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Technical Discussion » cpp error
- FXdal
- 25 posts
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Found the error, it was caused by using the instancing from packed primitives in redshift, just a bit surprised that it corrupted the file.
Technical Discussion » cpp error
- FXdal
- 25 posts
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Anybody know anything about this issue?
I get this warning when starting reshift in a specific scene i got here.
Scene renders fine.
But, and its a big but, occasionally when i save i get an error message that it has stepped on pretty much every attribute in the scene and it basically breaks the file where most point attributes that goes to redshift is unrecognized.
cpp error: “<internal>”:252 Mismatched quotation marks
<internal> Error(252): Expecting close brace for script
cpp error: “<internal>”:105 Mismatched quotation marks
<internal> Error(105): Expecting close brace for parm
cpp error: “<internal>”:654 Mismatched quotation marks
<internal> Error(654): Expecting close brace for parm
Here you can see what happens when the scene braks.
I get this warning when starting reshift in a specific scene i got here.
Scene renders fine.
But, and its a big but, occasionally when i save i get an error message that it has stepped on pretty much every attribute in the scene and it basically breaks the file where most point attributes that goes to redshift is unrecognized.
cpp error: “<internal>”:252 Mismatched quotation marks
<internal> Error(252): Expecting close brace for script
cpp error: “<internal>”:105 Mismatched quotation marks
<internal> Error(105): Expecting close brace for parm
cpp error: “<internal>”:654 Mismatched quotation marks
<internal> Error(654): Expecting close brace for parm
Here you can see what happens when the scene braks.
Edited by FXdal - Dec. 18, 2018 00:01:33
Technical Discussion » attribute blender?
- FXdal
- 25 posts
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If I understand you correct you could use the blend shapes node, turn off position and choose attribute.
The other way is to use the lerp function in the attribute wrangle.
The other way is to use the lerp function in the attribute wrangle.
Technical Discussion » Clusterpoints
- FXdal
- 25 posts
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Any pointers on how i can control the clusterpoints? I tried painting color and put that into the threshold attribute, but nothing seems to work. In the siggraph presentation making rocks they seem to be able to control the spans of the clustering in each dimension, but cant seem to find any such option. Anyone know any tutorial or info except the documentation that covers this node?
Houdini Learning Materials » Open GL Workflow
- FXdal
- 25 posts
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Any good tutorials out there about setting up shaders with textures in the OpenGL viewport?
Houdini Lounge » Autorig Question
- FXdal
- 25 posts
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friedasparagus
Are you comfortable editing parameter interfaces? You can always drag and drop the blend node parameter onto the parameter interface for the rig, and then you won't have to keep diving in and out.
I'm looking forward to the up coming masterclass on the autorigs, I'm hoping that it will evolve into a proper rigging API. I'm sure that all will be ironed out before too long
I would be lying if i say i was, but i have done it before and it should be simple enough to figure it out.
To be frank im not working on something where i need the rig right away i just like to know what options i have when discussing projects with clients and naming price tags. Now that you shown me where the node is i can survive working with the IK animation for hands
Really looking forward to this master class as well. In regards to the auto rig i think what you have now plus jaw and eye controllers covers the need for the majority. Most facial stuff i have found to be just as good to do with blendshapes. I usually prefer to rig my self, but once in a while you get those projects where you have a three days to model, texture and rig a character and then that autorig is a pretty sweet start at least.
And that biharmonic skinning is so good its hard to put words on it. I did a rig on a test character and compared to the time we usually have on certain projects I think it was good enough for production with the default skinning. Heatweighting can go suck on it!
Houdini Lounge » Autorig Question
- FXdal
- 25 posts
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Thanks alot! Again!
Im on 16.0.504.20 and its working here, i guess they are still messing with it then so thats a good sign.
The blend node seems to do the trick, just strange the have that by default, seems like a bit of a nusance to animate with.
I guess i just have to dig a bit deeper into the rigging toolset and fix the rig my self for time beeing.
Seems like the rigger was still messing around when the final call for H16 launch was there.
Im on 16.0.504.20 and its working here, i guess they are still messing with it then so thats a good sign.
The blend node seems to do the trick, just strange the have that by default, seems like a bit of a nusance to animate with.
I guess i just have to dig a bit deeper into the rigging toolset and fix the rig my self for time beeing.
Seems like the rigger was still messing around when the final call for H16 launch was there.
Houdini Lounge » Autorig Question
- FXdal
- 25 posts
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Another thing is that I have figured out how to do the IK/FK switch, but if i animate the the rotation of the upper arm the hand stands still?
Houdini Lounge » Autorig Question
- FXdal
- 25 posts
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I tested out the new autorig feature and it works very well, the only thing i wonder about (PS. Not an animator) but why does the torso follow follow the lower body, is it intended that we animate them seperatly?
The other thing is that it would be good if the autorig head had eyelids, jaw and eye controllers built in.
