Thanks! That works nicely when altering the node trees, like copying stuff from a to b, but as soon as you need to alter camera perspectives or need to work on the geo and auto-save kicks in, you need to deal with the reload times. Need to check if "on mouse up" will make a difference.
Thanks for the hint.
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Technical Discussion » Why do Python Sop nodes recook after saving the scene?
- Tom Mangold
- 94 posts
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Houdini Indie and Apprentice » Oblique, light font on network view
- Tom Mangold
- 94 posts
- Offline
Something I haven't figured out till now is why the network view name/type (obj, stage, etc) is sometimes in a light slanted typo contrary to the regular slightly bold version. The network view behaves differently, too. Somehow it doesn't stay locked to the chosen type, but switches when choosing another network window.
Apart from deleting the view and create a new one there is nothing I could do so far to bring it back to "normal". What kind of key did I hit on the keyboard or what happened in the interaction with Houdini that this behavior occurred in the first place? Seems to be a feature, but not sure what it might be for and how to disable it.
Thanks for any insights
Tom
Apart from deleting the view and create a new one there is nothing I could do so far to bring it back to "normal". What kind of key did I hit on the keyboard or what happened in the interaction with Houdini that this behavior occurred in the first place? Seems to be a feature, but not sure what it might be for and how to disable it.
Thanks for any insights
Tom
Technical Discussion » Why do Python Sop nodes recook after saving the scene?
- Tom Mangold
- 94 posts
- Offline
This is really something. I usually work with scenes loading geo via python sops. Heavy geometry. Loading takes several minutes. So, after each auto save I need to wait this time over and over again, since the python sops seem to recook.
Why is that? Does some kind of cache gets deleted? Can't think of any reason. And in terms of workflow this costs a lot of time and nerves.
Can I disable this behavior? After all, nothing changed in terms of the geo.
Cheers
Tom
Why is that? Does some kind of cache gets deleted? Can't think of any reason. And in terms of workflow this costs a lot of time and nerves.
Can I disable this behavior? After all, nothing changed in terms of the geo.
Cheers
Tom
Houdini Indie and Apprentice » Error when creating asset
- Tom Mangold
- 94 posts
- Offline
RESOLVED:
In a custom shelf definition the was an apostrophe. No idea how it managed to get in there. But the fact that a slightly broken shelf keeps me from creating assets is a bit far fetched for finding the error directly. Glad that I could debug it myself.
Maybe this helps someone one day. : )
In a custom shelf definition the was an apostrophe. No idea how it managed to get in there. But the fact that a slightly broken shelf keeps me from creating assets is a bit far fetched for finding the error directly. Glad that I could debug it myself.
Maybe this helps someone one day. : )
Houdini Indie and Apprentice » Error when creating asset
- Tom Mangold
- 94 posts
- Offline
Houdini Indie and Apprentice » Error when creating asset
- Tom Mangold
- 94 posts
- Offline
Houdini Indie and Apprentice » Error when creating asset
- Tom Mangold
- 94 posts
- Offline
Houdini Indie and Apprentice » Error when creating asset
- Tom Mangold
- 94 posts
- Offline
in method "shelves_newTool", argument 13 of type "char const"
Still can't create assets in 20.
19.5 works flawlessly. Not sure why the asset dialog needed to "updated".
Anyone with a solution or similar problem?
Not sure what raises this error. Assets aren't saved correctly.
Cheers
Tom
Still can't create assets in 20.
19.5 works flawlessly. Not sure why the asset dialog needed to "updated".
Anyone with a solution or similar problem?
Not sure what raises this error. Assets aren't saved correctly.
Cheers
Tom
Technical Discussion » Can we please have a proper round edge shader?
- Tom Mangold
- 94 posts
- Offline
The Karma round edge shader's results are quite strange and can't be used from my experience. Can it be "repaired" or can we get an alternative mtrlx version?
Are there any workarounds or other solutions which are currently used?
Cheers and thanks for any ideas and input.
Tom
Are there any workarounds or other solutions which are currently used?
Cheers and thanks for any ideas and input.
Tom
Technical Discussion » H20 HDA save dialog problem with UNC/drive map paths in Win
- Tom Mangold
- 94 posts
- Offline
I this fixed? In which build?
