Thank you, I'll try the apprentice licensing.
It would be nice to sort out the license server thing anyway though, don't like having things running that doesn't work… I might have deleted the old H9.1 sesinetd file while the server was running. Could that be the issue? Is there any way of cleaning out everything? (Pretty new to Linux).
Did ‘sudo /etc/init.d/sesinetd stop’, but it gave the same message.
Found 36 posts.
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Technical Discussion » Licence server/upgrade problem on Ubuntu 9.04
- Fr3drik
- 36 posts
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Technical Discussion » Licence server/upgrade problem on Ubuntu 9.04
- Fr3drik
- 36 posts
- Offline
Hi,
I tried to manually remove my H9.1 installation (including licence server) before upgrading to H10 (deleted all Houdini related files I could find…) But when I run the installation script I get the message "Stopping Houdini License server sesinetd ".
I've tried to stop the server with ‘sesinetd stop’ and ‘sesictrl -q’ but it doesn't work. Tried to uninstall/reinstall everything, but same problem.
I am running Ubuntu 9.04, but upgraded from 8.04 (via 8.10) just before I tried to install H10. Don't know if this could affect things. H9.1 was however running fine after the upgrade.
How do I remove everything Houdini related from the system, to do a clean install?
Thanks,
Fredrik
I tried to manually remove my H9.1 installation (including licence server) before upgrading to H10 (deleted all Houdini related files I could find…) But when I run the installation script I get the message "Stopping Houdini License server sesinetd ".
I've tried to stop the server with ‘sesinetd stop’ and ‘sesictrl -q’ but it doesn't work. Tried to uninstall/reinstall everything, but same problem.
I am running Ubuntu 9.04, but upgraded from 8.04 (via 8.10) just before I tried to install H10. Don't know if this could affect things. H9.1 was however running fine after the upgrade.
How do I remove everything Houdini related from the system, to do a clean install?
Thanks,
Fredrik
Houdini Indie and Apprentice » Beginner's Questions
- Fr3drik
- 36 posts
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Thank you for the clarifications. I must have dreamed that I saw a point channel…
Fredrik
Fredrik
Houdini Indie and Apprentice » Beginner's Questions
- Fr3drik
- 36 posts
- Offline
tamteWhere can I find the channel parameters other than the ones accessible for copy/pasting? Is there a list of standard channels or such (the actual path obviously depend on the location of the node, but the parameter names)?
to access value of certain parameter you can use expressions like ch(), chs(), chsop()… e.g.
ch(“/obj/sphere_object1/sphere1/tx”) but this is usually done by copying the parameter and pasting as relative reference to the other one, or just drag'n'drop
For example, I think I saw somewhere that there are channel paths to the individual points in the geometry, but I can't find that information anywhere in the help files.
Thanks,
Fredrik
Houdini Indie and Apprentice » Finding nearest neighbour in point cloud?
- Fr3drik
- 36 posts
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brianBurke
The first uses pcfilter() to filter the position of the nearest point in an external point cloud. The second uses pciterate(), a function which loops over the points in the handle, to return whatever neighbor you specify within the same point cloud you're in.
Thanks a lot for the examples. I must admit though that I'm not sure exactly how to use it, either… Say I wanted to, as a basic example, draw a line between a point in a pointcloud and its nearest neighbour, how would I make use of those Vop Sops of yours?
Sorry if this is super basic questions, but Vop is a bit tricky to get in to (just when I thought I started to get my head around those SOP nodes…)
Thanks,
F
Houdini Indie and Apprentice » Finding nearest neighbour in point cloud?
- Fr3drik
- 36 posts
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Thank you for the tip.
Is there any example of how to implement this somewhere? I'm just starting to get into the vop/vex business (and Houdini help files seem pretty thin on the subject…)
Fredrik
Is there any example of how to implement this somewhere? I'm just starting to get into the vop/vex business (and Houdini help files seem pretty thin on the subject…)
Fredrik
Houdini Indie and Apprentice » Finding nearest neighbour in point cloud?
- Fr3drik
- 36 posts
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Hi,
I'm looking for a way to find the nearest neighbour to a point in a point cloud. As far as I understand the getneighbour() VEX function only works for points in geometry?
Thanks,
Fredrik
I'm looking for a way to find the nearest neighbour to a point in a point cloud. As far as I understand the getneighbour() VEX function only works for points in geometry?
Thanks,
Fredrik
Houdini Indie and Apprentice » can video be imported into houdini?
