sheez... can we get a lock on this one?
it keep calling me from the grave
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Houdini Indie and Apprentice » Alembic import
- RobW
- 147 posts
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Houdini Indie and Apprentice » Alembic import
- RobW
- 147 posts
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Houdini Lounge » can I use Houdini indie on Windows 11 ?
- RobW
- 147 posts
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https://www.sidefx.com/Support/system-requirements/ [www.sidefx.com]
Make it a habit to always check requirements before switching to a brand new OS.
Personally I would have waited at least 6 months, before even considering such a move...
Make it a habit to always check requirements before switching to a brand new OS.
Personally I would have waited at least 6 months, before even considering such a move...
Edited by RobW - Oct. 22, 2021 04:05:19
Houdini Indie and Apprentice » Just Lost My Licenses Upgrading my PC
- RobW
- 147 posts
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GreggoryAddisonLibrarianI upgraded my CPU & Motherboard today.....
https://www.sidefx.com/services/licenses/ [www.sidefx.com]
Im not able to do anything here except see that licenses thinks im using a new pc
To most software licensing, this _IS_ a new PC. The CPU id is different, and the mobo hardware + BIOS is different.
You probably are not using Windows, as this will definitely get you into 'not licensed' mode.
Hence the problems
Houdini Lounge » Max Render Resolution for Indie?
- RobW
- 147 posts
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afaik only Apprentice has limitations in that area.
It's probably time to start analyzing the scene, and see what is causing the crash....
It's probably time to start analyzing the scene, and see what is causing the crash....
Houdini Lounge » Anyone running Houdini on MacOS Big Sur?
- RobW
- 147 posts
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"A Threadripper-ripping Apple Silicon Mac Pro would be tough to ignore, particularly if it was priced competitively...."
We're talking Apple here.
The base model will probably competitive, but when you're done 'filling the gaps', you still end up with a expensive machine. Or just charge you through the nose for something like a monitor stand or wheels.... Sigh....
We're talking Apple here.
The base model will probably competitive, but when you're done 'filling the gaps', you still end up with a expensive machine. Or just charge you through the nose for something like a monitor stand or wheels.... Sigh....
Houdini Lounge » Houdini 18 release date?
- RobW
- 147 posts
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pujarenaskick this guy
I just only hope H18 is released before Autodesk buys SideFX
Well….. At least AD would have a decent 3D application again… ;P
Houdini Lounge » Karma w/GPU
- RobW
- 147 posts
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Houdini Lounge » Karma replacing Mantra
- RobW
- 147 posts
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The Solaris presentation was seriously interesting, so much stuff going on. Looking forward to H18 where all this new tech and workflows will come together.
Houdini Lounge » Very excited for siggraph 2019 "SOLARIS" and "sneak peek demo of new rendering technology"
- RobW
- 147 posts
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Work in Progress » Hard Surface modeling test
- RobW
- 147 posts
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Hi,
Yeah, Blender does bog down quickly when the scenes become a bit more dense, or with heavie(r) particle work.
Something Houdini has no problems with indeed. And Blender has still a long way to go regarding anything with larger pipelines and VFX work.
It is a nice 3D package with some interesting bits (Eevee), and due to all the modules one can stay within one application.
I know it is in no way a replacement for Houdini (or Softimage), but it does some things really nicely.
Good luck on your hard surface adventures
rob
Yeah, Blender does bog down quickly when the scenes become a bit more dense, or with heavie(r) particle work.
Something Houdini has no problems with indeed. And Blender has still a long way to go regarding anything with larger pipelines and VFX work.
It is a nice 3D package with some interesting bits (Eevee), and due to all the modules one can stay within one application.
I know it is in no way a replacement for Houdini (or Softimage), but it does some things really nicely.
Good luck on your hard surface adventures
rob
Work in Progress » Hard Surface modeling test
- RobW
- 147 posts
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Hi Werner,
If you don't know this already, have a look at the Blender addons HardOps, BoxCutter & KitOps for some interesting workflow stuff.
Might give you some more ideas for the RFE's
cheers, and love your Hard Surface modeling tests
rob
If you don't know this already, have a look at the Blender addons HardOps, BoxCutter & KitOps for some interesting workflow stuff.
