Houdini tip | Save modified asset as new version

Hello,
I would like to share a small convenience tool for upversioning modified (unlocked) assets.

save_as_new_version
Tool in right-click menu of an unlocked asset

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Houdini tip | Save modified asset as new version

Photogrammetry | Photos and colors

In the next couple of posts I will be describing photogrammetry workflow which I am creating for a student production. I am planning to describe here the whole process, from processing pictures to exporting game-ready assets. Game-ready assets because our production requires realtime renderings, but the process can be easily altered to produce VFX-ready assets (but this will probably require more manual work e.g. retopo, UVs to meet stricter quality requirements).

I have a tight schedule for this project, so I will try to stay simple, efficient, but try to be as correct as possible.

In this post I will describe our photos processing setup and colors workflow. This will result in photos with mask in alpha channel and in linear color space, ACES in our case. After that the photos should be ready for photogrammetry software, but that is for another post 🙂

47109051_2177820735793256_661838156617744384_n.jpg

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Photogrammetry | Photos and colors

Nuke tip | Batch conversion of raw images with dcraw

I recently started to help out with photogrammetry pipeline for a student project. I would like to do artist-friendly yet accurate and proper workflow. It should be as automatic as possible. But that I will describe more in depth in other blog posts.

One of the first steps of our workflow is to process raw images (Canon’s .CR2 in our case) into something Nuke can handle well. In this quick tip I will show you a simple tool I adapted for this purpose and how you can use it directly from Nuke.

screen_nuke

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Nuke tip | Batch conversion of raw images with dcraw

Precision in Houdini

In my recent project in Houdini I was often hitting precision limits of 32-bit floating point numbers. This led me to figuring out what number precisions are used in Houdini and how can they be accessed.

In this post I will take a look at various contexts of Houdini and will mention floats, but the situation for integers should be the same.

Currently it looks that single precision (32-bit) floating point numbers are used in most operations and transferring data between nodes often happens in this format too. However this situation seems to be likely changed in the future releases of Houdini.

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Precision in Houdini

Houdini tip | Houdini native SDF volume into VDB conversion

Recently I found an interesting problem while trying to convert Houdini dense (native) SDF volume into a VDB SDF volume. My primary motivation was to save space – to discard voxels, which were too far away from surface. This is one of the main reasons why VDBs are usually superior to dense volumes. Note that in this post I will not go too much into details about volumes, but will post some links at the end of the article which explain the basics.
correct

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Houdini tip | Houdini native SDF volume into VDB conversion

Debugging Python in VFX applications

In this guide I will show you how you can debug Python scripts in various VFX DCC applications, like Houdini, Nuke, Maya and Blender. I will cover remote Python debugging from Visual Studio Code and configuration of applications.

debug_screen

UPDATE 1: added new image :), fixed typo in pip command, mentioned other ways of pointing to ptvsd module, compared VSCode debugging to pdb.

UPDATE 2: mentioned Motion Builder and other packages

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Debugging Python in VFX applications