Experiencing very strange behavior from the Shadow Color settings on Pyro Shader. The shadow color appears to be working in an inverse to its intensity. Black shadow color (rgb 0,0,0) results in no shadows! White shadow color (rgb 1,1,1 usually*) appears as normal. Tinting appears to work normally.
(*usually because at one point there were no shadows when the intensity was all zeros or all ones, non whole numbers in between worked with inverted intensity.)
It started when experimenting with shadows colors in the Pyro Shader vs shadow colors on the (one Distant) light. At one point the shadows disappeared despite the black shadow color, that is when the inverse started. I restored factory defaults which appeared to work but the problem returned upon reopening the file. Then it got weird.
Now when I create a new Pyro Shader it loads with the default Shadow Color set to white (1,1,1) and the shadow intensity inverted. Nothing restores the norm shadow color behavior (unless I have it backwards, but that would be pretty counter intuitive to shadow darkness inverse to the shadow color darkness. )
I have updated Houdini, deleted all versions and reinstalled the latest. The problem persists, even in a file started from scratch. A search for this problem shows nothing… what is happening with the Pyro Shadows??? How could a problem that started in a previous version survive the reinstalls and update? Is it a bug or did I break/miss something?
Attaching the test file and an image showing rendering of black non shadows, shadows do appear with lighter shadow color.
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Technical Discussion » Problem with Pyro Shader Shadows
- Rebus B
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Houdini Indie and Apprentice » Render an object with no alpha.
- Rebus B
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That got it.
Initially I made the mistake of plugging the Constant (0) into the Alpha on the Material which just made the object invisible. It worked once I jumped down a level into the Constant shader Output VOP. Now it makes much more sense…
Many thanks!
Initially I made the mistake of plugging the Constant (0) into the Alpha on the Material which just made the object invisible. It worked once I jumped down a level into the Constant shader Output VOP. Now it makes much more sense…
Many thanks!
Houdini Indie and Apprentice » Render an object with no alpha.
- Rebus B
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Sounds simple: How do I render an object so it appears in the beauty pass but does not contribute to the alpha channel? I am doing Pyro tests and I want to see smoke over a light background, but still be able to see the density of the smoke looking at its alpha.
The background is just a big sphere with a constant material. Turning the Opacity to zero makes the background object disappear, logically. So did attaching a matte node to the Constant Material. So how can I get something like the colored background object to appear in the render but not have an alpha associated with it?
(Yes, I know this would mess up a comp but these are tests…)
The background is just a big sphere with a constant material. Turning the Opacity to zero makes the background object disappear, logically. So did attaching a matte node to the Constant Material. So how can I get something like the colored background object to appear in the render but not have an alpha associated with it?
(Yes, I know this would mess up a comp but these are tests…)
Houdini Indie and Apprentice » /mat questions: parameters and displacement
- Rebus B
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Found the fix for the weirdness in the displacement render.
The displacement bound parameter in the autocreated Properties node loses its connection to values set in the principled shader. Just deleted the expression instead of editing the ch() values and entered a value by hand. Render is smooth again!
I am guessing that the answer to the first part is to collapse the ad hoc network into a Material or sub net to have a place for parameters to register.
The displacement bound parameter in the autocreated Properties node loses its connection to values set in the principled shader. Just deleted the expression instead of editing the ch() values and entered a value by hand. Render is smooth again!
I am guessing that the answer to the first part is to collapse the ad hoc network into a Material or sub net to have a place for parameters to register.
Edited by Rebus B - April 16, 2018 18:23:08
Houdini Indie and Apprentice » /mat questions: parameters and displacement
- Rebus B
- 80 posts
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Playing with displacements in the /mat context and having some issues:
First, where do parameters get set when dropping vops into /mat sandbox?
When working with materials in a SHOP context, parameter VOPs add their parameter to the containing material node, the one “U” takes you to. In /mat there is no container SHOP or material, so no parent node to step up to, so where do the parameters go? Relatedly, where do you collect the controlling parameters when promoting them?
Second, the displacements break when collapsing the sandboxed /mat nodes into a material.
It is turning the smooth continuous displaced surface into one fractured into quads with gaps between them. I saw this addressed in a video that I cannot find now, something to do with the nodes added by Houdini during the collapse. I see those but changing them has no effect.
attached… before and after “collapse into material” render grabs of displaced surface.
