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Houdini Indie and Apprentice » Limiting Multiple TOP Network Jobs
- VGriffith
- 128 posts
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I know in the job scheduler you can select "single" and that will do a single job at a time. What if I wanted to allow just two or three jobs at a time. I would love to specify how many jobs I actually want going instead of using the single option.
Edited by VGriffith - Feb. 14, 2024 19:42:45
Technical Discussion » Box UV Projection In Houdini
- VGriffith
- 128 posts
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This tutorial is a great for creating an HDA for Box Mapping: Box Mapping Tutorial... [www.youtube.com]
Edited by VGriffith - Jan. 24, 2024 14:09:33
Technical Discussion » How can I procedurally delete this point?
- VGriffith
- 128 posts
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Technical Discussion » How can I procedurally delete this point?
- VGriffith
- 128 posts
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Hello hope you can help me, I just need to automatically delete points like this from my geometry.
I am assuming you check if a point has more than one neighbor and if it doesn't delete it but I am not sure how I would go about that.
Any help would be really appreciated. Thank you!
I am assuming you check if a point has more than one neighbor and if it doesn't delete it but I am not sure how I would go about that.
Any help would be really appreciated. Thank you!
Edited by VGriffith - Jan. 18, 2024 12:01:39
Technical Discussion » Fixing Point Sort Procedurally
- VGriffith
- 128 posts
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Yeah I tried point sorting by vertex order and it works for some curves and not for others for whatever reason. Doesn't work for this particular one in the screen shot. If I were to sort by the X direction obviously that would work but wouldn't for curves that go many other different directions.
From left to right in this case for this curve I want 0,1,2,3 and or 3,2,1,0 to be the point order.
From left to right in this case for this curve I want 0,1,2,3 and or 3,2,1,0 to be the point order.
Edited by VGriffith - Jan. 3, 2024 16:21:25
Technical Discussion » Fixing Point Sort Procedurally
- VGriffith
- 128 posts
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I have a bunch of curves that go different directions. However some of the points are out of order. Is there a way to fix the point sort procedurally?
Technical Discussion » Box UV Projection In Houdini
- VGriffith
- 128 posts
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Hey everyone!
I was curious about Box Projecting and Cubic UVs in Houdini similar to Cinema 4D (see attached). How can I do this?
Hope you can help!
I was curious about Box Projecting and Cubic UVs in Houdini similar to Cinema 4D (see attached). How can I do this?
Hope you can help!
Technical Discussion » What Colorspace Does The Labs Maps Baker Export?
- VGriffith
- 128 posts
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Question is in the title. I just want to know for a fact what colorspace the baked maps are? Is it whatever your OCIO settings are? SRGB? ACES CG? Please let me know.
Technical Discussion » TOPs Crippling Machine
- VGriffith
- 128 posts
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I turned Houdini's usage of CPU 23 off and all of a sudden my mouse and every other process on my computer is fine. So some bug is happening I think.
Technical Discussion » TOPs Crippling Machine
- VGriffith
- 128 posts
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Hi Everyone,
TOPs is bringing my computer to a halt when running the top network. When I just file cache the same thing in the geometry context it caches nearly instantly and it doesn't cause my mouse to be inoperable. Why is TOPs using only one core and maxing it out to the point where I cannot move my mouse? Hope you can help! My CPU is a i9-12900k!
Vincent Griffith
TOPs is bringing my computer to a halt when running the top network. When I just file cache the same thing in the geometry context it caches nearly instantly and it doesn't cause my mouse to be inoperable. Why is TOPs using only one core and maxing it out to the point where I cannot move my mouse? Hope you can help! My CPU is a i9-12900k!
Vincent Griffith
Edited by VGriffith - May 24, 2023 16:25:02
Technical Discussion » Preventing Rocks from Falling Through the Ground During Rumbling RBD Simulation
- VGriffith
- 128 posts
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Yeah I ended up doing that, just was really wanting them rising out of the ground so half of each rock would be obscured. What I ended up doing was post sim animated it translating up once the rocks started shaking and that seemed to be fine.
Edited by VGriffith - May 9, 2023 11:59:12
Technical Discussion » Preventing Rocks from Falling Through the Ground During Rumbling RBD Simulation
- VGriffith
- 128 posts
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Hello everyone,
I'm currently working on a shot in Houdini where rocks are meant to shake and rumble their way out of the ground. In my RBD simulation setup, I've modeled the ground plane with some mountain noise to give it an uneven surface. Some of the rocks are initially clipping through the ground plane, as they need to emerge from their resting position inside the ground. However, due to the clipping at frame one, the Bullet solver is allowing these rocks to continue falling through the ground plane.
I've already managed to achieve the shaking effect, but the issue of the rocks falling through the ground is preventing me from completing the shot.
Can anyone provide some guidance on how to prevent the rocks from falling through the ground plane any further, despite the initial clipping, while maintaining the rumbling effect?
Thank you in advance for your help!
Best regards,
Vincent Griffith
I'm currently working on a shot in Houdini where rocks are meant to shake and rumble their way out of the ground. In my RBD simulation setup, I've modeled the ground plane with some mountain noise to give it an uneven surface. Some of the rocks are initially clipping through the ground plane, as they need to emerge from their resting position inside the ground. However, due to the clipping at frame one, the Bullet solver is allowing these rocks to continue falling through the ground plane.
