jsmack If you see it every time you come out of your camera view, it's because your camera is all jacked up with 2d view transforms on it.
I understand now. Indeed, i had some transform on the "screen window Y" (on purpose), i did not know it affected the viewport. For some reasons i assumed it was a render only feature. Is there anyway to keep it at rendertime but not having it displayed in the viewport perhaps?
How do i reset and completely eradicate that 2D camera madness. Every single time i get out of the camera view i end up in this cropped and displaced overlay 2D camera view that i can't seem to shake off. it's saved in my file. I must have made the mistake to navigate using the 3ds max shortcut in there (Ctrl + shift + middle click) or something alike... and now i have that blue dashed frame horrible viewport. Please oh please, how do i get rid of it.
toadstorm I agree that caching and rendering the cache is generally the best solution.
As to why the farm isn't cooperating, my guess is they're running a different version of MOPs than you're running locally. You could try reaching out to them and seeing if they can get an environment set up with the latest experimental build, or whatever it is that you're using.
If you do want to embed your asset definitions into the HIP file, you need to go to the Configuration tab of the Asset Manager and enable "Save Operator Definitions to Hip File".
Thanks, that was indeed the solution. I get identical renders with and without Mops installed afterward. The reason i did not cache is cause i'm instancing RS proxies and it was an other level of complications to cache that out without expecting any problems. Caching RS proxies through Houdini's caching system... i never tried, and caching the Mops points also came with its share of surprises. Cheers.
Need help badly to send my Hip file to a renderfarm, but i'm using mops and redshift3D proxies, and although i tried to embed the HDA into the file i'm not sure io did it correctly as the result from the renderfarm is drastically different than my local renders. The proxies are placed differently in the scene or missing. What is the process to embed HDAs into the file please? Any pointers needed badly and urgently please.
Trying to render with the opengl rop because for some unknown reasons my flipbook just stopped working (???). But i can't get the Opengl rop to render exactly what i see in my viewport? Tring to render with headlight only, but it just keeps using an other viewport lighting mode. Any pointers welcome.
How would you go about "instancing / copying" 3d connected primitives. As in sub-elements of a geometry? I have a bunch of assets all grouped in an imported alembic. I'd like to spray that around my scene onto my point cloud without having to separate the grouped primitives into geos first. I'm not scared of VEX on Wednesdays, so feel free to throw a couple of lines at me if needed. I Do have a preference for that old hidden copy stamp approach though. Whomever decided to force us to go the "for-each" approach has no love for average intellects.
WHat i can add is i'm also having some very slow auto-saving over the network. I have a laptop connected directly to my main workstation, i'm using it to render on the side, got myself a extra redshift license just for that purpose, and oh boy does it take long for houdini to auto-save the HIP file but also to save the Exr / Png sequences ove rthe network when rendering. Strangely enough i don't have any speed issues when accessing the network folder from windows explorer. So i'm wondering obviously if there is something i can do within the Houdini preferences to speed up that process. Takes longer to save out the file than it takes to render it.
Now something weird is that it loads the scenes just as fast over the same network than it does when loading is locally :$ Very confusing.
Jonathan de Blok not directly but if you first delete them and then paste the new collection it should rewire them automatically to whatever the original collection was linked to. (if all the names are identical)
Hey Johnathan, thanks for jumping in. But the idea is to not have to deal with nodes individually. I'm dealing with converted materials (using the Material extractor hda), a whole lot of them, and the issue is that when extracting materials from similar assets (Kitbash stuff in my case) it overwrites the change i made to the existing duplicated materials. So i'd like to just save the ones i made change to and then just copy paste those over the newly extracted materials. It would take too long to just even copy paste and rename the dupes.
I was not aware of that one. Thank you, it indeed does what i needed. I had cheated merging a point at the opposite position of my instanced geo, but this is way cleaner.
Like the title says... anybody knows why when using the Mops randomize rotation i can't force it to rotate the instances around the pivot. I move my instanced object away from the center of the scene on purpose so when randomizing the rotation is spreads around in a spherical fashion, but the mops randomize still rotate each object in local space around the centroid of each instance. Not quite sure why it does that.
Xue_Yue Maybe something external slows the starting process down? Do you load many otls or packages?
You could copy your preferences folder to another location and see if it starts faster with an empty userfolder.
// Is your Houdini located on an SSD? If it's on an old HDD or external Server that could also be the issue.
I do have labs and mops, but i can't imagine that would slow down the process that badly. I'm rendering out stuff now, so i can't really try at the moment.
Has anybody encountered the same issue i'm having since Upgrading to 19.5. Every bit of process suddenly slows down my display, my cursor slows down and lags. I never had that with 19 and prior. Every sop operation just affect my cursor, it's impossible to ignore it.
I checked the open CL settings and tried to switch to my CPU, but it still behaves the same. it's wquite frustrating and really affects my workflow. Any pointers welcome.
How do i feed the normals of my geometry as force into the dopnet of the vellum sim? thought using the sop geo in there with a vop would do the trick, but it's not sending any forces out. Any pointers welcome.
I'm animating a snake, sliding along other objects, and also getting entangled with other snakes. What would be the simplest and lightest approach to have the skin interacting with other objects in the skin. Mostly being pushed to mimic skin friction and body weight against other objects? Any tutorial over the topic out there? I could not find anything.