Hi,
I'm facing the same situation, my Houdini version is compiled with gcc4.4 and I made sure i'm compiling with gcc 4.4, but still the problem is there …
Any help would be really appreciated.
Cheers
Found 16 posts.
Search results Show results as topic list.
Technical Discussion » Using Eclipse in Linux for Houdini 11
- ---nmn---
- 16 posts
- Offline
Houdini Indie and Apprentice » Error:- SQLite is too old and the application cannot run.
- ---nmn---
- 16 posts
- Offline
same here, after my ubuntu 9.1 update
houdini is not working …
anyone has a solution please …
Thanks
houdini is not working …
anyone has a solution please …
Thanks
Technical Discussion » is there bump mapping in houdini or is it always displacemen
- ---nmn---
- 16 posts
- Offline
thank you a lot jason for the thourough explanation, in fact after i played a little more with it i discovered that i can jsut disconnect the P, but the true displacement flag is much simpler thanks for that tip.
i have two more questions though :
1 - what is the difference(s) between the bump map node and the displace along normal node
2 - what are the pros and cons of disconnecting the P in a displacement shader (with N still connected), or connecting the N in a surface shader ? at first i thought it would be more efficient in the surface shader or am i wrong here ?
Cheers
i have two more questions though :
1 - what is the difference(s) between the bump map node and the displace along normal node
2 - what are the pros and cons of disconnecting the P in a displacement shader (with N still connected), or connecting the N in a surface shader ? at first i thought it would be more efficient in the surface shader or am i wrong here ?
Cheers
Technical Discussion » is there bump mapping in houdini or is it always displacemen
- ---nmn---
- 16 posts
- Offline
Hi everyone, hope you will help me to understand this issue.
in fact what i was searching for is bump mapping in houdini , so after some searching and tests, i got confused …
because i created a burlap material directly from the material palette and inside it i just replaced the displacement vex node with a bump map node
the render result still looked like a displacement though (the edges of the geometry didn't keep unchanged), then i entered inside that bumo map node
and i found there is a displacement node inside .
can anyone please explain to me displacement vs bump in houdini ? and clarify things about what i did?
Best Regards
in fact what i was searching for is bump mapping in houdini , so after some searching and tests, i got confused …
because i created a burlap material directly from the material palette and inside it i just replaced the displacement vex node with a bump map node
the render result still looked like a displacement though (the edges of the geometry didn't keep unchanged), then i entered inside that bumo map node
and i found there is a displacement node inside .
can anyone please explain to me displacement vs bump in houdini ? and clarify things about what i did?
Best Regards
Technical Discussion » view dependant photon map generation disappeared in v10 ?!!
- ---nmn---
- 16 posts
- Offline
Thanks for your answers andrewc
so now it is not possible to use raytracing or micropoly for GI ? unless i have a light emitting photons in my scene, or i use the vex GI, or the irradiance vex node ? coz before it was possible to just emit the photons with the view dependant then render with micro or RT to get the desired effect.
and when you said irradiance cache was for vex GI when doing AO, did you mean it's only usefull for AO ? or when only using the vex GI with whatever option like AO, full irradiance … etc. and does it have an influence if you have an iiradiance node in your material ?
EDIT : i did some more tests on the view dependant thingy, and well … from the tests i've done i always obtained a cleaner result with the view dependant.
always the view dependant is closer to the path tracing than the normal photon generation so …
Regards
so now it is not possible to use raytracing or micropoly for GI ? unless i have a light emitting photons in my scene, or i use the vex GI, or the irradiance vex node ? coz before it was possible to just emit the photons with the view dependant then render with micro or RT to get the desired effect.
and when you said irradiance cache was for vex GI when doing AO, did you mean it's only usefull for AO ? or when only using the vex GI with whatever option like AO, full irradiance … etc. and does it have an influence if you have an iiradiance node in your material ?
EDIT : i did some more tests on the view dependant thingy, and well … from the tests i've done i always obtained a cleaner result with the view dependant.
always the view dependant is closer to the path tracing than the normal photon generation so …
Regards
Technical Discussion » view dependant photon map generation disappeared in v10 ?!!
- ---nmn---
- 16 posts
- Offline
hey , so here I am again
i did some fast tests and the results are good so far.
but here i have a few questions :
- this was the equivalent of mental ray's FG + render pass, so we lost that ability ? and it's important to mention that FG in MR is widely used and very stable, so why did they decide to take it off and not fixing it.
- can you please clarify a bit for me the irradiance cache thing ? and with what it is used ?
Best Regards
i did some fast tests and the results are good so far.
but here i have a few questions :
- this was the equivalent of mental ray's FG + render pass, so we lost that ability ? and it's important to mention that FG in MR is widely used and very stable, so why did they decide to take it off and not fixing it.
- can you please clarify a bit for me the irradiance cache thing ? and with what it is used ?
Best Regards
Technical Discussion » view dependant photon map generation disappeared in v10 ?!!
