Dear sidefx,
When running houdini from shell terminal, I get the following error messages:
vlads-macbook-pro:Resources madjestic$
Last login: Wed Mar 7 23:26:56 on ttys000
vlads-macbook-pro:Resources madjestic$ cd /Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources;source houdini_setup
The Houdini 12.0.554 environment has been initialized.
vlads-macbook-pro:Resources madjestic$ houdini
vlads-macbook-pro:Resources madjestic$ Could not initialize the help server:
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/houdini/python2.6libs/houdinihelp/__init__.py”, line 38, in <module>
from houdinihelp.wiki import WIKI, page_to_html, string_to_html, string_to_xml
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/houdini/python2.6libs/houdinihelp/wiki.py”, line 10, in <module>
from wikiparser.filters.trees import (block_attribute_elements, color_syntax,
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/houdini/python2.6libs/wikiparser/filters/trees.py”, line 20, in <module>
from pygments.lexers import get_lexer_by_name
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/python/lib/python2.6/site-packages/pygments/lexers/__init__.py”, line 21, in <module>
from pygments.plugin import find_plugin_lexers
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/python/lib/python2.6/site-packages/pygments/plugin.py”, line 39, in <module>
import pkg_resources
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/python/lib/python2.6/site-packages/pkg_resources.py”, line 657, in <module>
class Environment(object):
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/python/lib/python2.6/site-packages/pkg_resources.py”, line 660, in Environment
def __init__(self, search_path=None, platform=get_supported_platform(), python=PY_MAJOR):
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/python/lib/python2.6/site-packages/pkg_resources.py”, line 55, in get_supported_platform
plat = get_build_platform(); m = macosVersionString.match(plat)
File “/Library/Frameworks/Houdini.framework/Versions/12.0.554/Resources/python/lib/python2.6/site-packages/pkg_resources.py”, line 187, in get_build_platform
plat = get_platform()
File “/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/distutils/util.py”, line 98, in get_platform
File “/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/distutils/sysconfig.py”, line 537, in get_config_vars
File “/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/distutils/sysconfig.py”, line 405, in _init_posix
DistutilsPlatformError: invalid Python installation: unable to open /usr/include/python2.6/pyconfig.h (No such file or directory)
I checked and see that the dir /usr/include does not exist. I am not sure if it supposed to be there, or whether it is deleted after Xcode 4.3 installation. I can run python interpreter normally otherwise (both inside Houdini Python Shell and inside a terminal window).
vlads-macbook-pro:Resources madjestic$ python
Python 2.6.7 (r267:88850, Jul 31 2011, 19:30:54)
on darwin
Type “help”, “copyright”, “credits” or “license” for more information.
>>>
Platform: darwin-x86_64-gcc4.2-MacOSX10.7
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: NVIDIA GeForce 9400M OpenGL Engine
OpenGL Version: 2.1 NVIDIA-7.18.11
OpenGL Shading Language: 1.20
Detected: NVidia Consumer (Mac version)
Unknown VRAM
7.18.11.0
So things seem to work despite the error messages, but I would love to find out what's causing that.
Regards,
Vlad
Found 183 posts.
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Technical Discussion » python issues OSX
- madjestic
- 325 posts
- Offline
Technical Discussion » Cloth Sim normals
- madjestic
- 325 posts
- Offline
Hey, guys
It looks like normals (or any other vector attributes) are not recomputed during cloth sim in DOPs (in contrast to what is happening during RBD sim for example).
The cloth input object has normals in my case, and I expect it to recompute them during the sim. Or is there some sneaky tick somewhere that I overlook?
Is that normal expected behavior?
Thanks,
Vlad
It looks like normals (or any other vector attributes) are not recomputed during cloth sim in DOPs (in contrast to what is happening during RBD sim for example).
The cloth input object has normals in my case, and I expect it to recompute them during the sim. Or is there some sneaky tick somewhere that I overlook?
Is that normal expected behavior?
Thanks,
Vlad
Technical Discussion » Glass shader problem
- madjestic
- 325 posts
- Offline
Don't forget actually sending the bug report to SESI, not just posting it here on the forum
Houdini Lounge » Very very slow download
- madjestic
- 325 posts
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Houdini Lounge » Very very slow download
- madjestic
- 325 posts
- Offline
Houdini Lounge » FLUID simulations
- madjestic
- 325 posts
- Offline
Pagefan
Recipe for fluid simulation:
1) mount camera on tripod
2) aim it at a green screen
3) get bucket
4) fill bucket with water
4.5)add pigment to the bucket of water, to save you some time chromackeying it afterwards
5) place actors on stage (rubber duckies will do)
6) turn on the cam and yell action
7) throw bucket of water at duckies
8) do some post in Nuke
Technical Discussion » keeping sticky functionality inside a Digital Asset
- madjestic
- 325 posts
- Offline
Hey guys,
I am wrapping up a sticky object inside a Digital Asset and want it to pick up the current selected node's name (when created). ). Basically I want my DA to behave (UI wise) as a sticky object when selected (or, at least, when created).
