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Houdini Indie and Apprentice » Grouping by expression not working properly
- Schmauch
- 21 posts
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Thank you for making me aware of that. I had realized that I was dealing with floats, precision "set to full" was eluding me
Houdini Indie and Apprentice » Remesh: fixed boundaries
- Schmauch
- 21 posts
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Hi Shyrock,
Perhaps you can remesh, polyreduce and remesh again. It may not be elegant
Greetings,
Christian
Perhaps you can remesh, polyreduce and remesh again. It may not be elegant
Greetings,
Christian
Houdini Indie and Apprentice » Grouping by expression not working properly
- Schmauch
- 21 posts
- Offline
Hi there,
I'm trying to select a group by expression, the selection does not seem to pick up all matches. I cannot figure out why, attached the file.
I would be grateful for a solution.
Greetings,
Christian
I'm trying to select a group by expression, the selection does not seem to pick up all matches. I cannot figure out why, attached the file.
I would be grateful for a solution.
Greetings,
Christian
Edited by Schmauch - Oct. 20, 2023 06:53:27
Technical Discussion » Group Selection in HDA
- Schmauch
- 21 posts
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That did the job. Thank you CYTE and tamte for helping me out. I will study this further as I think it´s usefull in building my tools.
Cheers
Schmauch
Cheers
Schmauch
Technical Discussion » Group Selection in HDA
- Schmauch
- 21 posts
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Hi there,
Is more information needed? I would really like to implement that.
Greetings, Christian
Is more information needed? I would really like to implement that.
Greetings, Christian
Technical Discussion » Group Selection in HDA
- Schmauch
- 21 posts
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Hi,
I am trying to build a HDA to orient and copy some geometry to a selection of faces. It works “somewhat” but I cannot get the group selection button to work.
I have no knowledge of python scripting, and the closes solutions I could find did not work out for me.
I would be thankful for a solution or some information what I should look up.
My five cents: Group selection in custom HDA´s should be easy. Perhaps it is
Thank you for considering.
I am trying to build a HDA to orient and copy some geometry to a selection of faces. It works “somewhat” but I cannot get the group selection button to work.
I have no knowledge of python scripting, and the closes solutions I could find did not work out for me.
I would be thankful for a solution or some information what I should look up.
My five cents: Group selection in custom HDA´s should be easy. Perhaps it is
Thank you for considering.
Technical Discussion » Optix denoiser doesn´t seem to work
- Schmauch
- 21 posts
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Hi all,
I´m working with the steam indie version and installed the Optix denoiser via the download and restarted houdini. The denoiser button is active in the render view but on the “Karma” node I get an error like this.
On my previous installation (non steam) the same setup worked well. It seems like it doesn´t recognize the denoiser. Is there a clue you can give me or a place I could look at? Even obvious ones
Thank you for considering,
Christian
I´m working with the steam indie version and installed the Optix denoiser via the download and restarted houdini. The denoiser button is active in the render view but on the “Karma” node I get an error like this.
Warning: Problem while synchronizing child node:
Warning: Unknown channel(s) “denoiser, denoise_usealbedo, denoise_useN, denoise_useGl, image_artist, image_comment, image_hostname, image_exr_compression, image_dwa_compression” converted to spare parameter(s).
On my previous installation (non steam) the same setup worked well. It seems like it doesn´t recognize the denoiser. Is there a clue you can give me or a place I could look at? Even obvious ones
Thank you for considering,
Christian
Technical Discussion » Karma Indie to Non Commercial
- Schmauch
- 21 posts
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Technical Discussion » Karma Indie to Non Commercial
- Schmauch
- 21 posts
- Offline
At least it is called daily build
I will play around with it and be ready when it drops.
I will play around with it and be ready when it drops.
Technical Discussion » Karma Indie to Non Commercial
- Schmauch
- 21 posts
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Is there an estimate on when this build will be available? I really like to use the new context but as I can´t elevate .hipnc files after the fact it is kind of a showstoper.
Houdini Indie and Apprentice » how can one produce a hex grid in houdini ?
- Schmauch
- 21 posts
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I tried to replicate the code of Konstantin Magnus and the hex was always squished a bit. What gave me an regular hex was this. Took me some time to figure out because I don´t know my way around math very well. Perhaps it can be of help to someone.
