 You will certainly use them a lot as you will have surely many streams of
 data (a bit like if you had in one single object multiple parallel operator
 stacks that you can blend/merge/dispose/etc…

 My take is to try to do things at object level due to easiness with for
 example transformations, material assignment, scene optimisation and LOD.

 For example, every component of a wheel of a car I separate and make
 objects and have a hierarchy, this allows me to do very quick low
 resolution objects out of big ones. Transformations are much faster and
 ultimately I can do clever camera based hiding and what not.

 Also given I use bundles a lot having objects is very convenient as I can
 do text searches that bring the objects to the bundles so it is a major win
 after a bit of a slow prep time of course.

 So I would say my best friend is “object merge” operator rather than
 merge.

 ;-)

 hope it helps
 jb

 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com wrote:

  (see addendums in bold)

 On 03/10/15 13:32, Jason S wrote:

 On 03/10/15 12:15, Christopher Crouzet wrote:

 This is a core concept when you have to deal with such graphs—it is so
 essential that the `Merge` node is probably one of the most used nodes in
 Houdini.

 I can understand why, whether for optimization, *[or]* manageability
 purposes.

 Groups in Houdini share roughly the same purpose than clusters from
 Softimage.
 They are a core concept in Houdini as every node understand them. What
 you can do with clusters, you can do with groups, and much more out of the
 box.

 I can imagine, as core *[or as basic of a concept]* as in Soft I would
 assume. *[or so it would seem]*


 And thanks for the, I think important clarification.







Re: OT: Houdini cluster materials

2015-03-11 Thread Cristobal Infante
Materials in houdini are essentially applied per polygon (primitives in
houdini). Check the details view of a geometry that has a material, and the
select the primitive icon. You will see each individual poly has got the
material applied to it.

By the way, the Details View panel is your best friend. If you are not
using it, you are not using houdini very well ;)

C

On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com
wrote:

 You will certainly use them a lot as you will have surely many streams of
 data (a bit like if you had in one single object multiple parallel operator
 stacks that you can blend/merge/dispose/etc…

 My take is to try to do things at object level due to easiness with for
 example transformations, material assignment, scene optimisation and LOD.

 For example, every component of a wheel of a car I separate and make
 objects and have a hierarchy, this allows me to do very quick low
 resolution objects out of big ones. Transformations are much faster and
 ultimately I can do clever camera based hiding and what not.

 Also given I use bundles a lot having objects is very convenient as I can
 do text searches that bring the objects to the bundles so it is a major win
 after a bit of a slow prep time of course.

 So I would say my best friend is “object merge” operator rather than merge.

 ;-)

 hope it helps
 jb

 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com wrote:

  (see addendums in bold)

 On 03/10/15 13:32, Jason S wrote:

 On 03/10/15 12:15, Christopher Crouzet wrote:

 This is a core concept when you have to deal with such graphs—it is so
 essential that the `Merge` node is probably one of the most used nodes in
 Houdini.

 I can understand why, whether for optimization, *[or]* manageability
 purposes.

 Groups in Houdini share roughly the same purpose than clusters from
 Softimage.
 They are a core concept in Houdini as every node understand them. What you
 can do with clusters, you can do with groups, and much more out of the box.

 I can imagine, as core *[or as basic of a concept]* as in Soft I would
 assume. *[or so it would seem]*


 And thanks for the, I think important clarification.






Re: OT: Houdini cluster materials

2015-03-11 Thread Andy Goehler
The material SOP sets the ‘shop_materialpath’ attribute on primitives. This 
attribute has a higher priority than object level material assignment.
Same with Softimage actually, a material assigned to a cluster is not 
overridden by it’s object material.