So far I have a single node inside the DA - sticky1 object. I made it editable (I've got sticky1 listed in Editable Nodes field, under Basic tab, Operator Type Properties). Now when I create the DA, before the DA node is created in the network, I get the same creation dialog as if I was creating a regular sticky object (a small cross hair with 3 coordinates). That is half what is desired - now I need the sticky node inside my DA to pick up the selected geometry node's name and (in best scenario) coordinates.
I tried playing a bit with OnCreate scripts but it didn't get me far yet.
Any tips how I can get that data?
Thanks,
Vlad
I am wrapping up a sticky object inside a Digital Asset and want it to pick up the current selected node's name (when created). ). Basically I want my DA to behave (UI wise) as a sticky object when selected (or, at least, when created).
So far I have a single node inside the DA - sticky1 object. I made it editable (I've got sticky1 listed in Editable Nodes field, under Basic tab, Operator Type Properties). Now when I create the DA, before the DA node is created in the network, I get the same creation dialog as if I was creating a regular sticky object (a small cross hair with 3 coordinates). That is half what is desired - now I need the sticky node inside my DA to pick up the selected geometry node's name and (in best scenario) coordinates.
I tried playing a bit with OnCreate scripts but it didn't get me far yet.
Any tips how I can get that data?
Thanks,
Vlad
Houdini Lounge » RFE: whole word search
- madjestic
- 325 posts
- Offline
Houdini Lounge » RFE: whole word search
- madjestic
- 325 posts
- Offline
Hey SESI,
I find houdini internal code editor shaping up and becoming almost usable now, thank you for your efforts, however there are a few basic things that I miss quite a bit at the moment:
1) whole word search pattern option. That is if I am looking for ABC - I want to find only ABC cases, not aaABCdef ABCdef or aaABC, etc.
2) ability to select all text inside text editor window (someithing like Ctrl+a functionality)
Not sure how difficult it is to implement those, but it doesn't look like too much effort I hope. And it will make the houdini editor 1 step sweeter
Vlad
I find houdini internal code editor shaping up and becoming almost usable now, thank you for your efforts, however there are a few basic things that I miss quite a bit at the moment:
1) whole word search pattern option. That is if I am looking for ABC - I want to find only ABC cases, not aaABCdef ABCdef or aaABC, etc.
2) ability to select all text inside text editor window (someithing like Ctrl+a functionality)
Not sure how difficult it is to implement those, but it doesn't look like too much effort I hope. And it will make the houdini editor 1 step sweeter
Vlad
Houdini Lounge » Two Errors In the Windows H10 10.0.249.3 Builds
- madjestic
- 325 posts
- Offline
4 hours ago, same mistake:
CPROGRA~1/SIDEEF~1/HOUDIN~1.3/houdini/config/IconMapping(95): Missing semi-colon
Doesn't effect the functionality though.
CPROGRA~1/SIDEEF~1/HOUDIN~1.3/houdini/config/IconMapping(95): Missing semi-colon
Doesn't effect the functionality though.
Technical Discussion » How to scatter points based on a probability map
- madjestic
- 325 posts
- Offline
Maybe not exactly what you want, but you could scatter the points based on some attribute that you create from a map, e.g. Cd attribute that you get from a texture and scatter points based on that.
Cheers
Cheers
Technical Discussion » RFE: Rendering: Tweaking mblur contributions separetely
- madjestic
- 325 posts
- Offline
Or simply add a ‘camera blur’ little tick in the mantra ROP - that is to enable or disable blur from camera's transformations, if that makes any sense of course.
Technical Discussion » [BUG] the paint and sculpt sop does not work in win 32bit
- madjestic
- 325 posts
- Offline
I am not sure that's exactly what you are doing, but I suppose that your geo's resolution is simply too low, and you are trying to paint\sculpt with small brush sizes inbetwen the geo's points. (like with a small brush on a hugely scaled grid, standard 10x10 division). I.e. get a denser geo before painting it.
Don't expect from Houdini exactly the similar functionality as Modo\Zbrush - while those are painting displacement maps and give you immediate OGL results - Houdini SOPs (Paint\Sculpt, dia dia dia) are operating on Geometry Points\Faces\Edges\etc attributes (including P, position), not in-between point's space or textures (I may be deviating from the point here though).
Hope that helps,
cheers.
Don't expect from Houdini exactly the similar functionality as Modo\Zbrush - while those are painting displacement maps and give you immediate OGL results - Houdini SOPs (Paint\Sculpt, dia dia dia) are operating on Geometry Points\Faces\Edges\etc attributes (including P, position), not in-between point's space or textures (I may be deviating from the point here though).
