besha1 Show full post »
besha1
plars wrote:
One other question if you don't mind. When it comes to activating voxels with the activate node. What purpose does activating/deactivating voxels have? I notice you use it quite a bit in your videos. Say you are advecting with a velocity grid. Should it be done before or after advection, and if before, should it be done to the source and velocity grids? I've been going through the official Openvdb docs, but have had some trouble understanding specific applications in Maya.



First activate voxels then advected
no activate expand voxels = 0 red max noise


activate expand voxels = 20 red max noise

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besha1
plars wrote: Very interesting Besha! In the Soup to Mtoa video you are rendering the Soup displayComponents in Arnold as if it were a particleShape by adding a series of attributes? How/why does that work? Arnold is looking for those specific attribute names?

I wrote a translator displayComponents for Mtoa
this is a DLL and not just attributes
the attributes I added to the manual they need to work DLL

Here was a question or write your displayComponents or ask Peter
to add attributes to displayComponents





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plars
I see! Thanks a lot Besha.
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ourouk
Hello all,

Besha, 

Would it be possible to have an update of the openvdb plugin please ? 

for
MtoA 1.3.1.0
Arnold Core 4.2.14.2

Code:
00:00:00 1447MB ERROR | [mtoa.translator] BE_VDBArnoldRenderTranslator: Translation has not created an Arnold node with tag "".
00:00:00 1447MB ERROR | [mtoa] Invalid Arnold render options node

Thanks

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besha1
ourouk wrote: Hello all,

Besha, 

Would it be possible to have an update of the openvdb plugin please ? 

for
MtoA 1.3.1.0
Arnold Core 4.2.14.2

Code:
00:00:00 1447MB ERROR | [mtoa.translator] BE_VDBArnoldRenderTranslator: Translation has not created an Arnold node with tag "". 00:00:00 1447MB ERROR | [mtoa] Invalid Arnold render options node

Thanks


BE_VDBArnoldRenderTranslator.dll
aiBE_VDBArnoldRender.dll
volume_openvdb.dll
for Mtoa-1.3.1.0 win
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ourouk
besha1 wrote:
BE_VDBArnoldRenderTranslator.dll
aiBE_VDBArnoldRender.dll
volume_openvdb.dll
for Mtoa-1.3.1.0 win


Thx a lot :)
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cily
Hey Besha, Awesome works !

I've this small issue here: I'm running a little bit older version of the vdb and I still dosen't have the attribute_from_vdb.

I'm trying to replicate what you have done sampling and splatting back to the colour vertex the velocity but I've a crash when I'm trying to replicate in this way:

attributeToArray.outPosiotnPP > VDBsetData.positionInput
vdb.out > VDBsetData.VDB.input
VDBsetData (vel)

VDBsetData.vdbOut > VDBgetData.VDBinput
VDBgetData (vel)

VDBgetData.vectorDataOut > arraytoPointColor.inRGBApp


stack:

Code:

Stack trace:
  /lib64/libc.so.6() [0x3c27e326a0]
  BE_VDBSetNode::compute(MPlug const&, MDataBlock&)
  THdependNode::computePlug(Tplug const&, TdataBlock&)
  TdependNode::dbEvaluate(TmsgEval&)
  TdependNode::mpSafeDbEvaluate(TmsgEval&)
  TdependNode::processEval(TmsgEval&)
  TmsgEval::send()
  TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
  Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
  Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
  TdataBlockDG::value(Tattribute const&)
  MDataBlock::inputValue(MObject const&, MStatus*)
  openvdb_maya::getInputVDB(MObject const&, MDataBlock&)
  BE_VDBGetNode::compute(MPlug const&, MDataBlock&)
  THdependNode::computePlug(Tplug const&, TdataBlock&)
  TdependNode::dbEvaluate(TmsgEval&)
  TdependNode::mpSafeDbEvaluate(TmsgEval&)
  TdependNode::processEval(TmsgEval&)
  TmsgEval::send()
  TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
  Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
  Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
  TdataBlockDG::value(Tattribute const&)
  MDataBlock::inputValue(MObject const&, MStatus*)
  arrayToPointColor::compute(MPlug const&, MDataBlock&)
  THdependNode::computePlug(Tplug const&, TdataBlock&)
  TdependNode::dbEvaluate(TmsgEval&)
  TdependNode::mpSafeDbEvaluate(TmsgEval&)
  TdependNode::processEval(TmsgEval&)
  TmsgEval::send()
  TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
  Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
  Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
  TdataBlockDG::value(Tattribute const&)
  TmeshShape::computeObject(Tplug const&, TdataBlock&)
  TdependNode::dbEvaluate(TmsgEval&)
  TdagObject::dbEvaluate(TmsgEval&)
  TdependNode::mpSafeDbEvaluateWithSet(TmsgEval&)
  Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
  TdataBlockDG::value(Tattribute const&)



any solution?
thanks
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omento
Just checking in, as I've installed the latest version of SOuP. Still trying to wrap my head around the releases of your OpenVDB nodes, Besha. When you demo a node here, is it safe to assume that the tools page has been updated to include said node? The date releases for SOuP make it a bit easier to keep track of what's going on.

Thank you for all your work, though! It's been a lifesaver!
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ourouk
Hello besha,

Is it a normal behaviour that vdb density is modified by changing the scale of BE_VDBArnoldRender ?

thx
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-SeB-
Hi,

I'm trying to use BE_VDBarnoldRender but with no luck.
I have watched this video : https://www.youtube.com/watch?v=dvHLEEEKkFQ

but in this video there is a connection between BE_vdbFromPolygon to BE_VDBarnoldRenderShape.inputVdb

In my scene, I don't see the BE_VDBarnoldRenderShape.inputVdb in my connection editor

Is there a bug somewhere ?

I'm working with maya2015 sp6 ext on linux cent os




I have an other question, I have a smoke simulation made with houdini and exported in openvdb.
Do I have to do the BE_vdbFromPolygon step to make it work with BE_VDBarnoldRenderShape ?

I have tested to load my openvdb cache directly to BE_VDBarnoldRenderShape, I see it in my viewport but I don't see anything in my render view.
What do I miss ?



Thanks for your help,


-SeB-
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pshipkov
Can you provide a frame of the sim ?
Hard to say what is going on without data to look at.
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-SeB-
Hi,

Here is a frame from my houdini cache 

https://we.tl/80Q5qGQOZe

As I said in the preview message, I see the vdb cache in my viewport but I can't render it with arnold.


And for my other question, Is it possible that there is a missing input connection for the BE_VDBArnnoldRender node ?

Thanks

-SeB-
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pshipkov
Actually the frame you provided has some bad data inside i think.
I see 7 big voxels with some bits and pieces from the level set.
Can you double check it ?
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-SeB-
Here is what I see in my viewport when I load my cache in the be_vdbArnoldrender.
Do you have the same view ?


openvdb.jpg

 
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pshipkov
Nope.
It looks wrong in both houdini and maya.
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