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Solaris and Karma » Husk Karma render in XPU mode
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- FakePilot
- 31 posts
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Well, I noticed (at least on MacOS), when using husk in Terminal to render, using "--engine xpu", it still renders it out with CPU. If my stats software isn't lying to me.
Solaris and Karma » Husk Karma render in XPU mode
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- FakePilot
- 31 posts
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Also have the same issue. Is there a work around? Not sure how to do render layers in Solaris without using TOPs. And it's bad to have a several render ROPs and doing them manually, one by one, just to get XPU to work.
Solaris and Karma » "Frame Selected"(F key) doesn't work in Solaris context?
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- FakePilot
- 31 posts
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Solaris and Karma » "Frame Selected"(F key) doesn't work in Solaris context?
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- FakePilot
- 31 posts
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This is driving me nuts. F frame the entire scene, rather than the selected node. Still... 2025, no one found a work around or fix for this?
PDG/TOPs » Render a slap comp with TOPs
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- FakePilot
- 31 posts
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Also looking for this...
I found this [youtube.com] wonderful tutorial by Adam, but not sure how to render out with a slap comp, since there is no USD Render ROP. Maybe it is something for Houdini v21?
I found this [youtube.com] wonderful tutorial by Adam, but not sure how to render out with a slap comp, since there is no USD Render ROP. Maybe it is something for Houdini v21?
Edited by FakePilot - April 29, 2025 04:03:16
Houdini for Realtime » FBX export pivots.
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- FakePilot
- 31 posts
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Houdini Indie and Apprentice » Houdini export to Blender
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- FakePilot
- 31 posts
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Finding no way to export pivot points to Blender.
Managed getting it to work to Unreal Engine, but not Blender...?
Managed getting it to work to Unreal Engine, but not Blender...?
Technical Discussion » it’s possible to export a .svg??
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- FakePilot
- 31 posts
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I can make the Entagma Python script create a SVG sequence. But trying to use grayOlorin's otl.
Because that one can have color as well.
Even though I managed to replicate it to export for every frame in a new python node, it then somehow does not output color.
Then I have to use the OTL and that has a button I have to click for every frame, for it to work.
Ps. I'm a pure newb when it comes to Python.
This code together with the right fields:
Because that one can have color as well.
Even though I managed to replicate it to export for every frame in a new python node, it then somehow does not output color.
Then I have to use the OTL and that has a button I have to click for every frame, for it to work.
Ps. I'm a pure newb when it comes to Python.
This code together with the right fields:
def exportSVG(): geo = hou.pwd().geometry() node = hou.pwd() filename = node.evalParm("location") sizeMult = node.evalParm("sizeMult") setColor = node.evalParm("setColorFromAttr") colorAttr = node.evalParm("colorAttr") addStroke = node.evalParm("addStroke") strokeColorR = node.evalParm("strokeColorr") strokeColorG = node.evalParm("strokeColorg") strokeColorB = node.evalParm("strokeColorb") strokeThickness = node.evalParm("strokeThickness") import xml.dom.minidom as minidom svgFile = minidom.Document() svgElement = svgFile.createElement("svg") svgFile.appendChild(svgElement) # Add code to modify the contents of geo. for prim in geo.prims(): positionString = "" for vertex in prim.vertices(): position = vertex.point().position() positionString = positionString + (str(position[0]*sizeMult) + "," + str(position[1]*sizeMult*-1) + " ") #now write to SVG polygonElement = svgFile.createElement("polygon") polygonElement.setAttribute("points", positionString) #Set Fill if (setColor == 1): color = prim.attribValue(colorAttr) red = hou.expandString("`inttohex(round(" + str(color[0]*255) + "))`") green = hou.expandString("`inttohex(round(" + str(color[1]*255) + "))`") blue = hou.expandString("`inttohex(round(" + str(color[2]*255) + "))`") hex = "#" + red[6:8] + green[6:8] + blue[6:8] polygonElement.setAttribute("fill", hex) else: polygonElement.setAttribute("fill", "None") #Set Stroke if (addStroke == 1): red = hou.expandString("`inttohex(round(" + str(strokeColorR*255) + "))`") green = hou.expandString("`inttohex(round(" + str(strokeColorG*255) + "))`") blue = hou.expandString("`inttohex(round(" + str(strokeColorB*255) + "))`") hex = "#" + red[6:8] + green[6:8] + blue[6:8] polygonElement.setAttribute("stroke", hex) polygonElement.setAttribute("stroke-width", str(strokeThickness)) svgElement.appendChild(polygonElement) #print svgFile.toprettyxml(indent=" ") #print filename newFile = open(hou.expandString(str(filename)),"w") newFile.write(svgFile.toprettyxml(indent=" ")) exportSVG()
Edited by FakePilot - Dec. 18, 2018 14:41:54
Houdini Lounge » Vector graphics
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- FakePilot
- 31 posts
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Here is Entagma's tutorial on how to import and export SVG:
If you can figure out a way to export a sequence, let me know! :-)
If you can figure out a way to export a sequence, let me know! :-)
Technical Discussion » it’s possible to export a .svg??
