I got same issue.
Wondering will it ever be answered
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Technical Discussion » Hairgen BOUNDS too many elements for parameter
- ISUther
- 116 posts
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Houdini Indie and Apprentice » Houdini Hair using vellum solver r endering issue
- ISUther
- 116 posts
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Houdini Hair using vellum solver
Can anyone assist? What am i doing wrong? Trying to add facial hair to my model.
I also added Redshift hair shader on top of the facial hair but when i render out (using redshift) i get no facial hair.
Also model is not rendering
I tried it with mantra and same issue.
Can anyone assist? What am i doing wrong? Trying to add facial hair to my model.
I also added Redshift hair shader on top of the facial hair but when i render out (using redshift) i get no facial hair.
Also model is not rendering
I tried it with mantra and same issue.
Image Not Found
Technical Discussion » Houdini modeling bug AND grid issue with top view. Please fix it ASP!!!!
- ISUther
- 116 posts
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Houdini modeling bug. Please fix it ASP!!!!
My Houdini version is: 17.5.173
https://www.youtube.com/watch?v=wWIdCQRaZks&feature=youtu.be [www.youtube.com]
My Houdini version is: 17.5.173
https://www.youtube.com/watch?v=wWIdCQRaZks&feature=youtu.be [www.youtube.com]
Technical Discussion » Cant seem to be able to rotate ramp effect.
- ISUther
- 116 posts
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Houdini issue. Cant seem to be able to rotate ramp effect. If i use Uv texture projection to Z axis it will set my eye textures off and ramp right but when i set it Y axis it sets ramp right but textures off.
https://www.youtube.com/watch?v=kiS2FaOFb0Q&feature=youtu.be&fbclid=IwAR2YlAMfQ1H-VzsLYK-CSA_nYV7S2u62NYI6AAjbMBHVUV-G-kVlE1cqaqI [www.youtube.com]
https://www.youtube.com/watch?v=kiS2FaOFb0Q&feature=youtu.be&fbclid=IwAR2YlAMfQ1H-VzsLYK-CSA_nYV7S2u62NYI6AAjbMBHVUV-G-kVlE1cqaqI [www.youtube.com]
Technical Discussion » I need to create a rolling plans / paper animation clip. What approach would you recommend?
- ISUther
- 116 posts
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I need to create a rolling plans / paper animation clip.
What approach would you recommend?
Paper should roll to table like rolling architectural plans or some sort of map.
What nodes you would use?
What approach would you recommend?
Paper should roll to table like rolling architectural plans or some sort of map.
What nodes you would use?
Technical Discussion » Houdini Arnold rendering issue with spec primary, secondary and iterations issue
- ISUther
- 116 posts
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Houdini Arnold “Standard Surface” node.
It has inputs for specular as follows:
* Specular - Influences brightness of spec
* Specular color - defines color of specularity
* Specular roughness - controlls glosines / roughness of the mesh
* Specular IOR
* Specular Anistropy
* Specular rotatation
In my case i have one spec map that dictates over all object specularity (i use specular_roughness to dictate that specularity.
But i now need to plug in also secondary specular map for lips and one for oili areas of model.
So that is 2 extra specularity maps.
But i have no clue how to connect the secondary map and have separate controls for roughness and specularity for it.
Can someone assist what node to use?
Also having other issue when trying to increase iterations. I get gray renders.
It has inputs for specular as follows:
* Specular - Influences brightness of spec
* Specular color - defines color of specularity
* Specular roughness - controlls glosines / roughness of the mesh
* Specular IOR
* Specular Anistropy
* Specular rotatation
In my case i have one spec map that dictates over all object specularity (i use specular_roughness to dictate that specularity.
But i now need to plug in also secondary specular map for lips and one for oili areas of model.
So that is 2 extra specularity maps.
But i have no clue how to connect the secondary map and have separate controls for roughness and specularity for it.
Can someone assist what node to use?
Also having other issue when trying to increase iterations. I get gray renders.
Technical Discussion » Anyone here has experience importing OBJ file that is created i n Houdini to 3D max?
- ISUther
- 116 posts
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Anyone here has experience importing OBJ file that is created i n Houdini to 3D max?
As i cant find a way how to export my model out as DWG file (so i can load it in in Autocad) as i need to add measurements like wall height and how many
square meters it has etc.