The other thing is that it would be good if the autorig head had eyelids, jaw and eye controllers built in.
Technical Discussion » H16 Grooming
- FXdal
- 25 posts
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Wow, it works like a charm.
These grooming tools are brilliant!
Love the fact that everything is self contained in the file so you dont have to use maps, but also have the ability to do so if you wish.
These grooming tools are brilliant!
Love the fact that everything is self contained in the file so you dont have to use maps, but also have the ability to do so if you wish.
Technical Discussion » H16 Grooming
- FXdal
- 25 posts
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Dont know if this is intentional or it fell between the cracks somewhere, but if you use the screen brush or surface brush to groom the hair you are no longer able to adjust the density of the guides.
This means you have to groom with the amount of hair you will be needing to create the final look.
This means you have to groom with the amount of hair you will be needing to create the final look.
Houdini Indie and Apprentice » Redshift Instance
- FXdal
- 25 posts
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That did the trick, i used what is probably an older way of using string following an old houdini 12 ish tutorial.
But thanks alot that saved my day!
But thanks alot that saved my day!
Houdini Indie and Apprentice » Redshift Instance
- FXdal
- 25 posts
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Thanks for replying
Well the case is that if i just enter the object name redshift use the scatter points as instructed, with scale and rotation atributes. In addition to this have added an attribute that creates a string for witch object to be instanced for variations, but if i enable that attribute redshift will not instance any objects. It works as expected using mantra.
Well the case is that if i just enter the object name redshift use the scatter points as instructed, with scale and rotation atributes. In addition to this have added an attribute that creates a string for witch object to be instanced for variations, but if i enable that attribute redshift will not instance any objects. It works as expected using mantra.
Houdini Indie and Apprentice » Redshift Instance
- FXdal
- 25 posts
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Im having some problem getting redshift to instance a series of different objects.
I have created a instance number attribute like in the halloween instance tutorial and it works in houdini, but reshift will not read it.
Any suggestions are very welcome.
I have created a instance number attribute like in the halloween instance tutorial and it works in houdini, but reshift will not read it.
Any suggestions are very welcome.
Houdini Lounge » Houdini Engine for Modo
- FXdal
- 25 posts
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Technical Discussion » Pin objects in RBD fractured objects
- FXdal
- 25 posts
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Can anyone point me in the right direction on how i can pin specific parts of my fractured object.
The situation I'm dealing with is a cube/plane hanging in mid air that will be shattered by a ball, but i want the center part of the plane to remain as if it was mounted.
Any suggestions would be welcome.
The situation I'm dealing with is a cube/plane hanging in mid air that will be shattered by a ball, but i want the center part of the plane to remain as if it was mounted.
Any suggestions would be welcome.
Houdini Indie and Apprentice » Particle position from point
- FXdal
- 25 posts
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Thanks a lot, really appreciate it.
I'm a new user so all relevant material I find is done in a slightly different way
I guess in the end its all for the better, but man is it confusing!
I'm a new user so all relevant material I find is done in a slightly different way
I guess in the end its all for the better, but man is it confusing!
Houdini Indie and Apprentice » Particle position from point
- FXdal
- 25 posts
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Hi!
I'm having a bit of a problem and I'm wondering if anyone here are able to help. I have a vertex/point animation and I want to crate particles from them and have them follow the movement of those points.
So far I have been able to spawn one particle from every point, but I can not make them follow the movement.
I saw in the tutorial from cmi vfx that used the position node with this expression “point (”../../XXXXXX“, $ID - 1, ”p“, 0)”, but it seems that the way the node works and the expressions in POP itself has changed..
Any suggestions are very welcome.
I'm having a bit of a problem and I'm wondering if anyone here are able to help. I have a vertex/point animation and I want to crate particles from them and have them follow the movement of those points.
So far I have been able to spawn one particle from every point, but I can not make them follow the movement.
I saw in the tutorial from cmi vfx that used the position node with this expression “point (”../../XXXXXX“, $ID - 1, ”p“, 0)”, but it seems that the way the node works and the expressions in POP itself has changed..
Any suggestions are very welcome.
Houdini Indie and Apprentice » Fusion 7 VS Mamba VS Natron VS Hitfilm3 ?
- FXdal
- 25 posts
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I would go for Fusion.
There is plenty of tutorials out there, production proven, stable, good 3D pipeline tools, good particles and its completely free.
I prefer Nuke but fusion is a good second.
There is plenty of tutorials out there, production proven, stable, good 3D pipeline tools, good particles and its completely free.
I prefer Nuke but fusion is a good second.
Houdini Indie and Apprentice » Texturing tutorial?
- FXdal
- 25 posts
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Also if you see the sticky in the learning forum https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27035 [sidefx.com]
I am just learning Houdini my self right now, but seems everything from H12 and up i still quite relevant.
I am just learning Houdini my self right now, but seems everything from H12 and up i still quite relevant.
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