Might give you some more ideas for the RFE's
cheers, and love your Hard Surface modeling tests
rob
Edited by RobW - April 3, 2019 04:18:13
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- RobW
- 147 posts
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Did you check the post on the first page on my question?
there's a .hip file and code.
rob
there's a .hip file and code.
rob
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- RobW
- 147 posts
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Hi Magnus,
Yes, that did the trick! And nice one on the displacement texture for the scattered objects.
One thing, I'm getting an error on some of my older atlas assets due to the absence of a Opacity texture:
Traceback (most recent call last):
File “…/Quixel/MegaScans/support/plugins/houdini/1.8/MSLiveLink/scripts/python\MSLiveLink\MS_API.py”, line 127, in InitializeImporter
self.initAssetImport()
File “…/Quixel/MegaScans/support/plugins/houdini/1.8/MSLiveLink/scripts/python\MSLiveLink\MS_Importer.py”, line 135, in initAssetImport
self.importAtlas( AssetMaps )
File “…/Quixel/MegaScans/support/plugins/houdini/1.8/MSLiveLink/scripts/python\MSLiveLink\MS_Importer.py”, line 441, in importAtlas
atlas_geo.parm('filename').set(assetMap)
KeyError: ‘opacity’
The import creates the top node, but fails to create the rest in this case. Some of my old assets don't seem have an Opacity map.
cheers!
rob
Yes, that did the trick! And nice one on the displacement texture for the scattered objects.
One thing, I'm getting an error on some of my older atlas assets due to the absence of a Opacity texture:
Traceback (most recent call last):
File “…/Quixel/MegaScans/support/plugins/houdini/1.8/MSLiveLink/scripts/python\MSLiveLink\MS_API.py”, line 127, in InitializeImporter
self.initAssetImport()
File “…/Quixel/MegaScans/support/plugins/houdini/1.8/MSLiveLink/scripts/python\MSLiveLink\MS_Importer.py”, line 135, in initAssetImport
self.importAtlas( AssetMaps )
File “…/Quixel/MegaScans/support/plugins/houdini/1.8/MSLiveLink/scripts/python\MSLiveLink\MS_Importer.py”, line 441, in importAtlas
atlas_geo.parm('filename').set(assetMap)
KeyError: ‘opacity’
The import creates the top node, but fails to create the rest in this case. Some of my old assets don't seem have an Opacity map.
cheers!
rob
Edited by RobW - Nov. 22, 2018 09:18:44
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- RobW
- 147 posts
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Hi Magnus,
Looking at the teaser video, and your webinar, it looks like there's a change made in the scattering workflow?
In the teaser video there's a checkbox for ‘density’ in the simple_scattering node, that is not there in the node after importing an asset.
I tried to just paint some strokes on a grid and scatter a mushroom set on those strokes, but failing as I cannot seem to link my painted ‘density’ attribute to the simple_scattering node.
Any chance on some simple demo scenes, and a bit more info on how the system is set up node wise. It would help a lot understanding the mechanics of things.
cheers!
rob
Looking at the teaser video, and your webinar, it looks like there's a change made in the scattering workflow?
In the teaser video there's a checkbox for ‘density’ in the simple_scattering node, that is not there in the node after importing an asset.
I tried to just paint some strokes on a grid and scatter a mushroom set on those strokes, but failing as I cannot seem to link my painted ‘density’ attribute to the simple_scattering node.
Any chance on some simple demo scenes, and a bit more info on how the system is set up node wise. It would help a lot understanding the mechanics of things.
cheers!
rob
Houdini for Realtime » Terrain Mesh Rop issues
- RobW
- 147 posts
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Running into the similar issues here.
Just trying to walk myself through the workflow&nodes,but I cannot export a FBX mesh, or render textures for that matter.
Getting an error on FBX export:
hou.ObjNode of type geo at /obj/terrain_valley/sop_terrain_segment_rop1/OUT_GEO/TerrainExport/Segment_1, hou.ObjNode of type geo at /obj/terrain_valley/sop_terrain_segment_rop1/OUT_GEO/TerrainExport/Segment_2, hou.ObjNode of type geo at /obj/terrain_valley/sop_terrain_segment_rop1/OUT_GEO/TerrainExport/Segment_3, hou.ObjNode of type geo at /obj/terrain_valley/sop_terrain_segment_rop1/OUT_GEO/TerrainExport/Segment_4.