I was trying to import it to 3D max and save out DWG fromat there. But model looks horrible in 3D max.
As i cant find a way how to export my model out as DWG file (so i can load it in in Autocad) as i need to add measurements like wall height and how many
square meters it has etc.
I was trying to import it to 3D max and save out DWG fromat there. But model looks horrible in 3D max.
Edited by ISUther - Dec. 9, 2018 22:13:27
Technical Discussion » DWG format from Houdini?
- ISUther
- 116 posts
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Sudgested memthod to save out my project as DWG so it can be opened in cad where i need to add measurements and stuff like that.
I just want to model in houdini and not in revit. Revit sucks as modeling tool.
I just want to model in houdini and not in revit. Revit sucks as modeling tool.
Technical Discussion » Arnold for Houdini 17. Anyone got it to work?
- ISUther
- 116 posts
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Got it solved. HAd to change env file
The Redshift settings are overriding the Arnold settings.
You need to combine the two PATH lines into one line, and the HOUDINI_PATH lines. Like this:
PATH = “$PATH;CUsers/ISUther/Documents/Arnold_renderer/htoa-3.2.0_r9e1313b_houdini-${HOUDINI_VERSION}/scripts/bin;CProgramData/Redshift/bin”
HOUDINI_PATH = “CUsers/ISUther/Documents/Arnold_renderer/htoa-3.2.0_r9e1313b_houdini-${HOUDINI_VERSION};CProgramData/Redshift/Plugins/Houdini/17.0.352;&”
Got this info from arnold forum
The Redshift settings are overriding the Arnold settings.
You need to combine the two PATH lines into one line, and the HOUDINI_PATH lines. Like this:
PATH = “$PATH;CUsers/ISUther/Documents/Arnold_renderer/htoa-3.2.0_r9e1313b_houdini-${HOUDINI_VERSION}/scripts/bin;CProgramData/Redshift/bin”
HOUDINI_PATH = “CUsers/ISUther/Documents/Arnold_renderer/htoa-3.2.0_r9e1313b_houdini-${HOUDINI_VERSION};CProgramData/Redshift/Plugins/Houdini/17.0.352;&”
Got this info from arnold forum
Technical Discussion » Arnold for Houdini 17. Anyone got it to work?
- ISUther
- 116 posts
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Arnold for Houdini 17. Anyone got it to work?
I downloaded HtoA 3.2.0 from
https://docs.arnoldrenderer.com/display/A5AFHUG/HtoA+3.2.0 [docs.arnoldrenderer.com]
Installed also license server from here:
https://docs.arnoldrenderer.com/display/A5AILIC/Installing+RLM+on+Windows [docs.arnoldrenderer.com]
houdini env file was automatically edited by plugin installation. But i cant get it to work.
In houdini there is no arnold shelf and cant add it as there is no such shelf.
I downloaded HtoA 3.2.0 from
https://docs.arnoldrenderer.com/display/A5AFHUG/HtoA+3.2.0 [docs.arnoldrenderer.com]
Installed also license server from here:
https://docs.arnoldrenderer.com/display/A5AILIC/Installing+RLM+on+Windows [docs.arnoldrenderer.com]
houdini env file was automatically edited by plugin installation. But i cant get it to work.
In houdini there is no arnold shelf and cant add it as there is no such shelf.
Technical Discussion » Is the substance painter and Houdini link working now?
- ISUther
- 116 posts
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Is the substance painter and Houdini link working now?
I am trying to figure out good pipeline for Houdini.
1. I sculpted model in zbrush
2. Retopology aldo done
3. UV-s done in Unfold 3D
and textured in Mari but creating shader is something new to me. I know that there is some sort of link between substance painter and Houdini.
So basically you texture model in substance painter and you get out textures that are going directly to houdini with the shader.
So basically i can build VFX effect on top of my model in houdini same time having textures applied to the model.
Does anyone uses this pipeline and does it work and how exactly?
I am trying to figure out good pipeline for Houdini.
1. I sculpted model in zbrush
2. Retopology aldo done
3. UV-s done in Unfold 3D
and textured in Mari but creating shader is something new to me. I know that there is some sort of link between substance painter and Houdini.
So basically you texture model in substance painter and you get out textures that are going directly to houdini with the shader.
So basically i can build VFX effect on top of my model in houdini same time having textures applied to the model.
