Thank you! Although I'm not sure was caused this to happened - I manually added the license again in the License Administrator and this fixed the issue. The first time it didn't seem to work is because of a miss typed O versus a 0.
I used the following like to generate the mantra render:
https://www.sidefx.com/services/non-commercial-license/ [www.sidefx.com]
In case anyone else runs into this!
Found 19 posts.
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Technical Discussion » Houdini Apprentice Render Error - No licenses could be found
- HappehLemons
- 19 posts
- Offline
Technical Discussion » Houdini Apprentice Render Error - No licenses could be found
- HappehLemons
- 19 posts
- Offline
I'm getting :
No licenses could be found to run this application. Please check for a valid license server host
When I try to render with Houdini Apprentice. I don't render too often so I don't see what would cause this.
Please help! I can't continue my projects right now currently and don't know what to do. I have tried running in administrator mode and manually entering a license, neither resolve this.
No licenses could be found to run this application. Please check for a valid license server host
When I try to render with Houdini Apprentice. I don't render too often so I don't see what would cause this.
Please help! I can't continue my projects right now currently and don't know what to do. I have tried running in administrator mode and manually entering a license, neither resolve this.
Technical Discussion » Promote Specific Parameter with Python
- HappehLemons
- 19 posts
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Andr
You mean you want to create channel references?
I guess you should just feed the one paramater value with one parm object
example when both parms are in the same node:node = hou.pwd() first = node.parm("first") second = node.parm("second") first.set(second) # this will link the first parm to the values of the second parm
I think there's confusion here, let me try to simplify.
I use python to create a node. I want a parameter of that node to be automatically promoted. Here's the way to manually do this:
What do I need to do in order to do this automatically in python?
Technical Discussion » Promote Specific Parameter with Python
- HappehLemons
- 19 posts
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I've got a script the creates a small node network and links them together. There was one thing I was stuck at though, how to I promote certain parameters on some of the nodes?
Here's the script:
#Active node view written by anim (odforce.net)
#Allows you to create nodes in currently active node view
tabs = hou.ui.currentPaneTabs() # get all active tabs
tabs = # keep only network editors
tabs = # keep only Vopnets
#Creates nodes in active frame
if tabs:
node = tabs.pwd()
#Creates global variable, sets name, and sets output settings to single variable mode
globe = node.createNode('global', ‘global_wetmap’).parm('usemenu').set(1)
#Creates a transfrom node, sets name and changes space to world
trans = node.createNode('transform', ‘transform_wetmap’).parm('tospace').set('space:world')
#Creates a defult point cloud open node and names it
pcopen = node.createNode('pcopen', ‘pcopen_wetmap’).parm
#Creates a defult point cloud filter node and names it
pcfilter = node.createNode('pcfilter', ‘pcfilter_wetmap’)
#Sets up all node connections, ready to be attached to layer mix
hou.node('/mat/ttop/transform_wetmap').setInput(0, hou.node('/mat/ttop/global_wetmap'))
hou.node('/mat/ttop/pcopen_wetmap').setInput(2, hou.node('/mat/ttop/transform_wetmap'))
hou.node('/mat/ttop/pcfilter_wetmap').setInput(0, hou.node('/mat/ttop/pcopen_wetmap'))
Here's the script:
#Active node view written by anim (odforce.net)
#Allows you to create nodes in currently active node view
tabs = hou.ui.currentPaneTabs() # get all active tabs
tabs = # keep only network editors
tabs = # keep only Vopnets
#Creates nodes in active frame
if tabs:
node = tabs.pwd()
#Creates global variable, sets name, and sets output settings to single variable mode
globe = node.createNode('global', ‘global_wetmap’).parm('usemenu').set(1)
#Creates a transfrom node, sets name and changes space to world
trans = node.createNode('transform', ‘transform_wetmap’).parm('tospace').set('space:world')
#Creates a defult point cloud open node and names it
pcopen = node.createNode('pcopen', ‘pcopen_wetmap’).parm
#Creates a defult point cloud filter node and names it
pcfilter = node.createNode('pcfilter', ‘pcfilter_wetmap’)
#Sets up all node connections, ready to be attached to layer mix
hou.node('/mat/ttop/transform_wetmap').setInput(0, hou.node('/mat/ttop/global_wetmap'))
hou.node('/mat/ttop/pcopen_wetmap').setInput(2, hou.node('/mat/ttop/transform_wetmap'))
hou.node('/mat/ttop/pcfilter_wetmap').setInput(0, hou.node('/mat/ttop/pcopen_wetmap'))
Edited by HappehLemons - Feb. 2, 2019 16:30:09
Technical Discussion » Middle Mouse Button In Houdini (Without Middle Mouse Button)
- HappehLemons
- 19 posts
- Offline
mestela
You can fake it by remapping a keyboard button, but thats only a stop-gap solution. To use houdini properly, get a 3 button mouse (or at the very least a mouse with a clickable scrollwheel, which is 99% of mice these days).