- Fr3drik
- 36 posts
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ultraharmonizer
I've successfully imported a motion capture and now would like to have a reference of my video to play in the background while working.
Hi,
Save out your frames as images (for a free quick solution use VirtualDub.org).
In /img, create a new Image network.
Get inside it and put down a File node.
Enter the path to your images. Check Composit View pane to make sure the images are found.
Get back to Scene view, click “D” for display options, Background > Image source > COP > reference your File node.
Should do it. (You could add a Null node after the File, and link to that. Then you can mess with your image sequence, add stuff, without dropping the link).
Fredrik
Technical Discussion » Expression in Group SOP, strange results
- Fr3drik
- 36 posts
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Hi,
Yes, of course. Wasn't that surprised actually, just eager to get an answer… You reckon this should be posted as a bug?
/Fredrik
Yes, of course. Wasn't that surprised actually, just eager to get an answer… You reckon this should be posted as a bug?
/Fredrik
Technical Discussion » Expression in Group SOP, strange results
- Fr3drik
- 36 posts
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Ran in to a new problem: similar thing happens when I want to group the “center points” with $TY == $CEY (see img, not all points included with certain row/col combinations in Grid SOP).
I fixed it by using $TY >= $CEY-.0001 && $TY <= $CEY+.0001, but it is still annoying.
Is this a bug or am I missing something really obvious?
/Fredrik
I fixed it by using $TY >= $CEY-.0001 && $TY <= $CEY+.0001, but it is still annoying.
Is this a bug or am I missing something really obvious?
/Fredrik
Technical Discussion » Expression in Group SOP, strange results
- Fr3drik
- 36 posts
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Thank you, does the job.
Yes, it does seem rather bug-ish to me. Being a novice, I didn't want to start yelling “bug”, but if you/someone could confirm perhaps it should be posted as one.
Is there usually a need for tolerance in selection situations like this?
Thanks,
Fredrik
Yes, it does seem rather bug-ish to me. Being a novice, I didn't want to start yelling “bug”, but if you/someone could confirm perhaps it should be posted as one.
Is there usually a need for tolerance in selection situations like this?
Thanks,
Fredrik
Technical Discussion » Expression in Group SOP, strange results
- Fr3drik
- 36 posts
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No, I just want to group the top row (as in my posted ‘img 5,6.png’).
That's why I group the points first and then convert the selection to prims (with 'Only include primitives with all points in the group). Please let me know if there is a better way of achieving this.
You see what I mean if you open the scene and try some of the row/col combinations I mentioned below; suddenly not all prims are selected.
Thanks,
Fredrik
That's why I group the points first and then convert the selection to prims (with 'Only include primitives with all points in the group). Please let me know if there is a better way of achieving this.
You see what I mean if you open the scene and try some of the row/col combinations I mentioned below; suddenly not all prims are selected.
Thanks,
Fredrik
Technical Discussion » Expression in Group SOP, strange results
- Fr3drik
- 36 posts
- Offline
Hi,
I have some trouble with the Group SOP behaving strangely.
I'm trying to group some primitives using the expression $TY >= $CEY && $TZ == $ZMAX on points, and then convert type to primitives.
It works as expected most of the time, but when I change the number of rows/cols in the initial grid to certain values, odd things happen - not all prims that should be are selected. Examples of values that generate this are (rows/cols) 2/8, 3/8, 4/6 (+ many more).
Would really appreciate some help, I just can't figure it out…
Thanks,
Fredrik
Ps. Using 10.0.374
I have some trouble with the Group SOP behaving strangely.
I'm trying to group some primitives using the expression $TY >= $CEY && $TZ == $ZMAX on points, and then convert type to primitives.
It works as expected most of the time, but when I change the number of rows/cols in the initial grid to certain values, odd things happen - not all prims that should be are selected. Examples of values that generate this are (rows/cols) 2/8, 3/8, 4/6 (+ many more).
Would really appreciate some help, I just can't figure it out…
Thanks,
Fredrik
Ps. Using 10.0.374
Technical Discussion » Re-write Blender Python script for Houdini?
- Fr3drik
- 36 posts
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Hi,
I would like to be able to unfold triangulated meshes into 2d nets, accurately without deforming the polygons.
http://celeriac.net/unfolder/ [celeriac.net]
I realize that this is a pretty complicated subject (the Blender script is 46 Kb)… Would this be possible in Houdini without coding your own algorithms?