Does anyone uses this pipeline and does it work and how exactly?
Technical Discussion » Houdini mantra error Error Command Exit Code: -1073741819
- ISUther
- 116 posts
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When i try to render i get this error.
Can some one assist and point what might be wrong?I have Houdini Indie version 17.0.352
Can some one assist and point what might be wrong?I have Houdini Indie version 17.0.352
Technical Discussion » RAM for Houdini using AMD Threadripper
- ISUther
- 116 posts
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Hello,
I Have AMD Threadripper PC and planing to update from 16 gigs to 128 gigs ddr
I was looking at ram sticks
3000mhz and 3200mhz
timings cl 14 or CL15
Any of you have something like this? How huge difference is CL 14 and 15 in houdini?
Here are memories i was looking at:
https://www.hinnavaatlus.ee/products/Arvutikomponendid/Mälud/8339d2bef3b547a622ee2c1b7aef430c/?sort=-min_price
I Have AMD Threadripper PC and planing to update from 16 gigs to 128 gigs ddr
I was looking at ram sticks
3000mhz and 3200mhz
timings cl 14 or CL15
Any of you have something like this? How huge difference is CL 14 and 15 in houdini?
Here are memories i was looking at:
https://www.hinnavaatlus.ee/products/Arvutikomponendid/Mälud/8339d2bef3b547a622ee2c1b7aef430c/?sort=-min_price
Technical Discussion » Working with CAD files and Pointcloud files in Houdini?
- ISUther
- 116 posts
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I was able to import pointcloud to Houdini but is there a way to convert pointcloud to OBJ file / pollygon mesh. ?
End goal is to be able to do uv-d and texture model.
End goal is to be able to do uv-d and texture model.
Technical Discussion » Working with CAD files and Pointcloud files in Houdini?
- ISUther
- 116 posts
- Offline
Hello,
I work @ work with 3d scanners (FARO scanners) pointclouds i merge and fix in program named Scene
Files that i can save out from it are:
.pts
.e57
.wrl
.dxf
.xyz
.xyb
.igs
.pts
.ptx
.pod
.fls
Revit where i can then draw walls etc can open up this pointcloud file and i am able to export out from Revit following files types:
.dwg
.dxf
.dgn
.acis(sat)
.dwf
.dwfx
.fbx
.nwc
.gbxml
My problem with those is that those files are not accurate 3D elements (OBJ files).
Added images as samples.
My goal is to find good workflow when working with pointclouds and creating 3d model from those.
Questions:
1. is there a way to load in Pointcloud file directly to Houdini? (formats that i can save out are:
pts
.e57 (E57 Files)
.wrl (VRML Files)
.dxf (DXF Files)
.xyz (XYZ Ascii Files)
.xyb (XYZ Binary Files)
.igs (IGES Files)
.pts (PTS Files)
.ptx (PTX Files)
.pod (Pointools Files)
.fls (SCENE Scan File)
2. If there is no support for pointcloud files is there some sort of option that i can some how turn those files to proper 3D elements whithout starting to model everything from scratch.
I do not need to use Revit as modeling tool. I use revit as reference tool as inside of revit i have pointcloud and i can rotate it around and start drawing walls and floors and windows by following pointcloud.
3. How to fix topology for FBX format model?
I work @ work with 3d scanners (FARO scanners) pointclouds i merge and fix in program named Scene
Files that i can save out from it are:
.pts
.e57
.wrl
.dxf
.xyz
.xyb
.igs
.pts
.ptx
.pod
.fls
Revit where i can then draw walls etc can open up this pointcloud file and i am able to export out from Revit following files types:
.dwg
.dxf
.dgn
.acis(sat)
.dwf
.dwfx
.fbx
.nwc
.gbxml
My problem with those is that those files are not accurate 3D elements (OBJ files).
Added images as samples.
My goal is to find good workflow when working with pointclouds and creating 3d model from those.
Questions:
1. is there a way to load in Pointcloud file directly to Houdini? (formats that i can save out are:
pts
.e57 (E57 Files)
.wrl (VRML Files)
.dxf (DXF Files)
.xyz (XYZ Ascii Files)
.xyb (XYZ Binary Files)
.igs (IGES Files)
.pts (PTS Files)
.ptx (PTX Files)
.pod (Pointools Files)
.fls (SCENE Scan File)
2. If there is no support for pointcloud files is there some sort of option that i can some how turn those files to proper 3D elements whithout starting to model everything from scratch.
