I am running a dual monitor setup, but that is fine with H10.
As I mentioned in my first post turning off material effects improves things a little but not to a workable level.
No warning messages visible.
What does work is using logmein.com to remotely log in….. why would that help? Is the viewport getting too many mouse events?
From the info panel
Free VRAM: 90Mb
Texture use: 0Mb
Frame buffer: 31Mb (1084 x 772)
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Technical Discussion » Massive viewport lag [SOLVED]
- Simon
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Technical Discussion » Massive viewport lag [SOLVED]
- Simon
- 2199 posts
- Online
I'm seeing a massive delay in the viewport catching up with my mouse movements. So when I zoom, pan or tumble about 3 seconds later the model stops zooming, panning and tumbling. I've tried turning off materials which helps for simple models but for ones with high poly counts it's just no good.
With materials on it's more like a 10 second delay.
Nvidia Quadro FX 570
Driver - 6.14.11.6926 and also tried 6.14.12.5912
Win XP 64
Any ideas how to switch it back to H10 speedy mode?
With materials on it's more like a 10 second delay.
Nvidia Quadro FX 570
Driver - 6.14.11.6926 and also tried 6.14.12.5912
Win XP 64
Any ideas how to switch it back to H10 speedy mode?
Edited by - Aug. 9, 2010 11:26:22
Houdini Lounge » How do I import geometry from other applications
- Simon
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Yeah $F will get changed to the current frame number so if you aren't on a frame number that matches your input sequence the file sop will throw an error and not display anything. Looked like you had 7 objs in a sequence.
Technical Discussion » Sort and Join primitives.
- Simon
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Technical Discussion » how to partition a single primitive in to multiple
- Simon
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Technical Discussion » how to partition a single primitive in to multiple
- Simon
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You could use the add sop, turn on “Delete geometry but keep the Points”, go to the Polygons tab and use “By Group” and Add “By Attribute” Cd
The problem will be that you get gaps between each new polygon, but maybe that is what you expected I don't know.
The problem will be that you get gaps between each new polygon, but maybe that is what you expected I don't know.
Technical Discussion » How to blur a raytrace shadow?
- Simon
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Use all the same settings but just switch the type to Area Light and then you will get blurred shadows. The bigger you make the area light the more blurred they get, but you might need more samples, all of which is controlled by the area light options tab.
Technical Discussion » How to blur a raytrace shadow?
- Simon
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Technical Discussion » Jpeg2000 .jp2 .jpx
- Simon
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Houdini Lounge » Houdini 11 Sneak Peek
- Simon
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Looks a lot to me like you could do most of those things with recursive voronoi fracturing. And the wood splittering just looks like stretched out voronoi cells, at the very least you could approximate it that way.
Houdini Lounge » carving prims in sequence
- Simon
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You could probably do it in a foreach node. Don't have time to try it out for you but I'm sure that would work. Anything where you need to process things one at a time will work in a foreach sop, or a copy stamp loop which is a bit more old school.
For a compact manual method check out my multi-carve example on www.houdinitools.com it's near the bottom of the otls page.
For a compact manual method check out my multi-carve example on www.houdinitools.com it's near the bottom of the otls page.
Technical Discussion » Procedural/Parametric modelling question
- Simon
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Houdini Indie and Apprentice » custom VEX multithreading
- Simon
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Have you set it to use 1 thread per processor? It's in the number of threads drop down menu automatically included in the parameters of every vex node.
VEX is SIMD compiled so every vex node can run multi-threaded.
VEX is SIMD compiled so every vex node can run multi-threaded.
Houdini Lounge » Edge Grouping?
- Simon
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…also
The way my sop works is simply to take a point group and convert it to the form p0-1-2-3.. etc as suggest earlier in this thread using strreplace, you then paste a reference to that formatted string where-ever you want it.
It would probably be possible to write a similar tool to mine as a python sop these days, you could then easily extend it to work with the “Prim num” “Edge num” format or any other format you liked. For example mimicking the range and pattern options of the group sop. No need then for shell scripts.
The way my sop works is simply to take a point group and convert it to the form p0-1-2-3.. etc as suggest earlier in this thread using strreplace, you then paste a reference to that formatted string where-ever you want it.
It would probably be possible to write a similar tool to mine as a python sop these days, you could then easily extend it to work with the “Prim num” “Edge num” format or any other format you liked. For example mimicking the range and pattern options of the group sop. No need then for shell scripts.
Houdini Indie and Apprentice » all polygonal geometry is black in the viewport?
- Simon
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When you merge elements together if some have normals added and some don't the bits that don't will have normals created and set to (0,0,0) hence the black. You should see a warning message on the merge sop saying there was a mismatch of attributes.
Personally I think it would be a nice feature for the merge sop to detect that case and add “correct” normals, however it doesn't and that's why you see black geometry.
