Hopping the KineFX APEX Rigging and Skinning with ML Deformer promised files revals soon.
great varity of FMX2024 videos.
Thanks
They are upp now in content library. thanks.
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Rigging » files for FMX 2024 APEX Rigging and Skinning with ML Defor
- legw
- 6 posts
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Solaris and Karma » Fur Density mask as multiplier in MaterialX material network
- Lenscowboy
- 20 posts
- Online
Thanks Enivob. I had to also use a scene import node. The sop import doesn't seem to work. Is there a way to get it to work with sop import?
Solaris and Karma » Swapping payload in LOP without saving stage first
- mtucker
- 4443 posts
- Offline
The SOP Import LOP has a "Save Path" parameter that lets you control where the USD file generated from the SOP imported geometry should be saved.
Houdini Lounge » use hardware to improve productivity
- CYTE
- 682 posts
- Offline
I think the extra Hand travel is not worth it. If you are looking for a productivity Booster get the Context sensitive hotkey System by animatrix. It's pure Gold.
https://pragmaticvfx.gumroad.com/l/xrPC [pragmaticvfx.gumroad.com]
Cheers
CYTE
https://pragmaticvfx.gumroad.com/l/xrPC [pragmaticvfx.gumroad.com]
Cheers
CYTE
Houdini Lounge » Houdini on Wayland Linux
- Mirko Jankovic
- 99 posts
- Online
Well it will become as every major distro is getting rid of x11 as development of it ended as well.
So why not look at it right away instead of waiting for flood gates to open?
Fedora 40 is wayland only, RHEL is following as well, along with every other major distro...
So why not look at it right away instead of waiting for flood gates to open?
Fedora 40 is wayland only, RHEL is following as well, along with every other major distro...
Solaris and Karma » Karma critical error: unable to create Cuda context
- Lenscowboy
- 20 posts
- Online
Hi guys,
I'm using Karma for some creature rendering involving fur. It's incredibly fast but at some point it startskicking up the following errors and the render speed drops dramatically.
I have the latest drivers.
Restart does fix it but the problem does return.
Any suggestions?
I'm using Karma for some creature rendering involving fur. It's incredibly fast but at some point it startskicking up the following errors and the render speed drops dramatically.
I have the latest drivers.
Restart does fix it but the problem does return.
Any suggestions?
Technical Discussion » Restrict specific Rotation and Position with RBD
- adro
- 6 posts
- Offline
Benyee
You could use v and w attributes to restrict Z Position and Y Rotation, I got this simple example.
Hope it helps.
That definitely help, thanks a lot!
Technical Discussion » Feather Motion Blur in Karma
- KaiStavginski
- 639 posts
- Offline
Hi, recent builds have a "Transfer Velocities" option on the procedural, could you give that a go? This is Feather Deform as well. All you need then is v and optionally w for angular velocity on your deformer.
Use at least 20.0.693 please, which fixes a potential bug with that option in the procedural.
Use at least 20.0.693 please, which fixes a potential bug with that option in the procedural.
Technical Discussion » Feather Motion Blur in Karma
- KaiStavginski
- 639 posts
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Solaris and Karma » Import detail attribute create indices?
- tamte
- 8591 posts
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should not be detail specific are you not getting it for point, prim, vertex attribute?
every custom attribute should give you separate :indices array, which is populated by indices if you import attribute as indexed primvar otherwise is empty, but it's important it is there in case you are layering nonindexed primvar over indexed one, as then it needs to zero out the indices array
every custom attribute should give you separate :indices array, which is populated by indices if you import attribute as indexed primvar otherwise is empty, but it's important it is there in case you are layering nonindexed primvar over indexed one, as then it needs to zero out the indices array
Edited by tamte - today 03:45:56
Technical Discussion » Updating Houdini through launcher problem-can't del hserver
- RedhillGames
- 4 posts
- Online
Hi all, I always had this problem, trying to update Houdini through launcher always fail due to launcher lacks permissions to delete hserver.
Looks like it is in use by Windows 11 event log, i couldn't find it in services though to stop it.
also if i restart my PC and delete it manually, then launcher is dependent on it and asks to recreate it
and its a loop, once the hserver is restarted it can't be deleted by the launcher.
This update routine expected to be one button click and done, users should not experience such issues with it.
Please fix it or people will never adopt the launcher.
Looks like it is in use by Windows 11 event log, i couldn't find it in services though to stop it.
also if i restart my PC and delete it manually, then launcher is dependent on it and asks to recreate it
and its a loop, once the hserver is restarted it can't be deleted by the launcher.
This update routine expected to be one button click and done, users should not experience such issues with it.
Please fix it or people will never adopt the launcher.
Technical Discussion » Render Geometry Settings of Layout Node for separate renders
- VTVADSMU
- 3 posts
- Offline
Hi all,
Lately I had a project, where I wanted to render out the elements (obj/char, envr etc.) in separate layers, but with all AOVs merged together. I do that normally with a Render Geometry Settings Node in Solaris and under Shading with primary rays phantom (-primary).