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- FakePilot
- 31 posts
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Entagma made a tutorial on how to export SVG from Houdini with Python.
I am, however, looking for a way to export a sequence.
I am, however, looking for a way to export a sequence.
Houdini Lounge » Quadrangulate the model
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- FakePilot
- 31 posts
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Technical Discussion » PolyBevel 2.0 can't bevel Grid anymore?
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- FakePilot
- 31 posts
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Thanks Werner.
I made a new shelf tool and called it PolyBevel 1.0 and pasted this script from an older version of Houdini:
Works.
I made a new shelf tool and called it PolyBevel 1.0 and pasted this script from an older version of Houdini:
import soptoolutils soptoolutils.genericTool(kwargs, 'polybevel')
Works.
Edited by FakePilot - May 22, 2016 07:41:15
Technical Discussion » PolyBevel 2.0 can't bevel Grid anymore?
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- FakePilot
- 31 posts
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Same here! Is it that you cannot bevel points with the new PolyBevel 2.0?
I was thinking we have to install an older version, make a digital asset out of the old Polybevel and import into H15.5, so we can use both… Maybe a cumbersome work-around?
I was thinking we have to install an older version, make a digital asset out of the old Polybevel and import into H15.5, so we can use both… Maybe a cumbersome work-around?
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
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- FakePilot
- 31 posts
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Just a quick warning: If you think Yosemite upgrade 10.10.2 might fix things, I cannot get past license check now. The license server doesn't work somehow (PS. I have notified support).
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
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- FakePilot
- 31 posts
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They should, some do. But these crashes freeze Houdini and there are no files saved when it happens, at least not that I know of.
Crashed several times yesterday, I can only find a crashed log in /tmp from the 23'rd.
Here is http://fake.ly/ZSDu/download/crash.untitled.Fake_6668_log.txt [fake.ly] at least. :-)
There is a .hiplc file saved from the yesterday crash. But don't wan't to give my project out in the forums. Is there a way to get a log from it?
Crashed several times yesterday, I can only find a crashed log in /tmp from the 23'rd.
Here is http://fake.ly/ZSDu/download/crash.untitled.Fake_6668_log.txt [fake.ly] at least. :-)
There is a .hiplc file saved from the yesterday crash. But don't wan't to give my project out in the forums. Is there a way to get a log from it?
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
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- FakePilot
- 31 posts
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Sorry to report, I am experiencing crashes on the new daily build 14.0.224 as well. Cannot Open files without crashing, have to Merge.
Sometimes the Save As… screen gets graphical errors like the one in the picture here before.
Now it have crashed several times between Render and Scene view.
Sometimes the Save As… screen gets graphical errors like the one in the picture here before.
Now it have crashed several times between Render and Scene view.
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
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- FakePilot
- 31 posts
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MartybNz
Fwiw - please try setting ‘Antialias Samples’ to ‘Off’ in the Display Options/Effects. This appears to remove some of the ‘createFontDeferData’ crashes in Houdini 14.0.221
Tried it, made my Houdini Indie 14.0.222 crash. :-/
Technical Discussion » Many crashes because of Mac graphic cards. Now what?
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- FakePilot
- 31 posts
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Hello, I'm falling in love with Houdini more and more for every release. 14 is great! But… (had to be a but).
I have two Indie versions of Houdini. One for my iMac at work and one for my Macbook Pro Retina at home. Have a problem with lots of crashing on OSX Yosemite. Have already contacted SideFX support, they say my graphic cards are not supported. Both are Nvidia GeForce!
It crashes almost every time I open a file. But if I merge a saved file, it works. It crashes sometimes when I open a floating window, when I sometimes select and model, when working with complex node structures.
Isn't there some way to make it work? Don't feel like buying two new computers to keep working with Houdini.
Feels like I'm being forced off my Macs. They are not that old.
iMac 27" from Jan 2014, GeForce GTX 780M. 32 GB RAM.
Macbook Pro Retina from 2012 Aug, GeForce GT 650M. 16 GB RAM.
I have two Indie versions of Houdini. One for my iMac at work and one for my Macbook Pro Retina at home. Have a problem with lots of crashing on OSX Yosemite. Have already contacted SideFX support, they say my graphic cards are not supported. Both are Nvidia GeForce!