Edit: just realized I cannot export FBX in Apprentice….
And no error on texture baking, just the baking popup showing it is rendering something.
Houdini 17.0.381 (Apprentice) & GameTools v.1.72
Basic test:
Open Houdini, get a basic terrain from the shelf, add both the terrain_segment and terrain_texture node. Try toexport render some textures.
Edit: There seems to be a restriction on the renderable size of textures in Apprentice. Not sure what size I can render though…
Just trying to walk myself through the workflow&nodes,
Getting an error on FBX export:
Edit: just realized I cannot export FBX in Apprentice….
And no error on texture baking, just the baking popup showing it is rendering something.
Houdini 17.0.381 (Apprentice) & GameTools v.1.72
Basic test:
Open Houdini, get a basic terrain from the shelf, add both the terrain_segment and terrain_texture node. Try to
Edit: There seems to be a restriction on the renderable size of textures in Apprentice. Not sure what size I can render though…
Edited by RobW - Nov. 13, 2018 12:42:48
Technical Discussion » How can I export H16.5 rigged & animated character to FBX that is recognizable in Unity?
- RobW
- 147 posts
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HI,
Just to ask the obvious, did you use the Unity nameformat for the static and animated bones FBX files?
So static+bones is e.g. pig.fbx, the animated bones FBX should be pig@nameofanimationcycle .fbx (see the @ inbetween?)
If you do pig.fbx and walk.fbx, it will not work, as Unity will see these files as separate entitites.
If you did, no idea atm what went wrong
rob
Just to ask the obvious, did you use the Unity nameformat for the static and animated bones FBX files?
So static+bones is e.g. pig.fbx, the animated bones FBX should be pig@nameofanimationcycle .fbx (see the @ inbetween?)
If you do pig.fbx and walk.fbx, it will not work, as Unity will see these files as separate entitites.
If you did, no idea atm what went wrong
rob
Edited by RobW - Nov. 1, 2018 11:57:14
Technical Discussion » Virus warning on Windows H17 install...?
- RobW
- 147 posts
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Technical Discussion » How can I export H16.5 rigged & animated character to FBX that is recognizable in Unity?
- RobW
- 147 posts
- Offline
Cannot open the rar file, it is corrupt or created with something else than Winrar?
We're looking into this as well atm, and could be a interesting discussion to have.
But normally (in Maya) you would export the (static) bones + geo as a separate file, and just the bones for the second file.
Be sure to ‘bake’ the animation on the bones export, so Unity knows what to do with it.
And yes, you should animated on the rig controllers, unless there's something really specific that needs animation on the bone directly.
After importing both files into Unity, you should see a animated character in the preview window when selecting the animation FBX.
For us the whole import geo and add a rig is still something of a struggle atm, mostly due to the ‘newness’ of things.
cheers!
rob
We're looking into this as well atm, and could be a interesting discussion to have.
But normally (in Maya) you would export the (static) bones + geo as a separate file, and just the bones for the second file.
Be sure to ‘bake’ the animation on the bones export, so Unity knows what to do with it.
And yes, you should animated on the rig controllers, unless there's something really specific that needs animation on the bone directly.
After importing both files into Unity, you should see a animated character in the preview window when selecting the animation FBX.
For us the whole import geo and add a rig is still something of a struggle atm, mostly due to the ‘newness’ of things.
cheers!
rob
Edited by RobW - Oct. 24, 2018 04:01:17
Technical Discussion » How to tweak b/w images in the shader setup?
- RobW
- 147 posts
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To reply a bit late..
I kinda forgot all this stuff in in /img, instead of to be found in /mat <insert rolling eyes>
Only thing to figure out last is how to get the result of a comp tree into /mat as a texture.
cheers!
rob
I kinda forgot all this stuff in in /img, instead of to be found in /mat <insert rolling eyes>
Only thing to figure out last is how to get the result of a comp tree into /mat as a texture.
cheers!
rob
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