- ---nmn---
- 16 posts
- Offline
Hey , thanks for your answers, i'll try and do some tests with what you suggested, and will be back to you with more questions if any.
Thanks again,
Best Regards
Thanks again,
Best Regards
Technical Discussion » view dependant photon map generation disappeared in v10 ?!!
- ---nmn---
- 16 posts
- Offline
Hi everyone, well the title explains the thing …
where did the view dependant photon map generation disappeared in v10 ?!!
was it replaced by something else, or should it be added explicitly … or what…
i did a simple test by saving a scene in 9.5 with the render engine set to view-dependant …
and when i open it in 10 it shows up normally as in the 9.5 but it gives a render error when i try to render it
and if i try to obtain the same result with photon map generatino instead of view dependant it says ‘Computing energy from 0 lights for 100000 photons’
so it doesn't work, while in 9.5 this same one works well (in fact i don't have lights in my scene, but object with constant color that i'm using as light emitter)
Thanks for your answer
Best Regards
where did the view dependant photon map generation disappeared in v10 ?!!
was it replaced by something else, or should it be added explicitly … or what…
i did a simple test by saving a scene in 9.5 with the render engine set to view-dependant …
and when i open it in 10 it shows up normally as in the 9.5 but it gives a render error when i try to render it
and if i try to obtain the same result with photon map generatino instead of view dependant it says ‘Computing energy from 0 lights for 100000 photons’
so it doesn't work, while in 9.5 this same one works well (in fact i don't have lights in my scene, but object with constant color that i'm using as light emitter)
Thanks for your answer
Best Regards
Technical Discussion » Object light emitter in houdini, how to? please
- ---nmn---
- 16 posts
- Offline
Hi everyone
i was wondering what is the houdini way of using objects as light emitters.
the equivalent in maya would be by taking taking the color or the incandecense of that object to a high value
then render with MR FG and you will directly get a result as if your object was wmitting light
anyway of doing such a thing in houdini, and how to achieve that.
Thanks
Regards
i was wondering what is the houdini way of using objects as light emitters.
the equivalent in maya would be by taking taking the color or the incandecense of that object to a high value
then render with MR FG and you will directly get a result as if your object was wmitting light
anyway of doing such a thing in houdini, and how to achieve that.
Thanks
Regards
Technical Discussion » Fur question - please
- ---nmn---
- 16 posts
- Offline
thanks derrick, that was right it was mainly a sorting issue, so i got it to work with also some help from the guys at odforce.
thanks again
regards
thanks again
regards
Technical Discussion » Fur question - please
- ---nmn---
- 16 posts
- Offline
Hi everyone i've been trying for 3~4 hours now to be able to guide the fur using custom curves and i wasn't able to get it to work.
the thing is that i used shave and hair cut to create hair fur for my caracter in maya, then i converted the guides of my shave hairs to curves
then i imported them in houdini and now houdini recognizes them as curves and all is ok.
then i imported the obj of my caracter and i created default fur on it, then i tried to use my imported curves as guide curves to replace the (line+geometry+copy) combination
i tried many approaches (and i transfered the hairroot and furlength… and all the attributes to my imported curves)
but… the outcome is messed up hair in fact the hairs are offset from the surface, and it's as if every hair was offset randomly, while if i visualize my curves and my caracter they are matching 100%
hope i explained my problem in a clear way and i hope that you could have an answer that would help me solve this problem
note : i also need to animate the caracter so the curve have to also follow the surface
thanks in advance
Regards
the thing is that i used shave and hair cut to create hair fur for my caracter in maya, then i converted the guides of my shave hairs to curves
then i imported them in houdini and now houdini recognizes them as curves and all is ok.
then i imported the obj of my caracter and i created default fur on it, then i tried to use my imported curves as guide curves to replace the (line+geometry+copy) combination
i tried many approaches (and i transfered the hairroot and furlength… and all the attributes to my imported curves)
but… the outcome is messed up hair in fact the hairs are offset from the surface, and it's as if every hair was offset randomly, while if i visualize my curves and my caracter they are matching 100%
hope i explained my problem in a clear way and i hope that you could have an answer that would help me solve this problem
note : i also need to animate the caracter so the curve have to also follow the surface
thanks in advance
Regards
Houdini Indie and Apprentice » step by step 3delight setup, please
- ---nmn---
- 16 posts
- Offline
You're totally right Alanw, thanks for the info
i'm using apprentice now, but at work i can use the full version,
so i would like to know how we can do that with the full version
Thanks
i'm using apprentice now, but at work i can use the full version,
so i would like to know how we can do that with the full version
Thanks
Houdini Indie and Apprentice » step by step 3delight setup, please
- ---nmn---
- 16 posts
- Offline
Thanks for your answer circusmonkey
the only thing i was able to find on odforce was this
http://odforce.net/wiki/index.php/3DelightSetup [odforce.net]
and it's mainly for linux…that's why i specified windows in my question
so any help would be appreciated
Regards
the only thing i was able to find on odforce was this
http://odforce.net/wiki/index.php/3DelightSetup [odforce.net]
and it's mainly for linux…that's why i specified windows in my question
so any help would be appreciated
Regards
Houdini Indie and Apprentice » step by step 3delight setup, please
- ---nmn---
- 16 posts
- Offline
Hi ,
can anyone please help me with a step by step guide
on how to install 3delight with houdini on win XP 32 ?