Now that worked with everything except the Layout Node Assets/Scatters (plants scattered all over).
Does someone know more about a workaround? Is it not taking it because of the points/scatter?
Cheers,
Lately I had a project, where I wanted to render out the elements (obj/char, envr etc.) in separate layers, but with all AOVs merged together. I do that normally with a Render Geometry Settings Node in Solaris and under Shading with primary rays phantom (-primary).
Now that worked with everything except the Layout Node Assets/Scatters (plants scattered all over).
Does someone know more about a workaround? Is it not taking it because of the points/scatter?
Cheers,
Technical Discussion » FBX not exporting primitive name attribute
- HUGHSPEERS
- 79 posts
- Offline
Hey burito
I was just looking thi sup myself.
A quick fix is to do an attribute rename of your materials using the att rename sop.
change 'material_name'. to 'fbx_material_name'
its a handy way of exporting groups as well if your re importing them into Houdini via FBX .
I was just looking thi sup myself.
A quick fix is to do an attribute rename of your materials using the att rename sop.
change 'material_name'. to 'fbx_material_name'
its a handy way of exporting groups as well if your re importing them into Houdini via FBX .
Edited by HUGHSPEERS - today 04:40:01
Houdini Indie and Apprentice » Adding Particle ID to a vellum fluid
- bguchte
- 7 posts
- Offline
Hi, I was wondering if there is any possible way to add a particle ID to a vellum fluid?
The vellum solver doesn't give the option, and I tried to do it manually but I couldn't figger out how.
Any body that can help me solve this issue?
The vellum solver doesn't give the option, and I tried to do it manually but I couldn't figger out how.
Any body that can help me solve this issue?
Solaris and Karma » How to output the volumeRGB pass in Karma ?
- li898406
- 1 posts
- Offline
Houdini Lounge » Still no alpha channel for transparent material
- KayPSL
- 3 posts
- Offline
brians
It's a feature that exists in Redshift that people have requested a few times now.
I'm no expert on its behavior or use, but my guess is they'll be using a dome light that somewhat matches the backing plate.
Hi. Yes, I have the same problem that it looks like I can't get non-fixed alpha in refractive materials. In Redshift, I use this on every project and it's super handy when compositing a figure with glasses on a background. At the moment I'm stuck at this point and have no idea how to solve such a situation with extra effort, like an STMAP, in Houdini/Karma.
It would be awesome to see that possible in Houdini/Karma aswell.
Solaris and Karma » Import detail attribute create indices?
- jerry7
- 626 posts
- Offline
I used detail attribute. As my understanding, it is a single value, so Sop Import shouldn't create indices attribute. Maybe a bug?
Technical Discussion » Updating Houdini through launcher problem-can't del hserver
- RedhillGames
- 4 posts
- Online
here is the end of a repair log
[12:37:07 Info] Removing C:/Program Files/Side Effects Software [12:37:07 Info] Removing C:/Program Files [12:37:07 Info] Removing C: [12:37:07 Info] Installing Microsoft C Run-Time Libraries (this could take several minutes) [12:37:07 Info] Updating HoudiniServer [12:37:07 Info] Checking if HoudiniServer service is running [12:37:07 Info] Stopping HoudiniServer service [12:37:17 Info] Uninstalling HoudiniServer service [12:37:57 Error] Error while finalizing repair of Houdini: Unable to remove C:/Program Files/Side Effects Software/Houdini Server/hserver.exe: Access is denied.
Edited by RedhillGames - today 05:40:05
Solaris and Karma » Karma (XPU) camera projection
- digitalwu
- 31 posts
- Offline
jsmack
Yes, use a USDCoordsys to create a reference coordinate system, then in the shader use that coordsys' name in a space parameter on one of the mtlx transform nodes or on the mtlx position directly.
May I ask how to assemble this USDCoordsys in materialx shader builder?
I need to project a displacement map on geo.
Houdini Lounge » Houdini 20.5 Rumors
- citizen
- 78 posts
- Offline
And few modeling updates as it looks like this area is on hold for the last few versions; a few tools need fixing while others, some refining.
Better snapping behavior and management (transient hotkey, preferences that are permanently saved).
Improved animation editor (Maya does this right). It's great that rigging(kinefx, apex) is being further developed, but we need better tools for manual keyframe animation.
The UI/UX subject seems to attract some controversy, for some say it's fine as it is while others say it needs an overhaul. I fall somewhere in between - I don't think it needs a radical change, but it could use some improvements from an aesthetic and functional PoV. Not very high priority on my wish-list.
Better snapping behavior and management (transient hotkey, preferences that are permanently saved).
Improved animation editor (Maya does this right). It's great that rigging(kinefx, apex) is being further developed, but we need better tools for manual keyframe animation.
The UI/UX subject seems to attract some controversy, for some say it's fine as it is while others say it needs an overhaul. I fall somewhere in between - I don't think it needs a radical change, but it could use some improvements from an aesthetic and functional PoV. Not very high priority on my wish-list.
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