I do not need to use Revit as modeling tool. I use revit as reference tool as inside of revit i have pointcloud and i can rotate it around and start drawing walls and floors and windows by following pointcloud.
3. How to fix topology for FBX format model?
Technical Discussion » I am struggling to find info how to change color of selected object.
- ISUther
- 116 posts
- Offline
Hello,
I am struggling to find info how to change color of selected object.
You know when you select object (in Object level or inside geometry level).
I have node selected and i see small white lines around the object i selected but i prefer it to have different color.
How to do this as i cant find it under Display options
Here is an image
I am struggling to find info how to change color of selected object.
You know when you select object (in Object level or inside geometry level).
I have node selected and i see small white lines around the object i selected but i prefer it to have different color.
How to do this as i cant find it under Display options
Here is an image
Technical Discussion » Missing Node graph snapping grid option missing?
- ISUther
- 116 posts
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Missing Node graph snapping grid option
How to get it back or is this function removed from Houdini 16.5?
Here is sample image
How to get it back or is this function removed from Houdini 16.5?
Here is sample image
Technical Discussion » Creating character facial hair with 16gb ram (using threadripper)
- ISUther
- 116 posts
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Same result.
Question is: does facial hair system add hair-string to every polygon face?
And if yes then i understand why it loads so long and crashes as many faces.
So here comes question can i “paint” somhow without applying hair to all of the model at once.
(is there a painting method?) or do i have to select specific polygon faces and split them (as polygorup) in order to apply hair to that part? Or is there opion to paint hair to faces in other way?
Question is: does facial hair system add hair-string to every polygon face?
And if yes then i understand why it loads so long and crashes as many faces.
So here comes question can i “paint” somhow without applying hair to all of the model at once.
(is there a painting method?) or do i have to select specific polygon faces and split them (as polygorup) in order to apply hair to that part? Or is there opion to paint hair to faces in other way?
Technical Discussion » Creating character facial hair with 16gb ram (using threadripper)
- ISUther
- 116 posts
- Offline
Hi,
No it is not raw export from zbrush.
Model is decimated.
currently on this attempt model is 6,8milion
but i tried with less then 1 million polygon model aslo getting same issue.
No it is not raw export from zbrush.
Model is decimated.
currently on this attempt model is 6,8milion
but i tried with less then 1 million polygon model aslo getting same issue.
Technical Discussion » Creating character facial hair with 16gb ram (using threadripper)
- ISUther
- 116 posts
- Offline
I have hickups when creating hair and will get often error that because not sufficient ammount memory Houdini crash.
When i import my OBJ model in to houdini and do following:
1. Go to Grooming tab
2. Select my model
3. Click on adds fur (this will take about 1-3 minutes to load)
4. I click on “Initialize Guides” and system crashes.
As i understand it is because 16 gigs of ram is no good for this job.
But as i am trying only to add facial hair (so not many hair strings but more like some scattered along the face)
Like you see on this model face
https://i.imgur.com/7vy2w6p.jpg [i.imgur.com]
The model i have is this one:
https://www.artstation.com/artwork/RvGdm [www.artstation.com]
Is there a way to add sting less of those hairs so system wont crash. (as has to calculate less)
What method would you suggest?
fiber-mesh in Zbrush and then somehow to convert it in Houdini to facial hair? (how?)
I am trying to find a ways to do facial hair without buyng more ram (as i cant afford it at the moment)
When i import my OBJ model in to houdini and do following:
1. Go to Grooming tab
2. Select my model
3. Click on adds fur (this will take about 1-3 minutes to load)
4. I click on “Initialize Guides” and system crashes.
As i understand it is because 16 gigs of ram is no good for this job.
But as i am trying only to add facial hair (so not many hair strings but more like some scattered along the face)
Like you see on this model face
https://i.imgur.com/7vy2w6p.jpg [i.imgur.com]
The model i have is this one:
https://www.artstation.com/artwork/RvGdm [www.artstation.com]
Is there a way to add sting less of those hairs so system wont crash. (as has to calculate less)
What method would you suggest?
fiber-mesh in Zbrush and then somehow to convert it in Houdini to facial hair? (how?)
I am trying to find a ways to do facial hair without buyng more ram (as i cant afford it at the moment)
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