Hope that helps,
cheers.
Technical Discussion » Instance OBJ + Override Properties
- madjestic
- 325 posts
- Offline
Hi there,
I am not even sure if it is possible, but I decided to ask SESI as the last resort:
if I've got my_geo.0.bgeo as the file param in Mantraelayed Load procedural - can I override that 0 (digit) in the file name, with the Instance OBJ (Override Properties param)? Or is it meant to do something different - it was not clear from the Help whether such feature is supported or not.
Basically I'd like to point instance different DRAs, without scripting and\or editing IFDs for that purpose , but I am not sure if it is even possible or makes sense here.
Thanks
I am not even sure if it is possible, but I decided to ask SESI as the last resort:
if I've got my_geo.0.bgeo as the file param in Mantraelayed Load procedural - can I override that 0 (digit) in the file name, with the Instance OBJ (Override Properties param)? Or is it meant to do something different - it was not clear from the Help whether such feature is supported or not.
Basically I'd like to point instance different DRAs, without scripting and\or editing IFDs for that purpose , but I am not sure if it is even possible or makes sense here.
Thanks
Technical Discussion » Harware recommendations for houdini machine
- madjestic
- 325 posts
- Offline
“Memory Alloctation Error” is another issue so favourable with windows 32bit users. Linux is a magic balm on your fethered nerves in that context.
On the other hand I found XP64 being extremely snappy with POPs, when doing some crash tests (> 5 mlns of particles) back then with 8.2.
On the other hand I found XP64 being extremely snappy with POPs, when doing some crash tests (> 5 mlns of particles) back then with 8.2.
Technical Discussion » 3rd Party Renderers (3Delight and MR)
- madjestic
- 325 posts
- Offline
Technical Discussion » RFE: Vertex Normals
- madjestic
- 325 posts
- Offline
Looks like it is one of those long asked for but not urgently important features (ramp VOP\VEX?), that were always set into the background of more essential things.
Maybe now, when SESI has included so many BIG tasty nifties into 8.1 and 9.0, it will be possible to invest some resources to those, smaller, things?
Regards
Maybe now, when SESI has included so many BIG tasty nifties into 8.1 and 9.0, it will be possible to invest some resources to those, smaller, things?
Regards
Technical Discussion » Smoke Solver/Gas Advect Bug: RBD+CFD sim freezes
- madjestic
- 325 posts
- Offline
Hi SESI
Here's a hipnc with a small sim set up - an RBD sphere falls onto the Smoke container and Houdini sim freezez around frame 29, saying something about Gas Advect solver in the bottom line, velocity lines also look weird - all edgy and hectic at that frame. If I change fps to,say, 25fps - it runs all right.
I've bug reported it, but there was no way to attach the scene file.
Regards.
P.S.
H9.0.766
Windows XP
AMD4600X2
4Gb RAM
Here's a hipnc with a small sim set up - an RBD sphere falls onto the Smoke container and Houdini sim freezez around frame 29, saying something about Gas Advect solver in the bottom line, velocity lines also look weird - all edgy and hectic at that frame. If I change fps to,say, 25fps - it runs all right.
I've bug reported it, but there was no way to attach the scene file.
Regards.
P.S.
H9.0.766
Windows XP
AMD4600X2
4Gb RAM
Houdini Lounge » BPR + light dispersion
- madjestic
- 325 posts
- Offline
Hi, SESI
Does mantra PBR support light dispersion?
Not that I need it much, just curious
Thanks
Does mantra PBR support light dispersion?
Not that I need it much, just curious
Thanks
Houdini Lounge » LMB:Previous Key Frame, RMB:...
- madjestic
- 325 posts
- Offline
Hi SESI,
Doesn't anybody miss that small dot toggle button that appeared near a parameter field with key frames in H8 as soon as you created a keyframe? You could RMB\LMB to jump to next\previous key frames. 1 button click process. Right now, in H9, you have to do RMB->Channels and Keyframes->Jump to next\prev Keyframe for the same result: 3 steps instead of 1, which looks inappropriate, and even irritating when you are animating and have to jump back and forth alot. Is ther a chance SESI may decide to bring that old good feature back into H9?
Thanks
Doesn't anybody miss that small dot toggle button that appeared near a parameter field with key frames in H8 as soon as you created a keyframe? You could RMB\LMB to jump to next\previous key frames. 1 button click process. Right now, in H9, you have to do RMB->Channels and Keyframes->Jump to next\prev Keyframe for the same result: 3 steps instead of 1, which looks inappropriate, and even irritating when you are animating and have to jump back and forth alot. Is ther a chance SESI may decide to bring that old good feature back into H9?
Thanks
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