My problem: I save the the hdas, they are in the correct spot, they show up in the asset manager, but when I press tab and type in their name, they don't show up. Is this the same problem?
My problem: I save the the hdas, they are in the correct spot, they show up in the asset manager, but when I press tab and type in their name, they don't show up. Is this the same problem?
Solaris and Karma » change material binding with vex
- Tom Mangold
- 94 posts
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Guess the difference is that Matt's way doesn't work if the material library is still coming in the node tree, while setrelationshiptargets works also the library hasn't been introduced to the prims yet.
Houdini Indie and Apprentice » Serious bug in the stage?
- Tom Mangold
- 94 posts
- Offline
When I try to copy/paste nodes inside the stage it a) copies in the wrong nodes which b) can't be deleted and c) which can't be undone by CTRL-z. Anybody else the same problem? 20.0.547 here.
Saving and reloading the scene enables me to delete the nodes, but this is the only positive aspect here.
Saving and reloading the scene enables me to delete the nodes, but this is the only positive aspect here.
Technical Discussion » Help with ambient occlusion in solaris
- Tom Mangold
- 94 posts
- Offline
No, it hasn't been implemented yet. Luckily I came across this post. Would have never suspected that as the solution.
Technical Discussion » H20.506 light collections don't show up in the light linker
- Tom Mangold
- 94 posts
- Offline
I didn't succeed either in creating them in the light linker itself. So, this seems to be broken.
Technical Discussion » H20.506 light collections don't show up in the light linker
- Tom Mangold
- 94 posts
- Offline
Thanks for your response! Always hard to tell with USD what is one's own fault or a bug. : )
Edited by Tom Mangold - Nov. 28, 2023 14:02:14
Technical Discussion » H20.506 light collections don't show up in the light linker
- Tom Mangold
- 94 posts
- Offline
Well, not much to add, but I can't find the collections I created in the light linker. Collections show up in the collection path graph, but not in the collections folder in the scene graph path.
Anybody who can shed some light? : )
Cheers
Tom
Anybody who can shed some light? : )
Cheers
Tom
Technical Discussion » Move wavetank with an rbd object
- Tom Mangold
- 94 posts
- Offline
How can I do this without running into infinite recursions?
I have packed rbds interacting with a flip sim. How can I use the position of the rbd objects to update the position of the wavetank? I want my object to be always centered in the middle of it. Since its movement is unpredictable I can't output a path or something.
Timeshift (to get the last frames data) doesn't help unfortunately. Wonder whether I can use a solver with "previous frame" somehow, but currently struggle with this idea. Is there a way in an expression to get the last frames result, so that there is no recursion problem?
Hope somebody has an idea.
Cheers
Tom
I have packed rbds interacting with a flip sim. How can I use the position of the rbd objects to update the position of the wavetank? I want my object to be always centered in the middle of it. Since its movement is unpredictable I can't output a path or something.
Timeshift (to get the last frames data) doesn't help unfortunately. Wonder whether I can use a solver with "previous frame" somehow, but currently struggle with this idea. Is there a way in an expression to get the last frames result, so that there is no recursion problem?
Hope somebody has an idea.
Cheers
Tom
Technical Discussion » OpenCL Exception: clSetKernelArg (-49)
- Tom Mangold
- 94 posts
- Offline
P.S.: Please try today's .407 build. SideFX confirmed that there'S a possible fix included. I see that it's not up yet. Probably arriving later today or tomorrow.
Technical Discussion » OpenCL Exception: clSetKernelArg (-49)
- Tom Mangold
- 94 posts
- Offline
It might be related to Houdini AND nvidia drivers. There aren't any new drivers available for my laptop for quite some time, so there's nothing like a recent change in drivers. The PC which still works correctly runs .303 and 517.40.
Technical Discussion » OpenCL Exception: clSetKernelArg (-49)
- Tom Mangold
- 94 posts
- Offline
Installed the latest Houdini version (.403). Error remains (OpenCL Exception: clSet KernelArg (-49))
Am I the only one using Vellum pressure these days? That's what causes the error and the sim to fail.
Am I the only one using Vellum pressure these days? That's what causes the error and the sim to fail.
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