Hi Damian, do you have an ETA on the 4.9 build? I just updated today without realising there was no current 4.9 support and I'd like to avoid reverting back if possible, but if it will be more than a couple of days away I can go back down a version.
Thanks,
Gary
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Houdini Engine for Unreal » Versions of Unreal Engine 4
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Technical Discussion » Shading at the origin?
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Technical Discussion » Shading at the origin?
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Hey all,
I have an object travelling through space that I'd like to shade with noise, now when I shade this the noise pattern will change depending on where the object is in world space. I need the noise to stick to the object, so was wondering how I would go about this.
Can I shade the object at the origin before transforming it to its world-space position? Or should I really be using UV's or another method?
Cheers,
I have an object travelling through space that I'd like to shade with noise, now when I shade this the noise pattern will change depending on where the object is in world space. I need the noise to stick to the object, so was wondering how I would go about this.
Can I shade the object at the origin before transforming it to its world-space position? Or should I really be using UV's or another method?
Cheers,
Houdini Lounge » Ideas for basic Python projects
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Hey guys, I'm just starting to teach myself some basic python scripting (with some help from the CMIVFX tutorials and some other online resources) and I've often found that I learn best if I'm directly applying some knowledge to a basic project that I find interesting. so I just wondered if anyone had any suggestions for basic things that I could try and implement in Houdini that might encompass some elementary Python fundamentals.
I do have a basic level of Maxscripting ability and understanding of coding, so I'm starting off with at least a base level of knowledge that I'm just looking to apply.
I had considered creating a basic script to setup various Takes and output folders/render drivers, which I could then perhaps expand with a simple GUI, but I was curious if anyone had any other suggestions?
Cheers,
Gary
Edit –
I just saw that recent Masterclass on Python & Houdini so will definatly give that a watch!
I do have a basic level of Maxscripting ability and understanding of coding, so I'm starting off with at least a base level of knowledge that I'm just looking to apply.
I had considered creating a basic script to setup various Takes and output folders/render drivers, which I could then perhaps expand with a simple GUI, but I was curious if anyone had any other suggestions?
Cheers,
Gary
Edit –
I just saw that recent Masterclass on Python & Houdini so will definatly give that a watch!
Technical Discussion » Quick rest field question
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I seemed to have given this thread the kiss of death by calling it ‘quick rest field problem’.
I seem to have fixed the white/black spot issue by changing the depth map shadow settings. I put the shadow pixel samples to 2x2 as I was having a strange strobing effect and I thought this might help. As soon as I put them back down to 1x1 it seems to have fixed the issue.
I seem to have fixed the white/black spot issue by changing the depth map shadow settings. I put the shadow pixel samples to 2x2 as I was having a strange strobing effect and I thought this might help. As soon as I put them back down to 1x1 it seems to have fixed the issue.
Technical Discussion » Quick rest field question
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It still pop's :-(
Only on frame 12 so far though… Not on frames 37 or 62 as you'd expect. Very, very, very strange. The bigger issue now is that there are blocks of white pixels appearing on every other rendered frame (i've attached a single frame to see what I mean). In Nuke there is no colour information (although there is an alpha value) on these white pixels and there doesn't seem to be any correlation between the placements of them, they're totally random and sometimes not even on the smoke. If I load the exr's in as linear colourspace they appear white, if i load in with sRGB they appear black (as in the attached jpeg). It's affected maybe 1/3 of my frames so far.
Very frustrating as I'd like to get to the bottom of these issues, but my deadline is very quickly approaching so I don't have time to trouble shoot, merely treat the symptoms rather than the underlying problem. Re-rendering the offending frames doesn't seem to fix the problems, so I think I'm just going to have to paint over them.
I've had so many issues with this shot, I'll be very happy to just move on!
Only on frame 12 so far though… Not on frames 37 or 62 as you'd expect. Very, very, very strange. The bigger issue now is that there are blocks of white pixels appearing on every other rendered frame (i've attached a single frame to see what I mean). In Nuke there is no colour information (although there is an alpha value) on these white pixels and there doesn't seem to be any correlation between the placements of them, they're totally random and sometimes not even on the smoke. If I load the exr's in as linear colourspace they appear white, if i load in with sRGB they appear black (as in the attached jpeg). It's affected maybe 1/3 of my frames so far.
Very frustrating as I'd like to get to the bottom of these issues, but my deadline is very quickly approaching so I don't have time to trouble shoot, merely treat the symptoms rather than the underlying problem. Re-rendering the offending frames doesn't seem to fix the problems, so I think I'm just going to have to paint over them.
I've had so many issues with this shot, I'll be very happy to just move on!
Technical Discussion » Quick rest field question
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Well, I think I can provisionally say that -137 fixed it! I've rendered off 50 frames and there's no real visible popping, so hopefully that's done it!
I have no idea where the 2 frame discrepency came from though, very strange. I have several other sims in the same shot, so hopefully this solution can be transferred to those without too many issues.
Thanks again for your help Mario, I really appreciate it.