First, where do parameters get set when dropping vops into /mat sandbox?
When working with materials in a SHOP context, parameter VOPs add their parameter to the containing material node, the one “U” takes you to. In /mat there is no container SHOP or material, so no parent node to step up to, so where do the parameters go? Relatedly, where do you collect the controlling parameters when promoting them?
Second, the displacements break when collapsing the sandboxed /mat nodes into a material.
It is turning the smooth continuous displaced surface into one fractured into quads with gaps between them. I saw this addressed in a video that I cannot find now, something to do with the nodes added by Houdini during the collapse. I see those but changing them has no effect.
attached… before and after “collapse into material” render grabs of displaced surface.
Houdini Indie and Apprentice » Houdini Indie Background render
- Rebus B
- 80 posts
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Houdini Indie and Apprentice » Houdini Indie Background render
- Rebus B
- 80 posts
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What happened? Did you get it working?
Wondering if licensing Indie without licensing the Renderer as well (they are separate entitlements) would cause this.
Wondering if licensing Indie without licensing the Renderer as well (they are separate entitlements) would cause this.
Technical Discussion » Houdini 16.5 crashes on startup on OSX
- Rebus B
- 80 posts
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This error is related to Houdini anonymous stats.
The workaround is to disable anonymous stats like so:
- open a terminal and navigate to ~/Library/Preferences/houdini/16.5- Open hcommon.pref in a text editor. If the file does not exist, then create it first.
- In the text editor, look for `sendAnonymousStats` and set it to 0. Or if `sendAnonymousStats` cannot be found, then add a new line:
sendAnonymousStats := 0
- Restart Houdini
This fixed it! Thanks Rob.
Technical Discussion » Info on keyframe magic?
- Rebus B
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Thanks for the perfect info! Makes another part of Houdini clear for this long time Maya user.
With Maya keyframe curves are another node type that wire into the parameters of any animated nodes. So it seems Maya tells the global time node which tells all the anim curves which tell all the animated parameters they have changed. Houdini, animated nodes ask the bezier() function for new values when the time changes.
That left me wondering how to treat keyframes in a procedural way in Houdini, then realized that is what CHOPs are for! So are CHOPs where one would set up a driven key or time warp like setup?
With Maya keyframe curves are another node type that wire into the parameters of any animated nodes. So it seems Maya tells the global time node which tells all the anim curves which tell all the animated parameters they have changed. Houdini, animated nodes ask the bezier() function for new values when the time changes.
That left me wondering how to treat keyframes in a procedural way in Houdini, then realized that is what CHOPs are for! So are CHOPs where one would set up a driven key or time warp like setup?
Edited by Rebus B - Jan. 21, 2018 12:39:13
Technical Discussion » Info on keyframe magic?
- Rebus B
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Yes… saw that doc but it doesn't really get what I am looking for. It does help direct the question though, since the bezier() just interpolates between last and next key frame:
Where does the key frame data that the bezier (or hou.bezier) function interpolates live? Is it accessible data stored in a node like other operators?
With other operators you can see the data flow by the wires or by following parameter references, but not with the bezier() key frame relationship. Are key frames only accessible via the Animation Editor window or is there another level to the network nodes that shows key frames as data?
The chf() and cht() look very interesting. It is starting to feel like key frame values are somehow included in a nodes parameter data?
Where does the key frame data that the bezier (or hou.bezier) function interpolates live? Is it accessible data stored in a node like other operators?
With other operators you can see the data flow by the wires or by following parameter references, but not with the bezier() key frame relationship. Are key frames only accessible via the Animation Editor window or is there another level to the network nodes that shows key frames as data?
The chf() and cht() look very interesting. It is starting to feel like key frame values are somehow included in a nodes parameter data?
Edited by Rebus B - Jan. 19, 2018 18:00:36
Technical Discussion » Info on keyframe magic?
- Rebus B
- 80 posts
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Looking for details on how the magic “bezier()” function works when key framing such as where is the key frame data stored and how is the channel to parameter association defined? Can it be examined and edited or animated.
Specifically looking to convert previously key framed animation into the same motion controlled by a master parameter (so that one control can be used to wire multiple animation) like a driven key frame behavior. But also just curious on how it generally works under the hood.
Thanks! Rb
Specifically looking to convert previously key framed animation into the same motion controlled by a master parameter (so that one control can be used to wire multiple animation) like a driven key frame behavior. But also just curious on how it generally works under the hood.