Andy


 On Mar 11, 2015, at 12:33, Cristobal Infante cgc...@gmail.com wrote:
 
 Another thing to note, if you apply materials inside the objects subnets then 
 the material applied on the object level has no effect. 
 I am really just getting started with rendering but this was quite surprising 
 coming from xsi ;)
 
 C
 
 On 11 March 2015 at 09:50, Cristobal Infante cgc...@gmail.com 
 mailto:cgc...@gmail.com wrote:
 Materials in houdini are essentially applied per polygon (primitives in 
 houdini). Check the details view of a geometry that has a material, and the 
 select the primitive icon. You will see each individual poly has got the 
 material applied to it.
 
 By the way, the Details View panel is your best friend. If you are not using 
 it, you are not using houdini very well ;)
 
 C
 
 On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 You will certainly use them a lot as you will have surely many streams of 
 data (a bit like if you had in one single object multiple parallel operator 
 stacks that you can blend/merge/dispose/etc…
 
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 
 For example, every component of a wheel of a car I separate and make objects 
 and have a hierarchy, this allows me to do very quick low resolution objects 
 out of big ones. Transformations are much faster and ultimately I can do 
 clever camera based hiding and what not.
 
 Also given I use bundles a lot having objects is very convenient as I can do 
 text searches that bring the objects to the bundles so it is a major win 
 after a bit of a slow prep time of course.
 
 So I would say my best friend is “object merge” operator rather than merge.
 
 ;-)
 
 hope it helps
 jb
 
 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com 
 mailto:jasonsta...@gmail.com wrote:
 
 (see addendums in bold)
 
 On 03/10/15 13:32, Jason S wrote:
 On 03/10/15 12:15, Christopher Crouzet wrote: 
 This is a core concept when you have to deal with such graphs—it is so 
 essential that the `Merge` node is probably one of the most used nodes in 
 Houdini. 
 I can understand why, whether for optimization, [or] manageability 
 purposes. 
 Groups in Houdini share roughly the same purpose than clusters from 
 Softimage. 
 They are a core concept in Houdini as every node understand them. What you 
 can do with clusters, you can do with groups, and much more out of the 
 box. 
 I can imagine, as core [or as basic of a concept] as in Soft I would 
 assume. [or so it would seem]
 
 And thanks for the, I think important clarification.
 
 
 
 
 



Re: OT: Houdini cluster materials

2015-03-11 Thread Jordi Bares Dominguez
And the drag and drop mechanism works on the OBJ level, therefore I try to 
minimise the amount of “cluster like” approaches and operate at Object level as 
much as I can.

hope it helps
jb

 On 11 Mar 2015, at 11:47, Andy Goehler lists.andy.goeh...@gmail.com wrote:
 
 The material SOP sets the ‘shop_materialpath’ attribute on primitives. This 
 attribute has a higher priority than object level material assignment.
 Same with Softimage actually, a material assigned to a cluster is not 
 overridden by it’s object material.
 
 Andy
 
 
 On Mar 11, 2015, at 12:33, Cristobal Infante cgc...@gmail.com 
 mailto:cgc...@gmail.com wrote:
 
 Another thing to note, if you apply materials inside the objects subnets 
 then the material applied on the object level has no effect. 
 I am really just getting started with rendering but this was quite 
 surprising coming from xsi ;)
 
 C
 
 On 11 March 2015 at 09:50, Cristobal Infante cgc...@gmail.com 
 mailto:cgc...@gmail.com wrote:
 Materials in houdini are essentially applied per polygon (primitives in 
 houdini). Check the details view of a geometry that has a material, and the 
 select the primitive icon. You will see each individual poly has got the 
 material applied to it.
 
 By the way, the Details View panel is your best friend. If you are not using 
 it, you are not using houdini very well ;)
 
 C
 
 On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 You will certainly use them a lot as you will have surely many streams of 
 data (a bit like if you had in one single object multiple parallel operator 
 stacks that you can blend/merge/dispose/etc…
 
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 
 For example, every component of a wheel of a car I separate and make objects 
 and have a hierarchy, this allows me to do very quick low resolution objects 
 out of big ones. Transformations are much faster and ultimately I can do 
 clever camera based hiding and what not.
 