Keyboard remapping trick: http://www.tokeru.com/cgwiki/index.php?title=HoudiniUserInterfaceTips#Houdini_on_a_laptop.2C_middle_mouse_button [www.tokeru.com]
This is just what I needed! Thank you
penboack
y 13th November 2018
# Source: Houdini Forum Topic “Middle Mouse on Macbook” 14th Jun 2018
# https://www.sidefx.com/forum/topic/56426/?page=1#post-252948 [www.sidefx.com] (penultimate post)
# System Preferences > Trackpad > Point & Click > Secondary Click set to:
# Click in bottom left corner or Click in bottom right corner.
HOUDINI_MMB_PAN = 0
I have included my comments (the lines preceded by a #).
Thanks! Very useful.
Technical Discussion » Middle Mouse Button In Houdini (Without Middle Mouse Button)
- HappehLemons
- 19 posts
- Offline
I don't have a middle mouse button and hoping to continue to use houdini without it. Wall I'm running into is MMB clicking on a node to see attributes and other details. Right now using the “Show Information” shows only a limited amount of information on the node:
How do I get it to show all the information below without MMB(This is after I've plugged in a mouse with a middle mouse button)
How do I get it to show all the information below without MMB(This is after I've plugged in a mouse with a middle mouse button)
Technical Discussion » Small Scale Flip Sims are Unstable and Slow
- HappehLemons
- 19 posts
- Offline
Looking for some help on this one, also been getting conflicting information.
I hear from a lot of people to scale up small scales sims and adjust the settings to “fake” them being small because Houdini doesn't handle small scale sims well.
I've also been told that later versions of Houdini DO handle them well, and you should always work in the proper scale.
Well I'm trying very hard to work within the proper scale, but it seems I always run into issues. Truthfully, I should be going even smaller then this, but I can't even get this scale to work (Shown below)
My example is crude, but in practice the scale should be relevant to pouring chocolate on a strawberry. I want to do this in scale if possible, but it seems like not only is the sim very very slow, but it becomes very unstable. Here's my example:
Scene File:
Small Scale Flip.hipnc
Settings:
Particle Separation: 0.001
Substeps: 10
Can someone point me into the right direction of not only speeding the sim up, but getting it to work more accurately at very small scales?
https://www.youtube.com/watch?v=HlKp-ULLg2g [www.youtube.com]
I hear from a lot of people to scale up small scales sims and adjust the settings to “fake” them being small because Houdini doesn't handle small scale sims well.
I've also been told that later versions of Houdini DO handle them well, and you should always work in the proper scale.
