Is there a way in python to evaluate an attribute (in this case P) given a prim and a uv coordinate?
I'm guessing yes but have trouble finding a function that seems to do it….
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Technical Discussion » Python: evalute point attribute given a uv coordinate
- Simon
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Houdini Lounge » Houdini running in Softare opengl mode
- Simon
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When I go to help > About houdini it just crashes. Even without the file loaded.
Sop info attached.
Sop info attached.
Houdini Lounge » Houdini running in Softare opengl mode
- Simon
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Same redraw issues with that one. Geometry not displaying properly. Looks like I'll have to roll everything back to what I first had. 314.22 with Houdini FX 12.5.316.22
Houdini Lounge » Houdini running in Softare opengl mode
- Simon
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Houdini Lounge » Houdini running in Softare opengl mode
- Simon
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Setting HOUDINI_OGL_SOFTWARE to 0 makes the warning go away but doesn't seem to fix the problem. My viewport render is messed up.
See attached.
Will try the older driver, but it worked fine with this build Houdini FX 12.5.316.22
See attached.
Will try the older driver, but it worked fine with this build Houdini FX 12.5.316.22
Technical Discussion » Houdini issue AMD Radeon / switchable graphics
- Simon
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Houdini Lounge » Houdini running in Softare opengl mode
- Simon
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Just found this
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28194 [sidefx.com]
will try the older driver
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28194 [sidefx.com]
will try the older driver
Houdini Lounge » Houdini running in Softare opengl mode
- Simon
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When I run the latest version of Houdini (12.5.393) on my laptop it says it's running in Software opengl mode and it's therefore dog slow.
My graphics card is an Nvidia Geforce GT 640M, I've never had any trouble running Houdini with this type of card before, any settings I can tweak to make it work, driver is up to date version 314.22
Also, Houdini version Houdini 12.5.316.22 does not show the same warning, so has something changed very recently?
My graphics card is an Nvidia Geforce GT 640M, I've never had any trouble running Houdini with this type of card before, any settings I can tweak to make it work, driver is up to date version 314.22
Also, Houdini version Houdini 12.5.316.22 does not show the same warning, so has something changed very recently?
The Orbolt Smart 3D Asset Store » How do you contact reviewers?
- Simon
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If someone is having trouble with an asset and leave feedback about it, how do you contact them to help resolve the problem?
Technical Discussion » Distributing Shelf Tools
- Simon
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I never did understand why shelves were implemented like this, it's so non-houdini. Just where you need proceduralism most it gets left out, so annoying.
Houdini Indie and Apprentice » Soft Radius, no Edge Distance?
- Simon
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Still hoping one day Sesi will add this, sadly modelling tools aren't getting much love any more. It's all about blowing stuff up :cry:
Technical Discussion » need polysplit by curve
- Simon
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if you look carefully when he separates all the pieces this has too. I think he must have used the cookie sop inside his otl as driving the polysplit sop from a curve isn't possible, unless it has drastically been changed in H12, I've not had time to check.
It would be brilliant if we can now drive the polysplit sop itself from a curve. I wrote an hdk sop to do that many moons ago because of exactly that limitation. If that has change that would be amazing. Never understood why 95% of sops are procedural but a handful are not.
It would be brilliant if we can now drive the polysplit sop itself from a curve. I wrote an hdk sop to do that many moons ago because of exactly that limitation. If that has change that would be amazing. Never understood why 95% of sops are procedural but a handful are not.
Technical Discussion » need polysplit by curve
- Simon
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You can do that sort of thing with a cookie sop, you just need to turn line into a ribbon first.
Technical Discussion » Render 50-240 mil polygons bgeo file???
- Simon
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One thing we do/did, in H8 days and before, is use the camera settings to render in blocks, cutting the image up into smaller pieces. I don't know if that technique will work with one massive piece of geometry but it works great when you split stuff into lots of models.
You would think internally mantra was doing the same optimisation but that never seemed to be the case. It was the only way we could render massive files inside the now really old limit of 1Gb (huh remember those good old days fondly)
You would think internally mantra was doing the same optimisation but that never seemed to be the case. It was the only way we could render massive files inside the now really old limit of 1Gb (huh remember those good old days fondly)
Houdini Indie and Apprentice » simplify head modeling
- Simon
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Technical Discussion » Nvidia GT 220
- Simon
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Does anyone know of a stable nvidia driver for Houdini on a GT 220?
I realise it's a rubbish card but it runs ok apart from being very unstable and crashing all the time.
I realise it's a rubbish card but it runs ok apart from being very unstable and crashing all the time.
Technical Discussion » Compile HDK nodes on mac H11
- Simon
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Technical Discussion » deleting excess points on a triangle
- Simon
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Technical Discussion » Compile HDK nodes on mac H11
- Simon
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Got it to work, cheers.
One thing though I went down the .bashrc route from the linked blog post (I didn't have one so just made one) and find I have to manually source it in before compiling. Any ideas how to get that to happen automatically when the houdini shell starts?
One thing though I went down the .bashrc route from the linked blog post (I didn't have one so just made one) and find I have to manually source it in before compiling. Any ideas how to get that to happen automatically when the houdini shell starts?
Technical Discussion » Compile HDK nodes on mac H11
- Simon
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Any ideas how to update it?
Do I have to completely update Xcode and if so is it part of xcode 4?
Do I have to completely update Xcode and if so is it part of xcode 4?
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