Thanks! Rb
Edited by Rebus B - Jan. 19, 2018 14:12:01
Technical Discussion » Make Breakable shattering objects immediately on groundplane
- Rebus B
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Bumping up this old thread for anyone else going through this older tutorial [vimeo.com]…
and it does work with the Bullet solver!
You just need to adjust the Min/Max Impact values on the Vornoi Fracture Configure Object node “fractureparms”. Raising the minimum impact to a high enough value prevents the initial fracturing. (Just like Himanshu.joshi said)
I also changed the Geometry Representation on the columns' RBD Pack Object node to Convex Hull which made the collisions much more accurate. Works great!
Its a little frustrating doing the older tutes because of the major changes to certain nodes but finding the way to get it to work in the latest version is proving to be a good exercise.
and it does work with the Bullet solver!
You just need to adjust the Min/Max Impact values on the Vornoi Fracture Configure Object node “fractureparms”. Raising the minimum impact to a high enough value prevents the initial fracturing. (Just like Himanshu.joshi said)
I also changed the Geometry Representation on the columns' RBD Pack Object node to Convex Hull which made the collisions much more accurate. Works great!
Its a little frustrating doing the older tutes because of the major changes to certain nodes but finding the way to get it to work in the latest version is proving to be a good exercise.
Edited by Rebus B - Jan. 4, 2018 19:38:54
Technical Discussion » Houdini 16.5 crashes on startup on OSX
- Rebus B
- 80 posts
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Having same problem. Mac OS10.10.5 NVIDIA Quadro 4000 2048 MB
Previous version ran fine. 16.5.323 ran for a while, now crashes on start. Uninstalled all Houdini versions, rebooted, reinstalled. Now always crashes (Fatal Error) on start after windows come up. Saves empty scene file on crash.
Console reports:
1/3/18 10:12:32.000 PM happrentice: dyld: lazy symbol binding failed: Symbol not found: _clock_gettime
Referenced from: /Applications/Houdini/Houdini16.5.323/Frameworks/Houdini.framework/Versions/16.5.323/Libraries/./libcurl.dylib
Expected in: /usr/lib/libSystem.B.dylib
1/3/18 10:12:32.000 PM happrentice: dyld: Symbol not found: _clock_gettime
Referenced from: /Applications/Houdini/Houdini16.5.323/Frameworks/Houdini.framework/Versions/16.5.323/Libraries/./libcurl.dylib
Expected in: /usr/lib/libSystem.B.dylib
1/3/18 10:12:32.333 PM happrentice: CFUserNotificationDisplayAlert: called from main application thread, will block waiting for a response.
Checked for library named above and it does exist on system.
If latest version will not work, can we downgrade a version to one that does with Apprentice (please?)
Previous version ran fine. 16.5.323 ran for a while, now crashes on start. Uninstalled all Houdini versions, rebooted, reinstalled. Now always crashes (Fatal Error) on start after windows come up. Saves empty scene file on crash.
Console reports:
1/3/18 10:12:32.000 PM happrentice: dyld: lazy symbol binding failed: Symbol not found: _clock_gettime
Referenced from: /Applications/Houdini/Houdini16.5.323/Frameworks/Houdini.framework/Versions/16.5.323/Libraries/./libcurl.dylib
Expected in: /usr/lib/libSystem.B.dylib
1/3/18 10:12:32.000 PM happrentice: dyld: Symbol not found: _clock_gettime
Referenced from: /Applications/Houdini/Houdini16.5.323/Frameworks/Houdini.framework/Versions/16.5.323/Libraries/./libcurl.dylib
Expected in: /usr/lib/libSystem.B.dylib
1/3/18 10:12:32.333 PM happrentice: CFUserNotificationDisplayAlert: called from main application thread, will block waiting for a response.
Checked for library named above and it does exist on system.
If latest version will not work, can we downgrade a version to one that does with Apprentice (please?)
Edited by Rebus B - Jan. 3, 2018 22:20:03
Houdini Indie and Apprentice » More on Noise Fields - seeking turbulence
- Rebus B
- 80 posts
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Playing with wires, would like to apply a random turbulent force that would make the wires float and twist in space.