Well I'm trying very hard to work within the proper scale, but it seems I always run into issues. Truthfully, I should be going even smaller then this, but I can't even get this scale to work (Shown below)
My example is crude, but in practice the scale should be relevant to pouring chocolate on a strawberry. I want to do this in scale if possible, but it seems like not only is the sim very very slow, but it becomes very unstable. Here's my example:
Scene File:
Small Scale Flip.hipnc
Settings:
Particle Separation: 0.001
Substeps: 10
Can someone point me into the right direction of not only speeding the sim up, but getting it to work more accurately at very small scales?
https://www.youtube.com/watch?v=HlKp-ULLg2g [www.youtube.com]
Edited by HappehLemons - Sept. 22, 2018 05:12:18
Technical Discussion » Scatter Points Not Working on Deform Geo?
- HappehLemons
- 19 posts
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Just to be clear, I am aware of a few other methods of making scatter points on deforming geo. For example, using the cloth node or and attribute interpolate + wrangle. What I'm hoping to do is a better understanding of the method below, and learn why it isn't functioning.
Here's the asset I'm using:
https://www.orbolt.com/asset/Julian_Davidson::jnd_wetmap::1.0
It seems to not be scattering on deforming objects for me. Anyone know how to go about fixing this, and what may of caused this? I really like the asset so I'd like to repair it if possible. Looks like things go wrong once the scatter is run thru the vopsop1. I'm not sure what this is.. is it legacy Houdini tools or am I just not experienced enough to know? Any information would be super helpful.
Scene file attached with bug. Any help would be amazing!
Here's the asset I'm using:
https://www.orbolt.com/asset/Julian_Davidson::jnd_wetmap::1.0
It seems to not be scattering on deforming objects for me. Anyone know how to go about fixing this, and what may of caused this? I really like the asset so I'd like to repair it if possible. Looks like things go wrong once the scatter is run thru the vopsop1. I'm not sure what this is.. is it legacy Houdini tools or am I just not experienced enough to know? Any information would be super helpful.
Scene file attached with bug. Any help would be amazing!
Technical Discussion » Carve a Curve by specific length (And not a percentage)
- HappehLemons
- 19 posts
- Offline
I have a copy to points SOP based on a curve I cut up to add the welding point onto a pipe I've made. Problem is the the welding points on the pipe are too close to each other, so I want to add an additional carve increase the distance between each carved point by a measurement, not a percentage like carve normally does. Can I do this somehow? With the current way carve works, it shortens my curves relative to the same percent, and how I'd like to use it is to shorten each curve by a 1/10 of an inch (Or some type of exact measurement, so every curve has the same amount taken off)
I hope this all makes sense, I'm very new with Houdini and I don't want to do this in a method that is overly complex or requires too much alteration if possible. Just trying to learn the basics here and ran into this sang with my current project.
Scene file attached!
I hope this all makes sense, I'm very new with Houdini and I don't want to do this in a method that is overly complex or requires too much alteration if possible. Just trying to learn the basics here and ran into this sang with my current project.
Scene file attached!
Technical Discussion » Forcing Flip Particles to Stick to surface of a mesh
- HappehLemons
- 19 posts
- Offline
I'm having issues getting my flip particles to stick to the surface of my meshes. No matter how much I crank up “Stick on Collision” or crank down the “Slip on collision” my particles still slide off the surface of a sphere. I would like the first layer of particles to simply stick onto the sphere so there's a thin layer of particles on it after fluid is emitted onto them.
Here's an example of particles not sticking even with stick on collision all the way up.
https://www.youtube.com/watch?v=hqLXC5A33vc [www.youtube.com]
I'm new with Houdini, so any pointing in the right direction would be super helpful.
Here's an example of particles not sticking even with stick on collision all the way up.
https://www.youtube.com/watch?v=hqLXC5A33vc [www.youtube.com]
I'm new with Houdini, so any pointing in the right direction would be super helpful.
Edited by HappehLemons - April 22, 2018 01:44:25
Houdini Indie and Apprentice » Can I move work from Apprentice into Indie?
- HappehLemons
- 19 posts
- Offline
Houdini Indie and Apprentice » Can I move work from Apprentice into Indie?
- HappehLemons
- 19 posts
- Offline
I'm starting some projecting in Houdini Apprentice, and had a pretty simple question that I wasn't sure of. If I upgrade to Indie at some point, or start using a studio that provides a paid license tier, can I continue my work in that version? Or is my save locked to the Apprentice version.