It crashes almost every time I open a file. But if I merge a saved file, it works. It crashes sometimes when I open a floating window, when I sometimes select and model, when working with complex node structures.
Isn't there some way to make it work? Don't feel like buying two new computers to keep working with Houdini.
Feels like I'm being forced off my Macs. They are not that old.
iMac 27" from Jan 2014, GeForce GTX 780M. 32 GB RAM.
Macbook Pro Retina from 2012 Aug, GeForce GT 650M. 16 GB RAM.
Technical Discussion » Houdini to Flash
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- FakePilot
- 31 posts
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I found a workflow. Not perfect in any way, but it works!
Follow these steps to get vector animation from Houdini to Flash:
1) Add a camera to scene.
2) Add a Wren node in the OUT context.
3) Dropdown from Main > Command = Choose Render postscript (paper 8.5x11)
4) Set Properties > Output Picture to your_filename_$F3.eps
5) Check the “Output Postscript” checkbox.
6) Set your frame range and hit the Render button.
7) Install this script into Illustrator. I use CC 2014 myself.
Copy here: Applications > Illustrator CC 2014 > Presets > en_GB > Scripts
http://fake.ly/WxW9 [fake.ly] - importFolderFilesAsLayers.jsx
Or from this thread ( https://forums.adobe.com/thread/892733 [forums.adobe.com] )
8) Restart Illustrator and run “importFolderFilesAsLayers” script on the folder with EPS files.
This opens and imports each EPS on their own layer. Make sure the “Paste Remembers Layers” is NOT checked in Layers options.
9) Save as a single AI.
You could do some optimising here in Illustrator, decrease the file size, ungroup, release clipping mask as well, etc.
10) Open Flash and import the Illustrator file, with Layers as Keyframes option checked. There you go!
Since all lines are disconnected from Houdini Wren, you could break the symbols down in Flash and they will connect automatically.
Follow these steps to get vector animation from Houdini to Flash:
1) Add a camera to scene.
2) Add a Wren node in the OUT context.
3) Dropdown from Main > Command = Choose Render postscript (paper 8.5x11)
4) Set Properties > Output Picture to your_filename_$F3.eps
5) Check the “Output Postscript” checkbox.
6) Set your frame range and hit the Render button.
7) Install this script into Illustrator. I use CC 2014 myself.
Copy here: Applications > Illustrator CC 2014 > Presets > en_GB > Scripts
http://fake.ly/WxW9 [fake.ly] - importFolderFilesAsLayers.jsx
Or from this thread ( https://forums.adobe.com/thread/892733 [forums.adobe.com] )
8) Restart Illustrator and run “importFolderFilesAsLayers” script on the folder with EPS files.
This opens and imports each EPS on their own layer. Make sure the “Paste Remembers Layers” is NOT checked in Layers options.
9) Save as a single AI.
You could do some optimising here in Illustrator, decrease the file size, ungroup, release clipping mask as well, etc.
10) Open Flash and import the Illustrator file, with Layers as Keyframes option checked. There you go!
Since all lines are disconnected from Houdini Wren, you could break the symbols down in Flash and they will connect automatically.
Technical Discussion » Eps to Bgeo service workflow in Automator
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- FakePilot
- 31 posts
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If your having problems with EPS and nothing works.
You can convert the eps files to bgeo files with the Terminal app. Then they will work. At least they did for me. I just don't like the workflow of having to use the Terminal all the time.
In case you are like me and on a Mac. Here is a way to do it with a right click on the eps file in Finder and choosing a Service. Done with Automator in OSX.
01. Open Automator
02. Choose Service
03. Choose Files and folders, from Finder
04. Add a Run Shell Script, paste inputs as arguments
05. Paste in the following, mind replacing brackets with your version:
cd /Library/Frameworks/Houdini.framework/Versions//Resources;source houdini_setup
for f in “$@”
do
geps -h $f $f.bgeo
done
06. Save. Now try. The service will be saved in User > Library > Services.
You can convert the eps files to bgeo files with the Terminal app. Then they will work. At least they did for me. I just don't like the workflow of having to use the Terminal all the time.
In case you are like me and on a Mac. Here is a way to do it with a right click on the eps file in Finder and choosing a Service. Done with Automator in OSX.
01. Open Automator
02. Choose Service
03. Choose Files and folders, from Finder
04. Add a Run Shell Script, paste inputs as arguments
05. Paste in the following, mind replacing brackets with your version:
cd /Library/Frameworks/Houdini.framework/Versions//Resources;source houdini_setup
for f in “$@”
do
geps -h $f $f.bgeo
done
06. Save. Now try. The service will be saved in User > Library > Services.
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