I'm having a similar issue with flipbooks where it's almost impossible for them to render correctly. I don't believe this was an issue prior to H15.
Almost every flipbook I render is either incorrect in frame count, or contains multiples (sometimes the entire sequence) of a still frame, or has misplaced frames, or pops in weird ways.
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Houdini Indie and Apprentice » flipbook first 100 frames incorrect
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- Darric
- 31 posts
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Technical Discussion » H14 Floating view focus problem
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- Darric
- 31 posts
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Technical Discussion » H14 Floating view focus problem
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- Darric
- 31 posts
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I'm having major issues with this too. Dual monitor, second screen is entirely devoted to a floating panel network editor. Most of the time, after interacting with the floating panel, H14 doesn't return focus to my primary window for, say, tumbling the viewport. I haven't had this problem prior to H14.
It's making it really frustrating to work in H14 right now.
It's making it really frustrating to work in H14 right now.
Houdini Lounge » Nvidia position based dynamics fluids
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- Darric
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Here's a video, running in real time on a GTX 580:
https://www.youtube.com/watch?v=6WZZARzpckw [youtube.com]
https://www.youtube.com/watch?v=6WZZARzpckw [youtube.com]
Technical Discussion » Voronoi with Cookie Issue
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- Darric
- 31 posts
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The primitives which make up the sides of your geometry are facing inwards. If you turn on Create Groups on your Break_Wall Cookie SOP, it's the resulting group called “Bin” - a reverse SOP on that group before the Voronoi Fracture fixes the problem.
Houdini Lounge » H12 cloth pintoanimation att not updated during sim ?
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- Darric
- 31 posts
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Huh. Yeah, it doesn't seem like you can have animated attributes on your source geometry any more without pulling it in via a Sop Solver.
Technical Discussion » Q: Seeing overlapping points?
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- Darric
- 31 posts
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This definitely bothers me too, for the same reason. It's much harder to get a good look at point numbers in close proximity with the new visualization.
Houdini Lounge » Glue Network Constraints only for Bullet?
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- Darric
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I figured as much! There should probably be some mention of that in the help.
Thanks, jlait.
Thanks, jlait.
Houdini Lounge » Glue Network Constraints only for Bullet?
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- Darric
- 31 posts
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Are Glue Network Constraints intended to be used only for Bullet? Because identical setups don't do anything once I switch the solver to RBD, but the help files make no allusions to this if it's intended. :\
Technical Discussion » H12: Viewport woes
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- Darric
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Point numbers (when enabled to display in the viewport) also seem to flicker erratically as I pan the camera, appearing from some perspectives but not others on a seemingly random per point basis.
Technical Discussion » H12: Viewport woes
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- Darric
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Okay, I've just discovered that I can fix that by turning “Hidden Line Sensitivity” to 0/0 in Display Options > Geometry > Wireframe, but it's worth noting that in H11 it's at the default value of 2/2 without any apparent problem.
Also, the very problem that “Hidden Line Sensitivity” aims to fix obviously now manifests, but that's a much less egregious issue. :roll:
Also, the very problem that “Hidden Line Sensitivity” aims to fix obviously now manifests, but that's a much less egregious issue. :roll:
Technical Discussion » H12: Viewport woes
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- Darric
- 31 posts
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I'm getting some weird viewport behaviour, most obviously with a simple Voronoi Fractured object. Edges seem highlighted in a weird way in Flat Shaded mode, not flush as they'd appear in H11.
Is this just me? My machine's got a Quadro FX 5800 with the latest drivers, running Windows 7 and the latest H12 daily build.
I've attached a screenshot.
Is this just me? My machine's got a Quadro FX 5800 with the latest drivers, running Windows 7 and the latest H12 daily build.
I've attached a screenshot.
Edited by - March 5, 2012 21:34:27
Technical Discussion » Procedurally importing FBX animation data into CHOPs
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- Darric
- 31 posts
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It's not elegant (or exactly what you're looking for) but what about pointing an Object CHOP to your imported animated geometry - assuming we're talking about non-deforming animation here.
Technical Discussion » referencing perimeter
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- Darric
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The measure will generate a primitive attribute called “perimeter”, so you're going to need to use the “prim” expression to access it from your null's parameter. So something like:
prim(“../measure1”, 0, “perimeter”, 0)
… where the first zero represents the primitive number you want to check (0 is correct if your line is only one primitive) and the second zero is the index of the attribute - perimeter has only one index, so again 0 is correct here.
Hope that helps.
prim(“../measure1”, 0, “perimeter”, 0)
… where the first zero represents the primitive number you want to check (0 is correct if your line is only one primitive) and the second zero is the index of the attribute - perimeter has only one index, so again 0 is correct here.
Hope that helps.

Houdini Indie and Apprentice » Getting the inside group out from voronoi fracture node
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- Darric
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Houdini Indie and Apprentice » Grouping points according to normals
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- Darric
- 31 posts
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jeff
You don't need to resort to using a dot product to group by normals.
The Group SOP already has such an option. It a few different ways to grab faces by their normals. See the attached hip file.
Huh. So it does. I've never needed to use it, but still, I can't believe I've never noticed that.
Houdini Indie and Apprentice » Grouping points according to normals
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- Darric
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I've attached an example of grouping by normal direction with some dot product magic. All the work happens in the VOP SOP, tweak the target vector and angle tolerance to choose what direction normals you want grouped.
Hope that helps!
Hope that helps!
Technical Discussion » [Q] Why does box obj appear "rounded" in Houdini?
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- Darric
- 31 posts
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Technical Discussion » Question with writing the "moment" frame into attr
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- Darric
- 31 posts
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File read/writes are a bit nasty, and I try to avoid CHOPs where I can (although you're arguably much better served there) - so here's my favourite implementation of this sort of data persistence, using POPs.
Incidentally this is one of my favourite POPs gimmicks, I use it a bunch.
Incidentally this is one of my favourite POPs gimmicks, I use it a bunch.
Technical Discussion » Bullet physics implementation and other stuff
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- Darric
- 31 posts
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Milan, fine detail like that I wouldn't bother putting through the surfacer, it's always going to end up looking spotty. In a real scenario you'd probably end up rendering them as points.
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