 Also given I use bundles a lot having objects is very convenient as I can do 
 text searches that bring the objects to the bundles so it is a major win 
 after a bit of a slow prep time of course.
 
 So I would say my best friend is “object merge” operator rather than merge.
 
 ;-)
 
 hope it helps
 jb
 
 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com 
 mailto:jasonsta...@gmail.com wrote:
 
 (see addendums in bold)
 
 On 03/10/15 13:32, Jason S wrote:
 On 03/10/15 12:15, Christopher Crouzet wrote: 
 This is a core concept when you have to deal with such graphs—it is so 
 essential that the `Merge` node is probably one of the most used nodes in 
 Houdini. 
 I can understand why, whether for optimization, [or] manageability 
 purposes. 
 Groups in Houdini share roughly the same purpose than clusters from 
 Softimage. 
 They are a core concept in Houdini as every node understand them. What 
 you can do with clusters, you can do with groups, and much more out of 
 the box. 
 I can imagine, as core [or as basic of a concept] as in Soft I would 
 assume. [or so it would seem]
 
 And thanks for the, I think important clarification.
 
 
 
 
 
 



Re: OT: Houdini cluster materials

2015-03-10 Thread Gerbrand Nel

Thanks man.. it really is that simple!!
On 10/03/2015 06:16, Christopher Crouzet wrote:
There's a `Material` node in the SOP context to apply different 
materials on a same object. You can insert it before you merge your 
objects or apply it to different groups.



On 10 March 2015 at 11:09, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Hey guys
Quick houdini question.
In soft I can make cluster for materials.
In houdini I always end up with some merged thing with multiple
objects in there.
As far as I can tell, we assign materials at the object level, but
what do I do if I want different materials for the different
things that makes up my object?
I know this is a RTFM question, but the FM is thick, and I'm lazy
Thanks
G




--
Christopher Crouzet
/http://christophercrouzet.com/





Re: OT: Houdini cluster materials

2015-03-10 Thread Jason S

On 03/10/15 12:15, Christopher Crouzet wrote:
This is a core concept when you have to deal with such graphs—it is so 
essential that the `Merge` node is probably one of the most used nodes 
in Houdini.

I can understand why, whether for optimization, manageability purposes.
Groups in Houdini share roughly the same purpose than clusters from 
Softimage.
They are a core concept in Houdini as every node understand them. What 
you can do with clusters, you can do with groups, and much more out of 
the box.

I can imagine, as core as in Soft I would assume.






Re: OT: Houdini cluster materials

2015-03-10 Thread Jason S

  
  
(see addendums in bold)
  
  On 03/10/15 13:32, Jason S wrote:

On
  03/10/15 12:15, Christopher Crouzet wrote:
  
  This is a core concept when you have to
deal with such graphs—it is so essential that the `Merge` node
is probably one of the most used nodes in Houdini.

  
  I can understand why, whether for optimization, [or]
  manageability purposes.
  
  Groups in Houdini share roughly the same
purpose than clusters from Softimage.

They are a core concept in Houdini as every node understand
them. What you can do with clusters, you can do with groups, and
much more out of the box.

  
  I can imagine, as core [or as basic of a concept] as in
  Soft I would assume.
  [or so it would seem]


And thanks for the, I think important clarification.


  



Re: OT: Houdini cluster materials

2015-03-10 Thread Jason S

  
  
Does it internally reinterpret
  duplicates (or hold in memory and scene description) the entire
  object as many times as there are local "sub-object" attibutes?
  (like Maya?)
  
