Hi guys,
I have a simple pdg network with just a mantra node in my HDA. The mantra renderer keeps failing when I run it from HDA but generates the output image when I run it manually.
Based on the log, there is a permission issue but I couldn't figure out what exactly is the issue and how to fix it.
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PDG/TOPs » Mantra is failing in PDG network
- Mohsen_Tabasi
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SideFX Labs Tech Art Challenge 2022 » WIP - Stable Diffusion
- Mohsen_Tabasi
- 53 posts
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This is a Houdini tool that submits the render output as the init_image and with getting help from PDG, enables artists to easily define variations on the Stable Diffusion parameters like Sampling Method, Steps, Prompt Strength, and Noise Strength.
Unfortunately, couldn't make it to the deadline but I'll release it soon
And I'm looking for SD public servers(with python API) to support some of them.
Unfortunately, couldn't make it to the deadline but I'll release it soon
And I'm looking for SD public servers(with python API) to support some of them.
SideFX Labs Tech Art Challenge 2022 » Best Houdini Utility Entries
- Mohsen_Tabasi
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Hextile is a method for avoiding repetition when tiling textures.
The original code has been developed by mmikk and I just implemented it in Houdini.
Original Code:
https://github.com/mmikk/hextile-demo [github.com]
The original code has been developed by mmikk and I just implemented it in Houdini.
Original Code:
https://github.com/mmikk/hextile-demo [github.com]
Technical Discussion » Pivot Painter 2 - Export issue
- Mohsen_Tabasi
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Hi
I've an issue with Pivot Painter 2 asset.
It just exports a fbx geometry, without any texture.
And it throws an error.
My network is super simple and it's based on the Sidefx tutorial on YouTube
I've an issue with Pivot Painter 2 asset.
It just exports a fbx geometry, without any texture.
And it throws an error.
My network is super simple and it's based on the Sidefx tutorial on YouTube
Edited by Mohsen_Tabasi - Aug. 7, 2021 07:04:30
Technical Discussion » Documenting HDA
- Mohsen_Tabasi
- 53 posts
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mchaputJust One Question, is there any way to fix this issue in the older version of Houdini?
The bug is fixed and backported to 18.0 (starting with tomorrow's build). Thanks for the heads up.
I'm using 17.5
Edited by Mohsen_Tabasi - Feb. 13, 2020 01:39:32
Technical Discussion » Documenting HDA
- Mohsen_Tabasi
- 53 posts
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Technical Discussion » Documenting HDA
- Mohsen_Tabasi
- 53 posts
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DmitriiPYeah, it works with SVG format but SVG is rasterized format and is good idea for simple images, for some images like smokes it's not work.
use .svg for internal help images.[Image:opdef:.?sfx_logo.
svg]Image Not Found
Technical Discussion » Documenting HDA
- Mohsen_Tabasi
- 53 posts
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Technical Discussion » Documenting HDA
- Mohsen_Tabasi
- 53 posts
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Hi.
I'm trying to document my asset but I'm getting confused in adding image or icon.
I've added the materials in “Extra Files” and addressed them in “Help” based on Houdini documentation and Jeff's HDA Building P1 Illume Webinar.
But it doesn't work.
I've attached a simple asset with the same situation.
I'll appreciate if anybody could help me.
I'm trying to document my asset but I'm getting confused in adding image or icon.
I've added the materials in “Extra Files” and addressed them in “Help” based on Houdini documentation and Jeff's HDA Building P1 Illume Webinar.
But it doesn't work.
I've attached a simple asset with the same situation.
I'll appreciate if anybody could help me.
Edited by Mohsen_Tabasi - Feb. 10, 2020 07:14:52
Technical Discussion » Duplicate instance VOP Node
- Mohsen_Tabasi
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Technical Discussion » Duplicate instance VOP Node
- Mohsen_Tabasi
- 53 posts
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EnivobYes but I looking for a better solution, actually I'm not an expert on HDA but I think it doesn't update the other copies automatically and the others will be updated after I've saved HDA.
Have you thought about converting it to an HDA?
Edited by Mohsen_Tabasi - Feb. 2, 2020 10:55:57
Technical Discussion » Duplicate instance VOP Node
- Mohsen_Tabasi
- 53 posts
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Hi all.