thanks in advance for your efforts
Regards
can anyone please help me with a step by step guide
on how to install 3delight with houdini on win XP 32 ?
thanks in advance for your efforts
Regards
Houdini Indie and Apprentice » few questions please
- ---nmn---
- 16 posts
- Offline
the question is, if i create a custom shader network for my sprites is there a way to visualize that in the viewport??
it's easy to setup a sprites shader to render with mantra,
but the problem is that i want to be able to see the output in the viewport, for example if i create a vopsurface inside which i have some network.
in the render i can see my material on my sprites, but not in the viewport. i tried many approaches and couldn't do it, it always shows the color set in the color pop, while if i add a texture in the opengl tab i can see it on my sprites, but if i set the color in the opengl tab (without adding texture) ntg changes and the colors are those of the color pop.
–
is it possible to see the shaders in the viewport for objects? what i mean by that is , if for example i attach a checkerboard material or a constant material with a texture to a grid, can i see it directly in the viewport?
because by default i can only see a gray material with some white specs on it, even though if i switch to shader view or i region render i can see the checkerboard or the texture i'm using.
–
why when i try to use the enable xray for selected objects it doesn't work ? does it need a special treatment or smtg ?
waiting for your answers
Regards
it's easy to setup a sprites shader to render with mantra,
but the problem is that i want to be able to see the output in the viewport, for example if i create a vopsurface inside which i have some network.
in the render i can see my material on my sprites, but not in the viewport. i tried many approaches and couldn't do it, it always shows the color set in the color pop, while if i add a texture in the opengl tab i can see it on my sprites, but if i set the color in the opengl tab (without adding texture) ntg changes and the colors are those of the color pop.
–
is it possible to see the shaders in the viewport for objects? what i mean by that is , if for example i attach a checkerboard material or a constant material with a texture to a grid, can i see it directly in the viewport?
because by default i can only see a gray material with some white specs on it, even though if i switch to shader view or i region render i can see the checkerboard or the texture i'm using.
–
why when i try to use the enable xray for selected objects it doesn't work ? does it need a special treatment or smtg ?
waiting for your answers
Regards
Houdini Indie and Apprentice » alpha in color POP, is it normal ? and few more questions
- ---nmn---
- 16 posts
- Offline
Hi everyone
i have a few questions about the color POP.
is it normal that the alpha in the color pop doesn't show in the viewport, and doesn't influence the render of the particles, except when in sprites display mode ?
because after doing many experiments i wasn't able to get it to work.
besisdes one other thing i noticed, is that is i'm using points as particles display, and if i have my particles in the middle of the grid, so when they emit it's behind them, if i use alpha the grid behind the particles will be seen, while, while only using color wihout alpha is doesn't appear there.
so if the answer was “yes normal” , isn't it possible to render particles in houdini with varying alpha ?
because in maya it is possible to do in viewport as well as rendering (hardware or software it depends) for any particles type.
thanks in advance for your answers.
is it possible to see the full shaders in the viewport? what i mean by that is , if for example i attach a checkerboard material or a constant material with a texture to a grid, can i see it directly in the viewport?
because by default i can only see a gray material with some white specs on it, even though if i switch to shader view or i region render i can see the checkerboard or the texture i'm using.
and why when i try to use the enable xray for selected objects it doesn't work ? does it need a special treatment or smtg ?
Regards
i have a few questions about the color POP.
is it normal that the alpha in the color pop doesn't show in the viewport, and doesn't influence the render of the particles, except when in sprites display mode ?
because after doing many experiments i wasn't able to get it to work.
besisdes one other thing i noticed, is that is i'm using points as particles display, and if i have my particles in the middle of the grid, so when they emit it's behind them, if i use alpha the grid behind the particles will be seen, while, while only using color wihout alpha is doesn't appear there.
so if the answer was “yes normal” , isn't it possible to render particles in houdini with varying alpha ?
because in maya it is possible to do in viewport as well as rendering (hardware or software it depends) for any particles type.
thanks in advance for your answers.
is it possible to see the full shaders in the viewport? what i mean by that is , if for example i attach a checkerboard material or a constant material with a texture to a grid, can i see it directly in the viewport?
because by default i can only see a gray material with some white specs on it, even though if i switch to shader view or i region render i can see the checkerboard or the texture i'm using.
and why when i try to use the enable xray for selected objects it doesn't work ? does it need a special treatment or smtg ?
Regards
-
- Quick Links