  Which defeats the purpose of using merged objects as optimization
  method 
  (despite Maya having a --not that much of an-- easier time dealing
  with large object counts)
  
  Because apart how soft can handle many-many polys at a time,
  (especially so today comparatively) 
  you can very easily treat sub-objects (clusters) as just regular
  objects 
  assinging properties like materials, visibility, ... selecting,
  transforming and sorting them in groups, 
  therefore quite a bit further amplifying that maximum reach in
  scene complexity while remaining humanly manage-ably workable.
  (benefit also very much applicable for non-insanely-complex
  scenes)
  
  
  On 03/10/15 5:50, Gerbrand Nel wrote:


  
  Thanks man.. it really is that
simple!!

On 10/03/2015 06:16, Christopher Crouzet wrote:
  
  
There's a `Material` node in the SOP context to
  apply different materials on a same object. You can insert it
  before you merge your objects or apply it to different groups.
  
  


  On 10 March 2015 at 11:09, Gerbrand
Nel nagv...@gmail.com
wrote:
Hey guys
  Quick houdini question.
  In soft I can make cluster for materials.
  In houdini I always end up with some merged thing with
  multiple objects in there.
  As far as I can tell, we assign materials at the object
  level, but what do I do if I want different materials for
  the different things that makes up my object?
  I know this is a RTFM question, but the FM is thick, and
  I'm lazy
  Thanks
  G

  
  
  
  
  
  -- 
  
Christopher Crouzet
  http://christophercrouzet.com
  
  

  

  
  


  



Re: OT: Houdini cluster materials

2015-03-10 Thread Jordi Bares Dominguez
You will certainly use them a lot as you will have surely many streams of data 
(a bit like if you had in one single object multiple parallel operator stacks 
that you can blend/merge/dispose/etc…

My take is to try to do things at object level due to easiness with for example 
transformations, material assignment, scene optimisation and LOD.

For example, every component of a wheel of a car I separate and make objects 
and have a hierarchy, this allows me to do very quick low resolution objects 
out of big ones. Transformations are much faster and ultimately I can do clever 
camera based hiding and what not.

Also given I use bundles a lot having objects is very convenient as I can do 
text searches that bring the objects to the bundles so it is a major win after 
a bit of a slow prep time of course.

So I would say my best friend is “object merge” operator rather than merge.

;-)

hope it helps
jb

 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com wrote:
 
 (see addendums in bold)
 
 On 03/10/15 13:32, Jason S wrote:
 On 03/10/15 12:15, Christopher Crouzet wrote: 
 This is a core concept when you have to deal with such graphs—it is so 
 essential that the `Merge` node is probably one of the most used nodes in 
 Houdini. 
 I can understand why, whether for optimization, [or] manageability purposes. 
 Groups in Houdini share roughly the same purpose than clusters from 
 Softimage. 
 They are a core concept in Houdini as every node understand them. What you 
 can do with clusters, you can do with groups, and much more out of the box. 
 I can imagine, as core [or as basic of a concept] as in Soft I would assume. 
 [or so it would seem]
 
 And thanks for the, I think important clarification.
 
 



OT: Houdini cluster materials

2015-03-09 Thread Gerbrand Nel

Hey guys
Quick houdini question.
In soft I can make cluster for materials.
In houdini I always end up with some merged thing with multiple objects 
in there.
As far as I can tell, we assign materials at the object level, but what 
do I do if I want different materials for the different things that 
makes up my object?

I know this is a RTFM question, but the FM is thick, and I'm lazy
Thanks
G


Re: OT: Houdini cluster materials

2015-03-09 Thread Christopher Crouzet
There's a `Material` node in the SOP context to apply different materials
on a same object. You can insert it before you merge your objects or apply
it to different groups.


On 10 March 2015 at 11:09, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys
 Quick houdini question.
 In soft I can make cluster for materials.
 In houdini I always end up with some merged thing with multiple objects in
 there.
 As far as I can tell, we assign materials at the object level, but what do
 I do if I want different materials for the different things that makes up
 my object?
 I know this is a RTFM question, but the FM is thick, and I'm lazy
 Thanks
 G




-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com