I wondering is there any way to have multiple instances of an attribute vop network? It's important for me to update all the instances when the network of one of them changed.
I wondering is there any way to have multiple instances of an attribute vop network? It's important for me to update all the instances when the network of one of them changed.
Technical Discussion » Clear SOP Cache by VEX
- Mohsen_Tabasi
- 53 posts
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animatrix_Thanks a lot animatrix_
You can use this code in python:
hou.hscript(“sopcache -c”)
Technical Discussion » Clear SOP Cache by VEX
- Mohsen_Tabasi
- 53 posts
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jsmackHow about python? is it possible with python node in SOP?
No, VEX is not a scripting language. VEX is a shading language.
Technical Discussion » Clear SOP Cache by VEX
- Mohsen_Tabasi
- 53 posts
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Technical Discussion » Jeff Wagner Presentation (Character FX & Cloth in H17)
- Mohsen_Tabasi
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mavSwagThanks mavSwag.
point one - I would imagine its a complex setup possible using struts(vellum soft body)to make the soldiers accessories appear to be ridges.
point two - Jeff is speaking about the vellum solver and what it does by “default” which makes it better at solving interpenetrations. Depending on which vellum solver (SOP or DOP) you can find (and turn off ¯\_( ツ )_/¯) the setting under dopnet>vellumsolver>collisions>Disable Failed Collisions.
Technical Discussion » Jeff Wagner Presentation (Character FX & Cloth in H17)
- Mohsen_Tabasi
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tony_aThanks a lot Tony, nice trick.
Here's the scene Jeff used for the cloth upres.
Do you have any idea about two first points?
Technical Discussion » Jeff Wagner Presentation (Character FX & Cloth in H17)
- Mohsen_Tabasi
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MidasssilverMaybe but I was thinking about something like volume or grain hires tools that keep overall motion and add details. I think the video in presentation show something like this.
Not sure about your first two points, but I believe the cloth capture and cloth deform tools are what I used to transfer the low res animation to the high res mesh.
Technical Discussion » Jeff Wagner Presentation (Character FX & Cloth in H17)
- Mohsen_Tabasi
- 53 posts
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Hi.
Recently I watched this presentation (Characater FX & Cloth in H17 [vimeo.com]), very good and mind blowing presentation about Houdini abilities in Vellum but unfotunately Jeff introduce so many interesting techniques and pass them so fast(because of time limitation).
I listed some topics and looking for more information about them, hope anybody can help or get more information from Jeff
05:54 - Soldier example seems to combined rigids with vellum, is it possible or any tricks.
50:21 - About interpenetration points, Jeff said just turn interpenetrated points off and when they come back out turn them on but how?
50:44 - Jeff talks about a tool to simulate lowres cloth and use that for driving hires cloth, what is the tool?
Recently I watched this presentation (Characater FX & Cloth in H17 [vimeo.com]), very good and mind blowing presentation about Houdini abilities in Vellum but unfotunately Jeff introduce so many interesting techniques and pass them so fast(because of time limitation).
I listed some topics and looking for more information about them, hope anybody can help or get more information from Jeff
05:54 - Soldier example seems to combined rigids with vellum, is it possible or any tricks.
50:21 - About interpenetration points, Jeff said just turn interpenetrated points off and when they come back out turn them on but how?
50:44 - Jeff talks about a tool to simulate lowres cloth and use that for driving hires cloth, what is the tool?
Edited by Mohsen_Tabasi - May 15, 2019 23:13:39
Technical Discussion » Sop solver with multiple Bulllet object
- Mohsen_Tabasi
- 53 posts
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Hi all
I have a dop network with two packet object (ground and balls). I add a sop solver to emit some spheres in each frame.
The problem is in each frame new spheres added to ground and balls dop object either. How can I force sop solver to add spheres to ball dop object only.
I know if I separate rigid solver, the problem solved but I wondering is there any trick to make this by one solver.
I have a dop network with two packet object (ground and balls). I add a sop solver to emit some spheres in each frame.
The problem is in each frame new spheres added to ground and balls dop object either. How can I force sop solver to add spheres to ball dop object only.
I know if I separate rigid solver, the problem solved but I wondering is there any trick to make this by one solver.
Edited by Mohsen_Tabasi - April 11, 2019 00:16:30
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