You can either remove them higher up the chain, as you have found out, or remove them after the merge or add a new facet sop and recalculate all the normals, all 3 ways will remove the black.
Personally I think it would be a nice feature for the merge sop to detect that case and add “correct” normals, however it doesn't and that's why you see black geometry.
You can either remove them higher up the chain, as you have found out, or remove them after the merge or add a new facet sop and recalculate all the normals, all 3 ways will remove the black.
Houdini Lounge » Edge Grouping?
- Simon
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I just wanted to be sure that the procedural approach was actually going to be of any benefit. Sometimes people miss the obvious because they get too stuck in the mind set that Houdini only works in a procedural way.
As for the group sop not supporting edge selections I agree it is a major missing element and one that my edge group node only partially addresses.
The reason edge groups are not supported is historical, sops that manipulate edges were introduced quite late in the history of Houdini and sadly when they were I'm guessing it involved too much work to properly include them with the procedurally tools.
I still have hopes that one day this will be rectified along with a number of other missing modeling tools. Maybe H11 but not so sure, one day though, one day.
Keep submitting requests for this people and eventually Sesi will add it.
@markerline:
As for the group sop not supporting edge selections I agree it is a major missing element and one that my edge group node only partially addresses.
The reason edge groups are not supported is historical, sops that manipulate edges were introduced quite late in the history of Houdini and sadly when they were I'm guessing it involved too much work to properly include them with the procedurally tools.
I still have hopes that one day this will be rectified along with a number of other missing modeling tools. Maybe H11 but not so sure, one day though, one day.
Keep submitting requests for this people and eventually Sesi will add it.
@markerline:
Have you ever tried modeling anything?Yes, I spend about 70% of my working life modelling in houdini 8)
Houdini Lounge » Edge Grouping?
- Simon
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Is there a reason why you don't just pick the edges to extrude in the viewport interactively?
Houdini Indie and Apprentice » Rendering Add Sop
- Simon
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I think it is rendering wires but the default width is too great.
Either scale your object up or add a width attribute set to something small like 100th of the size of your box.
Either scale your object up or add a width attribute set to something small like 100th of the size of your box.
Houdini Indie and Apprentice » UV Mapping in Houdini?
- Simon
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I think you're probably just over stating the need to do it automatically. Really how long does it take to pick the image to display?
If it were to do it automatically how would it know what image you wanted, your material might have many texture slots in it how would houdini choose automatically which one to display?
Sure I can see how that might be a useful feature if one could find a way to make it work but not having it hardly stops you doing texturing in Houdini. If you are in a studio situation and really need it every day then add a script to do it, it's not such a big deal.
I stopped using other packages years ago but at the time none of them did what you are assuming is standard and yet somehow everyone managed to do texturing.
If I were you I would put in an RFE (request for enhancement) using the link under Support at the top of this site. If enough people feel it is a missing feature Sesi will add it in.
If it were to do it automatically how would it know what image you wanted, your material might have many texture slots in it how would houdini choose automatically which one to display?
Sure I can see how that might be a useful feature if one could find a way to make it work but not having it hardly stops you doing texturing in Houdini. If you are in a studio situation and really need it every day then add a script to do it, it's not such a big deal.
I stopped using other packages years ago but at the time none of them did what you are assuming is standard and yet somehow everyone managed to do texturing.
If I were you I would put in an RFE (request for enhancement) using the link under Support at the top of this site. If enough people feel it is a missing feature Sesi will add it in.
Houdini Indie and Apprentice » UV Mapping in Houdini?
- Simon
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I wasn't saying it was weird just that your question was confusing. One minute you seemed to be talking about regular texture mapping the next procedural textures. I can see why it is tricky to visualise procedural textures in the viewports since they have to be calculated on the fly first, hence the need to bake them out.
To display an image in the UV viewport as in your screen grab just open up the display options - shortcut “d” and go to the background tab to set the image and the uv range required.
If you want that to automatically change for each object you select then I think you might have to create a toolshelf script to swap the image dependent on the selected object. As far as I know there is no built in method to do that. However that image you posted doesn't show that it shows only one object but with different parts of that object having different uv coordinates. That's the same thing you would do in houdini using the pelt sop and groups.
Also in the display options under the misc tab make sure display textures is on so that you can see any results of your changes in the 3d view (again as in your screen grab)
To display an image in the UV viewport as in your screen grab just open up the display options - shortcut “d” and go to the background tab to set the image and the uv range required.
If you want that to automatically change for each object you select then I think you might have to create a toolshelf script to swap the image dependent on the selected object. As far as I know there is no built in method to do that. However that image you posted doesn't show that it shows only one object but with different parts of that object having different uv coordinates. That's the same thing you would do in houdini using the pelt sop and groups.
Also in the display options under the misc tab make sure display textures is on so that you can see any results of your changes in the 3d view (again as in your screen grab)
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