Thanks!
Edit:
Looks like you can't, I'm assuming the same goes for FX tier as well?
Thanks!
Edit:
Looks like you can't, I'm assuming the same goes for FX tier as well?
Edited by HappehLemons - April 12, 2018 14:45:28
Technical Discussion » Fixing materials after FBX Import (Pictures / Video)
- HappehLemons
- 19 posts
- Offline
Hey all, I'm very new to Houdini, but I can't seem to find the resources online to solve this problem.
In a nutshell, when I import my FBX file, all of the textures are importing wrong. This has happened to me in other programs, but I normally just fix them up. In Houdini however, I have no idea how to do this. Please help!
Below is what the file looks like in Houdini with things not working properly, and the file in Maya working properly.
I also attached a video of my going thru the settings in Houdini if that helps.
https://youtu.be/59eP0n5aYZo [youtu.be]
Thank you for any help!
In a nutshell, when I import my FBX file, all of the textures are importing wrong. This has happened to me in other programs, but I normally just fix them up. In Houdini however, I have no idea how to do this. Please help!
Below is what the file looks like in Houdini with things not working properly, and the file in Maya working properly.
I also attached a video of my going thru the settings in Houdini if that helps.
https://youtu.be/59eP0n5aYZo [youtu.be]
Thank you for any help!
Technical Discussion » PC for Houdini and 5000 euros max.
- HappehLemons
- 19 posts
- Offline
I'm sorry, I really worded that wrong. When I say “render out” I just mean simulate particles. Not mesh, or render. Sorry! I'm very home taught and sometimes make up or use wrong terms!
Technical Discussion » PC for Houdini and 5000 euros max.
- HappehLemons
- 19 posts
- Offline
malbrecht, thanks for all that information. One more question though…
I mainly do large scale flip simulation that push a lot of particles, but with GPU rendering gaining a lot of traction here's something I don't fully understand. When you use the GPU to render out particle sims, does to CPU and GPU work together to simulate these scenes, or purely using the GPU? Is there a limitation with using openCL that would make more sense not to use it? Or should you almost always use OpenCL when doing large scale flip sims? I have a Titan X and I never know if I should be using it or not.
I mainly do large scale flip simulation that push a lot of particles, but with GPU rendering gaining a lot of traction here's something I don't fully understand. When you use the GPU to render out particle sims, does to CPU and GPU work together to simulate these scenes, or purely using the GPU? Is there a limitation with using openCL that would make more sense not to use it? Or should you almost always use OpenCL when doing large scale flip sims? I have a Titan X and I never know if I should be using it or not.
Technical Discussion » PC for Houdini and 5000 euros max.
- HappehLemons
- 19 posts
- Offline
malbrecht
Moin,
not pretending to have the perfect answer, I would make a few assumptions:
- there is a considerate trend towards leveraging GPU for number crunching. Depending on the kind of simulation you are doing, investing into a 1080 or the like might make sense.
- RAM can only be replaced by more RAM, ideally MUCH MORE RAM. When in doubt, use even more RAM.
- writing huge simulation caches to disk (or reading them) can suffer from mechanical HDD bottlenecking, so some TB SSD would be next on my list
- more cores (Xeon) are only useful if your simulations actually leverage multithreading. Personally (this is probably very much discussable) I would go for higher core frequencies more than for more cores.
Please do discuss. I was under the assumption that almost everything in programs like Maya and Houdini were threaded. I picked up a 22 core Xeon just for large scale sims and render times I think they run a 2.2ghz each and I gave up a quad core 4970k (4.00ghz per core). What are some of the major cons of a system like this?
Houdini Lounge » Houdini Podcast
- HappehLemons
- 19 posts
- Offline
It think it would be cool to have some guests come by and tell their story. I always find that stuff really interesting. Even though its a visual program, I think everyone that uses Houdini has some kind of interesting story about it.