@Konstantin Magnus Thanks for the starting point and the wonderful Red Blob Games [www.redblobgames.com] link
@Konstantin Magnus Thanks for the starting point and the wonderful Red Blob Games [www.redblobgames.com] link
int prim = addprim(0, "poly"); float size = 0.5; for(int i = 0; i < 6; i++) { float angle_deg = 60 * i-30; float angle_rad = $PI / 180 * angle_deg; vector pos = set(@P.x + size * cos(angle_rad), 0, @P.z + size * sin(angle_rad) ); int pt = addpoint(0, pos); addvertex(0, prim, pt); }
Houdini Indie and Apprentice » Manual entry of pscale on variable number of points in a line
- Schmauch
- 21 posts
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I believe I did some evil things and scored points for bad style. Basicly I took a NULL and added some parameters that I referenced in an AttributeVOP with a lot of if´s. There has to be a smarter way but at least I learned something today. As always I´m interessted in suggestions to look into.
edit: “Random_thickness” is just used to vary the single bricks in a row. If I offset it all my bricks in the wall will get thicker. I´m looking for a way to control single rows as shown in my last file. But I will look into the offset. THX for looking. If I close my eyes I see “wires” and “nodes”. It´s like Tetris in the old days…
edit: “Random_thickness” is just used to vary the single bricks in a row. If I offset it all my bricks in the wall will get thicker. I´m looking for a way to control single rows as shown in my last file. But I will look into the offset. THX for looking. If I close my eyes I see “wires” and “nodes”. It´s like Tetris in the old days…
Edited by Schmauch - April 11, 2018 17:31:24
Houdini Indie and Apprentice » Manual entry of pscale on variable number of points in a line
- Schmauch
- 21 posts
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Hmmm, I added a ramp to modify the ´depth´ attribute but it´s not very intuitive to use, at least for me. Attached the generator. Any other ideas? THX for your quick reply
Houdini Indie and Apprentice » Manual entry of pscale on variable number of points in a line
- Schmauch
- 21 posts
- Offline
Hello,
I´ve set up a brickwall generator (who hasn´t ) that works well enough for me. It generates a row of bricks and copies that along a line. The position of the points in that line controls the height of the bricks as well as the offset. Now I would like to change the depth of the bricks depending on the scale of the points. Is there a way of creating a UI where you can enter the pscale per point if the number of points is variable? I would be thankful for a direction to put my research in because I´ve no idea how to do it..
If the file is needed I can provide it.
THX for considering,
Christian
I´ve set up a brickwall generator (who hasn´t ) that works well enough for me. It generates a row of bricks and copies that along a line. The position of the points in that line controls the height of the bricks as well as the offset. Now I would like to change the depth of the bricks depending on the scale of the points. Is there a way of creating a UI where you can enter the pscale per point if the number of points is variable? I would be thankful for a direction to put my research in because I´ve no idea how to do it..
If the file is needed I can provide it.
THX for considering,
Christian
Technical Discussion » Ortho Grid seems to be offset
- Schmauch
- 21 posts
- Offline
That is a bit embarrassing for me….
I just added the geo object got down one level and started to work away. It never, never occured to me. Thx vusta for the admonishing words and McNistor for your fresh look on this one. I will think of it as a lesson.
I just added the geo object got down one level and started to work away. It never, never occured to me. Thx vusta for the admonishing words and McNistor for your fresh look on this one. I will think of it as a lesson.
Technical Discussion » Ortho Grid seems to be offset
- Schmauch
- 21 posts
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Technical Discussion » Ortho Grid seems to be offset
- Schmauch
- 21 posts
- Offline
Hi everyone,
The orthogrid seems a bit offset to the geometry. As far as I can think off all settings are at 0 so the grid should sit right on top of the orthogrid. Any ideas?
Thank you in advance.
The orthogrid seems a bit offset to the geometry. As far as I can think off all settings are at 0 so the grid should sit right on top of the orthogrid. Any ideas?
Thank you in advance.
Edited by Schmauch - Jan. 7, 2018 12:42:07
Houdini Indie and Apprentice » Exposing Curve in Digital Asset
- Schmauch
- 21 posts
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Hi all,
I created a Digital Asset to make a pipe along a curve. Now I´m asking myself if it is possible to edit the topmost curve sop from outside the asset.
I promoted the handle to the asset. That allowed me to move the curve points and to delete them with rightclick menue. But Shift-clicking outside to expand the curve just drops the handle, opposed to having the curve sop selected directly. Is there a way to promote the original behaviour?