Thanks, Fredrik
I would like to be able to unfold triangulated meshes into 2d nets, accurately without deforming the polygons.
http://celeriac.net/unfolder/ [celeriac.net]
I realize that this is a pretty complicated subject (the Blender script is 46 Kb)… Would this be possible in Houdini without coding your own algorithms?
Thanks, Fredrik
Technical Discussion » Re-write Blender Python script for Houdini?
- Fr3drik
- 36 posts
- Offline
Hi,
Does anyone have Python scripting experience from both Blender and Houdini? I would like to make a Python script written for Blender work in Houdini, and I wonder how difficult this would be. (It clearly depends on the complexity of the script, but generally, how big are the differences?) I'm not a very experienced programmer.
Thanks,
Fredrik
Does anyone have Python scripting experience from both Blender and Houdini? I would like to make a Python script written for Blender work in Houdini, and I wonder how difficult this would be. (It clearly depends on the complexity of the script, but generally, how big are the differences?) I'm not a very experienced programmer.
Thanks,
Fredrik
Houdini Lounge » Modeling a hyperbolic tesselation?
- Fr3drik
- 36 posts
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Hi,
Posted this in Technical Discussion, no replies, but maybe this is the right place (sorry for double posting).
Found this video on Youtube: http://www.youtube.com/watch?v=xJYY8v2pNw8 [youtube.com] of a {3,7} hyperbolic tessellation.
I would like to model something similar in Houdini, but all information I can find about the subject relates to 2D tessellation. My maths skills aren't superb… Does anybody know the algorithm behind this, and how it might be implemented in Houdini? Would L-system polygons be a possible solution?
Thanks,
Fredrik
Posted this in Technical Discussion, no replies, but maybe this is the right place (sorry for double posting).
Found this video on Youtube: http://www.youtube.com/watch?v=xJYY8v2pNw8 [youtube.com] of a {3,7} hyperbolic tessellation.
I would like to model something similar in Houdini, but all information I can find about the subject relates to 2D tessellation. My maths skills aren't superb… Does anybody know the algorithm behind this, and how it might be implemented in Houdini? Would L-system polygons be a possible solution?
Thanks,
Fredrik
Technical Discussion » Modeling a hyperbolic tesselation?
- Fr3drik
- 36 posts
- Offline
Hi,
Found this video on Youtube: http://www.youtube.com/watch?v=xJYY8v2pNw8 [youtube.com] of a {3,7} hyperbolic tessellation.
I would like to model something similar in Houdini, but all information I can find about the subject relates to 2D tessellation. My maths skills aren't superb… Does anybody know the algorithm behind this, and how it might be implemented in Houdini? Would L-system polygons be a possible solution?
Thanks,
Fredrik
Found this video on Youtube: http://www.youtube.com/watch?v=xJYY8v2pNw8 [youtube.com] of a {3,7} hyperbolic tessellation.
I would like to model something similar in Houdini, but all information I can find about the subject relates to 2D tessellation. My maths skills aren't superb… Does anybody know the algorithm behind this, and how it might be implemented in Houdini? Would L-system polygons be a possible solution?
Thanks,
Fredrik
Technical Discussion » Paint attribute and stamping problem
- Fr3drik
- 36 posts
- Offline
Technical Discussion » Paint attribute and stamping problem
- Fr3drik
- 36 posts
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Hi,
I'd be very happy if someone could give me a hint on this one. Sorry for being pushy..!
The attribute is promoted to the primitive, but stamping results in 0 whatever I do.
Regards, Fredrik
I'd be very happy if someone could give me a hint on this one. Sorry for being pushy..!
The attribute is promoted to the primitive, but stamping results in 0 whatever I do.
Regards, Fredrik
Technical Discussion » Paint attribute and stamping problem
- Fr3drik
- 36 posts
- Offline
Hi!
I'm trying to paint with an attribute to control the size of the opening in the triangles (please see attached file). I've tried different things in the Copy sop. Now “opn” is set to 0.5, but it should be affected by the painting.
I'm sure it's a pretty basic thing but I'm lost at the moment… Grateful for help!
Regards, Fredrik
I'm trying to paint with an attribute to control the size of the opening in the triangles (please see attached file). I've tried different things in the Copy sop. Now “opn” is set to 0.5, but it should be affected by the painting.
I'm sure it's a pretty basic thing but I'm lost at the moment… Grateful for help!
Regards, Fredrik
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