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Houdini Lounge » H19.5.682 arm64 macOS build
- johnmather
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Houdini Lounge » Houdini 19 doesn't load AT ALL on Ubuntu 21.10
- johnmather
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Could you also post the output from the clinfo utility? You should be able to find it in your package manager.
Houdini Lounge » Houdini 19 doesn't load AT ALL on Ubuntu 21.10
- johnmather
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That crash looks like it's related to OpenCL, not malloc. Which CPU and OS are you using? Can you try the following and see if it also crashes? Try with and without the LD_PRELOAD.
Also, perhaps try removing the quotes around CPU when specifying HOUDINI_OCL_DEVICETYPE.
hgpuinfo -c
Also, perhaps try removing the quotes around CPU when specifying HOUDINI_OCL_DEVICETYPE.
Edited by johnmather - July 21, 2023 14:37:10
Houdini Engine for Maya » Maya Geometry loses shaders (goes green) using HISTORY mode
- johnmather
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Houdini Engine for Maya » Maya 2024?
- johnmather
- 469 posts
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Houdini Engine for Maya » What's new in Houdini Engine for Maya
- johnmather
- 469 posts
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Houdini Engine for Maya » Maya 2024?
- johnmather
- 469 posts
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The plugin has yet to be updated to 2024, but it's on my list. I hope to get to it next week.
Technical Discussion » problems starting houdini engine on rocky linux 9 | fedor36
- johnmather
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nicolaas.tangheSome of those packages can be found on the system requirements page: https://www.sidefx.com/Support/system-requirements/ [www.sidefx.com]
Thought i`d add the packages here. I thought for sure they were here somewhere but i couldn`t find them.
Edited by johnmather - June 4, 2023 00:16:30
Houdini Lounge » How to fake a facial rig by morphing standard face?
- johnmather
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Topotransfer has been available since 18.5: https://www.sidefx.com/docs/houdini/nodes/sop/topotransfer.html [www.sidefx.com]
Houdini Engine for Maya » maya to bgeo exporter
- johnmather
- 469 posts
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You will either need to go through the Houdini Engine for Maya plugin or write your own plugin to write the format.
Technical Discussion » Houdini 19 on LInux help browser issue
- johnmather
- 469 posts
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Be aware that disabling the QT WebEngine sandbox reduces the security of the browser. Only visit trusted sites in the browser when setting this value.
Houdini Engine for Maya » Preserve maya hierarchy
- johnmather
- 469 posts
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It's not pretty, but it's possible.
When a hierarchy is passed from Maya to Houdini, the primitive name attribute will describe the hierarchy.
Eg:
In your asset, right before you output it, do the following:
Put down a primitive wrangle and enter:
This will produce a safename attribute with names such as:
Now, add a Groups from Name node and specify the safename attribute, which will convert the primitive name attribute to groups with the same name. We needed to create the safe name as pipe characters cannot be used in a group name.
Now, in Maya, if you turn on "Split Geos By Group", it will split the objects based on these strings, giving you objects such as:
Now, all you need to do is bake the asset, chop off the prefix and _# at the end and replace the "ZZ" characters with "|" to get the original path of the objects.
If you're feeling adventurous, you could try and wrap this final process up into the post-sync callback. https://www.sidefx.com/docs/maya/_maya__scripting.html#Maya_Scripting_Mel_Callbacks [www.sidefx.com]
When a hierarchy is passed from Maya to Houdini, the primitive name attribute will describe the hierarchy.
Eg:
"|pSphere1|pSphere2|pSphereShape2"
In your asset, right before you output it, do the following:
Put down a primitive wrangle and enter:
s@safename = replace(s@name, "|", "ZZ");
This will produce a safename attribute with names such as:
"ZZpSphere1ZZpSphere2ZZpSphereShape2"
Now, add a Groups from Name node and specify the safename attribute, which will convert the primitive name attribute to groups with the same name. We needed to create the safe name as pipe characters cannot be used in a group name.
Now, in Maya, if you turn on "Split Geos By Group", it will split the objects based on these strings, giving you objects such as:
"|myAsset|myAsset|ZZpSphere1ZZpSphereShape1_1"
Now, all you need to do is bake the asset, chop off the prefix and _# at the end and replace the "ZZ" characters with "|" to get the original path of the objects.
If you're feeling adventurous, you could try and wrap this final process up into the post-sync callback. https://www.sidefx.com/docs/maya/_maya__scripting.html#Maya_Scripting_Mel_Callbacks [www.sidefx.com]
Edited by johnmather - May 9, 2023 19:17:20
Technical Discussion » AMDGPU Houdini LINUX
- johnmather
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It is recommended that you use Workstation if available.
Edited by johnmather - March 31, 2023 13:47:39
Houdini Lounge » problems with local licensing server. RHEL9
- johnmather
- 469 posts
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How did you install Houdini and the license server?
For the systemctl failure, try installing the chkconfig package and try again.
For the systemctl failure, try installing the chkconfig package and try again.
Houdini for Realtime » SideFX Labs Bugs and issues
- johnmather
- 469 posts
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Technical Discussion » Production build default and py37
- johnmather
- 469 posts
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It denotes the version of python that that build of Houdini utilizes. Py39 is Python 3.9, Py37 in Python 3.7. The difference is mainly for studios that require a specific version.
Technical Discussion » Houdini FX 19.5.534 on M1 Max Ventura 13.2.1 - no Scipy
- johnmather
- 469 posts
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My initial thoughts are that you do not have Xcode installed. Open the macOS terminal and run the following, then try again.
sudo xcode-select --install
Edited by johnmather - March 1, 2023 16:08:13
Houdini Lounge » License server not running in every single reboot
- johnmather
- 469 posts
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Houdini Engine for Maya » The Houdini Engine for Maya plugin could not be initialized
- johnmather
- 469 posts
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How did you install Houdini and the plugin? Did you use the legacy installer, or the launcher?
Technical Discussion » Labs for Houdini 19.5?
- johnmather
- 469 posts
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If you click on the Install Packages button in the launcher under Labs/Packages, do you get an option to install Labs for 19.5?
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