I have no idea where the 2 frame discrepency came from though, very strange. I have several other sims in the same shot, so hopefully this solution can be transferred to those without too many issues.
Thanks again for your help Mario, I really appreciate it.
Technical Discussion » Quick rest field question
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I just tried, and unfortunately it doesn't seem to work :-( (with either -140 or -139). With both it still flickers on frame 37.
At this point I'm starting to think it might not have anything to do with the shader rest field. I tried rendering from frame 50 without the file offset (and shader set to start frame 1, reset 50) and I still get this issue. This time on frames 52 and 77.
So even when the file is setup as default it's still popping. Very very strange.
Another thing is the strange frames that it seems to pop on, when the file is offset by 140 it always pops on 12 and 37, no matter what value is placed in the shader start frame.
Trying to figure this out, when $F=37, then the file being read in is 177.bgeo.gz The nearest rest frames in this sim would be 150.bgeo.gz and 200.bgeo.gz. If the shader swaps rest frames every 25 frames then this would happen on 175.bgeo.gz (or $F=35), not 177.bgeo.gz right? And then when I run without the file offset the frames pop on 52 and 77, instead of 50 and 75 where you would expect them, again 2 frames out.
Hmm, I'll try rendering with start frame = -137 (trying to compensate for this wierd 2 frame discontinuity) and see if that helps. Meanwhile I'm re-simulating with different rest field settings so I can see if that makes any difference.
Thanks for your help Mario, I really appreciate it!
At this point I'm starting to think it might not have anything to do with the shader rest field. I tried rendering from frame 50 without the file offset (and shader set to start frame 1, reset 50) and I still get this issue. This time on frames 52 and 77.
So even when the file is setup as default it's still popping. Very very strange.
Another thing is the strange frames that it seems to pop on, when the file is offset by 140 it always pops on 12 and 37, no matter what value is placed in the shader start frame.
Trying to figure this out, when $F=37, then the file being read in is 177.bgeo.gz The nearest rest frames in this sim would be 150.bgeo.gz and 200.bgeo.gz. If the shader swaps rest frames every 25 frames then this would happen on 175.bgeo.gz (or $F=35), not 177.bgeo.gz right? And then when I run without the file offset the frames pop on 52 and 77, instead of 50 and 75 where you would expect them, again 2 frames out.
Hmm, I'll try rendering with start frame = -137 (trying to compensate for this wierd 2 frame discontinuity) and see if that helps. Meanwhile I'm re-simulating with different rest field settings so I can see if that makes any difference.
Thanks for your help Mario, I really appreciate it!
Technical Discussion » Quick rest field question
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Hmmm, I've tested it in another scene without the file offset (so just input as $F) and it looks like it's still flickering. This time on frame 52.
That is with shader dual frames turned on, set to Start Frame 1 and reset every 50 frames.
So now, i've no real idea what could be causing this. Could it be an issue with my initial simulation? I could re-simulate I guess with a reset rate of 60 (I've heard that works better in some cases).
The only other thing I can think of is that when I initially simulated, I'd heard that large scale smoke looks nicer when you slow down the simulation to about 0.825 (in the AutoDopNetwork/simulation/scale time option), so would this have an effect on the Rest fields? Maybe I should scale my rest field refresh *0.825 (so instead of 50, it would be 41.25).
That is with shader dual frames turned on, set to Start Frame 1 and reset every 50 frames.
So now, i've no real idea what could be causing this. Could it be an issue with my initial simulation? I could re-simulate I guess with a reset rate of 60 (I've heard that works better in some cases).
The only other thing I can think of is that when I initially simulated, I'd heard that large scale smoke looks nicer when you slow down the simulation to about 0.825 (in the AutoDopNetwork/simulation/scale time option), so would this have an effect on the Rest fields? Maybe I should scale my rest field refresh *0.825 (so instead of 50, it would be 41.25).
Technical Discussion » Quick rest field question
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I gave it a shot and it didn't seem to work unfortunately :-(
No matter what values I put in the ‘start frame’ it seems to always pop on frame 12 and 37.
I've also tried without Dual Rest Frames and it still seems to pop on these frames. When I flipbook just the simulation there isn't any popping, but then I don't know if this would be visible in the flipbook.
Cheers,
Gary
No matter what values I put in the ‘start frame’ it seems to always pop on frame 12 and 37.
I've also tried without Dual Rest Frames and it still seems to pop on these frames. When I flipbook just the simulation there isn't any popping, but then I don't know if this would be visible in the flipbook.
Cheers,
Gary
Technical Discussion » Quick rest field question
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Any idea's guys? I'm still having major issues with the renders popping every 25 frames.
I've attached a quick animation to show what I'm getting.
The pyro animation on this is set to $F+140, so in the shader dual rest field I put -140. Unfortunately this doesn't seem to make any difference. No matter what number I put in here I always get popping on frames 12/13 and 36/37. Could it be that it doesn't recognise start frame values less than 0?
I've attached a quick animation to show what I'm getting.
The pyro animation on this is set to $F+140, so in the shader dual rest field I put -140. Unfortunately this doesn't seem to make any difference. No matter what number I put in here I always get popping on frames 12/13 and 36/37. Could it be that it doesn't recognise start frame values less than 0?