Things like how they got into Houdini, how it changed the way they work and just their thoughts on topics related to VFX. The guys at pixologic handle it pretty well, considering zBrush is a purely visual program they keep things really interesting.
Things like how they got into Houdini, how it changed the way they work and just their thoughts on topics related to VFX. The guys at pixologic handle it pretty well, considering zBrush is a purely visual program they keep things really interesting.
Edited by HappehLemons - Feb. 5, 2017 16:27:32
Houdini Lounge » Houdini Podcast
- HappehLemons
- 19 posts
- Offline
Hey SideFX.
Are there any plans for you team to start doing some kind of podcast? I'd love to listen to it! I always tune into zBrushes podcasts and think they're so interesting, and would love it if you guys had something like that too!
Are there any plans for you team to start doing some kind of podcast? I'd love to listen to it! I always tune into zBrushes podcasts and think they're so interesting, and would love it if you guys had something like that too!
Houdini Lounge » Dynamic Painting / Sticky Substances? (Looking to switch to Houdini)
- HappehLemons
- 19 posts
- Offline
Hey guys,
Looking for a solution for the 3 following scenarios. I've been trying to keep my workflow in Maya and Realflow but it's becoming very hard to create the effects I'm looking to do. It looks like Houdini could be my solution, but I was wondering if anyone could confirm that Houdini has the tools for doing the following:
Although realflow does have a system for particles sticking to surfaces, once the surface moves the particles have trouble staying attached. For example, an animated character falls in cement, in reaflow once he moves the particles will fall off.
So my first question is, can particles made in Houdini stick to an animated moving surface?
Blender has a really cool feature that lets you paint objects dynamically with particles AND meshes.
https://www.youtube.com/watch?v=czYugUWVbEQ [youtube.com]
https://www.youtube.com/watch?v=WtnMjzOm_ac [youtube.com]
I've seen wetmap support in Houdini, so it seems like you can paint with particles.. so I guess my second question would be can you do the same thing wish a mesh (Dynamically paint with two meshes interacting)?
Softimage had an awesome demo where a user had a sold object that was made in a way that made it sticky, so any object that it interacted with it would stick to it and as the object moved it would tear pieces away.
Here's the example:
https://youtu.be/x8Fo2slT2WA?t=1m42s [youtu.be]
(At 1:42 for anyone on mobile)
So I guess my third question would be does Houdini have some kind of comparable physics like this?
I know these are a lot of questions, but I've been struggling to find solutions for the scenarios I want to make. Any help would be awesome!
Looking for a solution for the 3 following scenarios. I've been trying to keep my workflow in Maya and Realflow but it's becoming very hard to create the effects I'm looking to do. It looks like Houdini could be my solution, but I was wondering if anyone could confirm that Houdini has the tools for doing the following:
Although realflow does have a system for particles sticking to surfaces, once the surface moves the particles have trouble staying attached. For example, an animated character falls in cement, in reaflow once he moves the particles will fall off.
So my first question is, can particles made in Houdini stick to an animated moving surface?
Blender has a really cool feature that lets you paint objects dynamically with particles AND meshes.
https://www.youtube.com/watch?v=czYugUWVbEQ [youtube.com]
https://www.youtube.com/watch?v=WtnMjzOm_ac [youtube.com]
I've seen wetmap support in Houdini, so it seems like you can paint with particles.. so I guess my second question would be can you do the same thing wish a mesh (Dynamically paint with two meshes interacting)?
Softimage had an awesome demo where a user had a sold object that was made in a way that made it sticky, so any object that it interacted with it would stick to it and as the object moved it would tear pieces away.
Here's the example:
https://youtu.be/x8Fo2slT2WA?t=1m42s [youtu.be]
(At 1:42 for anyone on mobile)
So I guess my third question would be does Houdini have some kind of comparable physics like this?
I know these are a lot of questions, but I've been struggling to find solutions for the scenarios I want to make. Any help would be awesome!
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