I also worked with importing a usergenerated curve into my asset. It works, but with multiple pipes starts cluttering curve nodes all over the place.
Thank you for considering and any hints for doing this,
Schmauch
I created a Digital Asset to make a pipe along a curve. Now I´m asking myself if it is possible to edit the topmost curve sop from outside the asset.
I promoted the handle to the asset. That allowed me to move the curve points and to delete them with rightclick menue. But Shift-clicking outside to expand the curve just drops the handle, opposed to having the curve sop selected directly. Is there a way to promote the original behaviour?
I also worked with importing a usergenerated curve into my asset. It works, but with multiple pipes starts cluttering curve nodes all over the place.
Thank you for considering and any hints for doing this,
Schmauch
Houdini Indie and Apprentice » OpenCl fails
- Schmauch
- 21 posts
- Offline
Thank you very much. That was the first time for me digging deeper…
Here is what did the job for me
- set the HOME variable in Windows environment variables
- after starting H16 the Houdini folder in HOME was populated
- still no houdini.env ( could be created by hand of course )
- started Houdini Commandline and used hconfig
- houdini.env was created
- entered the variables you suggested and it works
Perhaps it will help someone else,too
Thanks again..
Here is what did the job for me
- set the HOME variable in Windows environment variables
- after starting H16 the Houdini folder in HOME was populated
- still no houdini.env ( could be created by hand of course )
- started Houdini Commandline and used hconfig
- houdini.env was created
- entered the variables you suggested and it works
Perhaps it will help someone else,too
Thanks again..
Houdini Indie and Apprentice » OpenCl fails
- Schmauch
- 21 posts
- Offline
Hi all,
I eagerly installed H16 today and had see the following error pop up in an OpenCL Node just using Terrain: Mountain shelf tool. It´s a clean install.
OpenCL Exception: :19:10: fatal error: ‘interpolate.h’ file not found
#include “interpolate.h”
^
error: front end compiler failed build.clBuildProgram (-11)
Using the Help I noticed that OpenCL runs on the integrated Intel Onboard Card and not on my GTX1070. Playing with the environment variables led to more confusion on my side as more errors poped up after setting OCL Vendor or Device and starting from console.
The following is part of the Houdini System info.
Platform: windows-x86_64-cl19
Operating System: Windows 10 Pro x64
Number of Cores: 8
Physical Memory: 15.89 GB
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 1070/PCIe/SSE2
OpenGL Version: 4.5.0 NVIDIA 378.66
OpenGL Shading Language: 4.50 NVIDIA
Detected: NVidia Consumer
8192 MB
378.66.0.0
OpenCL Platform Intel(R) OpenCL
Platform Vendor Intel(R) Corporation
Platform Version OpenCL 1.2
OpenCL Device Intel(R) HD Graphics 4000
OpenCL Type GPU
Device Version OpenCL 1.2
As I use the apprentice version I don´t know where to get help besides posting to the forum. If this is the wrong place to do so I appologize.
Any help would be fine as I was so eager to play around with the terrain tools coming from world machine.
THX in advance,
Schmauch
I eagerly installed H16 today and had see the following error pop up in an OpenCL Node just using Terrain: Mountain shelf tool. It´s a clean install.
OpenCL Exception: :19:10: fatal error: ‘interpolate.h’ file not found
#include “interpolate.h”
^
error: front end compiler failed build.clBuildProgram (-11)
Using the Help I noticed that OpenCL runs on the integrated Intel Onboard Card and not on my GTX1070. Playing with the environment variables led to more confusion on my side as more errors poped up after setting OCL Vendor or Device and starting from console.
The following is part of the Houdini System info.
Platform: windows-x86_64-cl19
Operating System: Windows 10 Pro x64
Number of Cores: 8
Physical Memory: 15.89 GB
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 1070/PCIe/SSE2
OpenGL Version: 4.5.0 NVIDIA 378.66
OpenGL Shading Language: 4.50 NVIDIA
Detected: NVidia Consumer
8192 MB
378.66.0.0
OpenCL Platform Intel(R) OpenCL
Platform Vendor Intel(R) Corporation
Platform Version OpenCL 1.2
OpenCL Device Intel(R) HD Graphics 4000
OpenCL Type GPU
Device Version OpenCL 1.2
As I use the apprentice version I don´t know where to get help besides posting to the forum. If this is the wrong place to do so I appologize.
Any help would be fine as I was so eager to play around with the terrain tools coming from world machine.
THX in advance,
Schmauch
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