This thread provided a good start but leaves a few questions [www.sidefx.com]. The basic set up appears to be piping a geometry SOP and a Noise Field DOP into the Field Force data input. The Field Force has Force Attribute parameter set to N which puzzled me at first, but it looks like the Field Force vectors will be set to the Normal of the input geometry, with the Noise Field acting as a mask or scaling the N vectors.
Is the correct interpretation of what is happening with the Noise Field -> Field Force setup? and how would you get a force whose direction varies from point to point in space with this set up or is there another source for that kind of turbulence? Again, just looking for a way to apply simple turbulence force in DOPs.
This thread provided a good start but leaves a few questions [www.sidefx.com]. The basic set up appears to be piping a geometry SOP and a Noise Field DOP into the Field Force data input. The Field Force has Force Attribute parameter set to N which puzzled me at first, but it looks like the Field Force vectors will be set to the Normal of the input geometry, with the Noise Field acting as a mask or scaling the N vectors.
Is the correct interpretation of what is happening with the Noise Field -> Field Force setup? and how would you get a force whose direction varies from point to point in space with this set up or is there another source for that kind of turbulence? Again, just looking for a way to apply simple turbulence force in DOPs.
Houdini Indie and Apprentice » Unable to load texture on Promoted Paramter
- Rebus B
- 80 posts
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Thanks for the info! so the $HFS never gets expanded in the file path? edit: yes, full path works!
Strange that it appears to work automatically in the webdemo… maybe I missed a step. Or is there a setting that will bring in the global values to the parameter nodes in /mat context?
Strange that it appears to work automatically in the webdemo… maybe I missed a step. Or is there a setting that will bring in the global values to the parameter nodes in /mat context?
Edited by Rebus B - June 30, 2017 20:58:17
Houdini Indie and Apprentice » Unable to load texture on Promoted Paramter
- Rebus B
- 80 posts
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Following Illume Webinar Houdini VOPs [www.sidefx.com] where Mr. Wagner is showing how to access a texture assigned in a Principled Shader VOP. He promotes the basecolor-texture parameter and exposes the parameter node (which can then be wired to a Texture VOP to access the actual texture data.)
However when I promote the texture override on the principledshader1 vop it errors out with this:
Reloading the texture file in the parameter vop doesn't help, files can be selected but report another “unable to load texture” error.
Why would breaking out the texture parameter break the ability to load the texture file?
However when I promote the texture override on the principledshader1 vop it errors out with this:
[14:11:12] mantra: Unable to load texture '$HFS/houdini/pic/texture/concrete001_basecolor.rat'
Why would breaking out the texture parameter break the ability to load the texture file?
Houdini Indie and Apprentice » Self Intersecting Line?
- Rebus B
- 80 posts
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Houdini Indie and Apprentice » Self Intersecting Line?
- Rebus B
- 80 posts
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Is it possible to add points to a line where it self intersects? Clip doesn't work, it just cuts it in half.
Looking for something that will make the polyexpand2d work given a (polygon?) line generated as follows:
Looking for something that will make the polyexpand2d work given a (polygon?) line generated as follows:
Houdini Indie and Apprentice » Edit Edge Loop Selection?
- Rebus B
- 80 posts
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Well that is what I thought and it does indeed make the edge red and the minus sign shows up but those edges still stay selected after the click. Just tried it on one of the other edges (those in the middle of the loop select) and it deselects as expected. Strangely the edges I need to lose are not deselecting!
Maybe I am using the wrong tools… I will attach the file.
Just trying to figure out the modelling tools, want to round the edges where a boolean operation took place.
Maybe I am using the wrong tools… I will attach the file.
Just trying to figure out the modelling tools, want to round the edges where a boolean operation took place.
Edited by Rebus B - July 22, 2016 19:48:30
Houdini Indie and Apprentice » Edit Edge Loop Selection?
- Rebus B
- 80 posts
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Trying to select the edges of a Cookie'd boolean for rounding/beveling. Using A+MMB to select edge loop but it over shoots, and cuts some corners. Unable to deselect edges from the loop selection! ctr clicking the edges does nothing.
How do you deselect individual edges from a A+MMB selected edge loop?
(the blue arrow points to one of the edges I would like to delete from selection but cannot)
How do you deselect individual edges from a A+MMB selected edge loop?
(the blue arrow points to one of the edges I would like to delete from selection but cannot)
Edited by Rebus B - July 22, 2016 16:32:58
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