Technical Discussion » Dynamic Menu Issue
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Hey guys,
I'm trying to follow the example in the help file to create a dynamic menu using hscript,
http://www.sidefx.com/docs/houdini10.0/ref/windows/edit_parameter_interface [sidefx.com]
But I'm running into a problem when I try to apply to code to a menu-script parameter.
Basically, I'm entering
result = “”
foreach groupname ( pointgroupmask(“.” + opinput(“.”, 0), “*”) )
result = $result + “ $groupname ” + `toupper($groupname)`
end
echo $result
Into the menu-script, but nothing is being returned in the actual menu.
I've attached a hip file, hopefully someone might be able to take a quick look and see where I've gone wrong.
Cheers,
Gary
I'm trying to follow the example in the help file to create a dynamic menu using hscript,
http://www.sidefx.com/docs/houdini10.0/ref/windows/edit_parameter_interface [sidefx.com]
But I'm running into a problem when I try to apply to code to a menu-script parameter.
Basically, I'm entering
result = “”
foreach groupname ( pointgroupmask(“.” + opinput(“.”, 0), “*”) )
result = $result + “ $groupname ” + `toupper($groupname)`
end
echo $result
Into the menu-script, but nothing is being returned in the actual menu.
I've attached a hip file, hopefully someone might be able to take a quick look and see where I've gone wrong.
Cheers,
Gary
Houdini Indie and Apprentice » Looking for STUDENT work!
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Hi Bill,
Out of interest will you be publishing the student showreel now that Siggraph is over?
Cheers,
Gary
Out of interest will you be publishing the student showreel now that Siggraph is over?
Cheers,
Gary
Technical Discussion » Quick rest field question
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I have a pyro simulation baked out that calculates dual rest frames every 50 frames.
I am then bringing this simulation into another file with lowrespyro dop import, using load from file with `$F+173` in the file string, to offset the files by 173 frames.
The problem is that I have a huge amount of popping in my renders, and i think this must be due to there being a discrepency between the Pyro shader rest fields and the actual rest fields generated during the simulation.
I'm having huge trouble trying to figure out what number I should place into the Pyro shader rest field start frame to get it to correctly sync with the simulation. The Pyro sim was simulated from 1-600 frames, so I can't just put 173 in the shader rest field, as there wouldn't have been a rest field calculated then, right?
Maybe I'm over complicating this and confusing myself… Can anyone lend an insight?
Cheers,
Gary
I am then bringing this simulation into another file with lowrespyro dop import, using load from file with `$F+173` in the file string, to offset the files by 173 frames.
The problem is that I have a huge amount of popping in my renders, and i think this must be due to there being a discrepency between the Pyro shader rest fields and the actual rest fields generated during the simulation.
I'm having huge trouble trying to figure out what number I should place into the Pyro shader rest field start frame to get it to correctly sync with the simulation. The Pyro sim was simulated from 1-600 frames, so I can't just put 173 in the shader rest field, as there wouldn't have been a rest field calculated then, right?
Maybe I'm over complicating this and confusing myself… Can anyone lend an insight?
Cheers,
Gary
Technical Discussion » inverting the value of a linked channel in a digital asset
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I'm pretty sure that you can right-click on the parameter that you want to edit and go to ‘express/edit expression’. Then under this window you should just be able to write:
1-ch(../whatever)
I did this recently and I think that works…
1-ch(../whatever)
I did this recently and I think that works…
Technical Discussion » Running a simulation through SSH
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Technical Discussion » Running a simulation through SSH
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I've had a browse through the forums and can't seem to find anything on this subject, so I thought I'd post and see if anyone has any ideas.
I've used SSH at our university before to render on machines that no one is using, and it's quite simple with using the mantra command. I just wondered if there's a similiar method to get Houdini to open up, and run a simulation (for example, render a pyro sim to file).
I imagine this might be a python script that runs on opening and executes the (for example) lowrespyro render button, but i'm only beginning to learn python.
Can anyone point me in the right direction?
Many thanks,
Gary
I've used SSH at our university before to render on machines that no one is using, and it's quite simple with using the mantra command. I just wondered if there's a similiar method to get Houdini to open up, and run a simulation (for example, render a pyro sim to file).
I imagine this might be a python script that runs on opening and executes the (for example) lowrespyro render button, but i'm only beginning to learn python.
Can anyone point me in the right direction?
Many thanks,
Gary
Technical Discussion » Bullet physics implementation and other stuff
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Technical Discussion » Bullet physics implementation and other stuff
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Technical Discussion » Mocap and Autorig Issues
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Apologies Graham, I thought that I had embedded the bclip data into the hip file, but I must have turned off the node lock.
I've attached a zip file with the scene before generating the autorig, and the bvh, cmd and bclip files.
Thanks again for your help, I really do appreciate it.
Gary
I've attached a zip file with the scene before generating the autorig, and the bvh, cmd and bclip files.
Thanks again for your help, I really do appreciate it.
Gary
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