I've already managed to achieve the shaking effect, but the issue of the rocks falling through the ground is preventing me from completing the shot.
Can anyone provide some guidance on how to prevent the rocks from falling through the ground plane any further, despite the initial clipping, while maintaining the rumbling effect?
Thank you in advance for your help!
Best regards,
Vincent Griffith
Edited by VGriffith - May 8, 2023 16:00:57
Technical Discussion » Access exposed "basegroup" parameter on Digital Asset?
- VGriffith
- 128 posts
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I get an error when I have a group node inside my OTL and I expose the "basegroup" parameter and try to select points on the OTL controls, I want to be able to select points for a group.
Traceback (most recent call last):
File "Parameter Scripted Action", line 4, in <module>
AttributeError: 'NoneType' object has no attribute 'eval'
Can anyone fill me in how to get this working?
Vincent Griffith
Traceback (most recent call last):
File "Parameter Scripted Action", line 4, in <module>
AttributeError: 'NoneType' object has no attribute 'eval'
Can anyone fill me in how to get this working?
Vincent Griffith
Edited by VGriffith - April 21, 2023 21:59:26
Technical Discussion » COPs Tri planar?
- VGriffith
- 128 posts
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Is there a way to do tri planar in COPs using a position map and world space map like Substance Designer?
Vincent Griffith
Vincent Griffith
Technical Discussion » LABS Substance Material Node SBSAR Resolution Issue
- VGriffith
- 128 posts
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Hey everyone!
In designer my sbsar I created looks as intended, inside Houdini the sbsar looks ultra low res and there is a gamma shift as well. In designer I set the resolutions for the nodes inside the sbsar to absolute at 8k but still looks bad in Houdini with the resolution on 8k on the substance material node. It also looks equally bad in Substance Painter as well. Not sure if you might be able to help if you have some experience with using the LABS Substance Material node inside of Houdini.
Vincent Griffith
In designer my sbsar I created looks as intended, inside Houdini the sbsar looks ultra low res and there is a gamma shift as well. In designer I set the resolutions for the nodes inside the sbsar to absolute at 8k but still looks bad in Houdini with the resolution on 8k on the substance material node. It also looks equally bad in Substance Painter as well. Not sure if you might be able to help if you have some experience with using the LABS Substance Material node inside of Houdini.
Vincent Griffith
Edited by VGriffith - Feb. 21, 2023 16:31:49
3rd Party » Substance Designer SBSAR - Change Bitmaps Within Houdini
- VGriffith
- 128 posts
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Hello everyone!!!
I want to make a SBSAR file out of Designer that allows me to be able to sub out Diffuse, Normal, AO, Roughness maps within Houdini off of my disk within the Substance Material node. What can I do in Designer to make an input that allows me to pull image maps off disk inside of Houdini and or Painter or whatever?
Vincent Griffith
I want to make a SBSAR file out of Designer that allows me to be able to sub out Diffuse, Normal, AO, Roughness maps within Houdini off of my disk within the Substance Material node. What can I do in Designer to make an input that allows me to pull image maps off disk inside of Houdini and or Painter or whatever?
Vincent Griffith
Edited by VGriffith - Feb. 15, 2023 23:16:14
Technical Discussion » Houdini Crashed, Start TOPs at Specific Wedge Index
- VGriffith
- 128 posts
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UPDATE: Use "Filter By Range" node after your wedge and set filter to "Work Item Index". Set your Filter Range to desired Wedge Index Range.
Edited by VGriffith - Feb. 14, 2023 16:00:59
Technical Discussion » Houdini Crashed, Start TOPs at Specific Wedge Index
- VGriffith
- 128 posts
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Hey everyone!
Houdini crashed and I had a TOP network exporting models. I do not want the process to start completely over and I want it to start from Wedge Index 31 instead of running through wedge index 0 - 50 again. How can I achieve this?
Vincent Griffith
Houdini crashed and I had a TOP network exporting models. I do not want the process to start completely over and I want it to start from Wedge Index 31 instead of running through wedge index 0 - 50 again. How can I achieve this?
Vincent Griffith
Edited by VGriffith - Feb. 14, 2023 14:57:39
Technical Discussion » Simple Baker & 16bit PNGs
- VGriffith
- 128 posts
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Can the Simple Baker bake 16bit PNG textures? When I bring it into photoshop it is 8bit...
I am building a material in a material network using triplanar project nodes and plugging that into a principled shader. When using the "Labs Maps Baker" the maps are exported as black when using the triplaner project nodes - when using the "Simple_Baker" node the maps show up fine with the triplaner project node BUT they are 8bit, is there a way to do true 16bit?
As a test I exported a *.tiff and it was 32bit but I am not sure if it is true 32bit or not... I do not know if it is lying to me and it is still 8bit under the hood packaged in a 32bit shell.
Vincent Griffith
I am building a material in a material network using triplanar project nodes and plugging that into a principled shader. When using the "Labs Maps Baker" the maps are exported as black when using the triplaner project nodes - when using the "Simple_Baker" node the maps show up fine with the triplaner project node BUT they are 8bit, is there a way to do true 16bit?
As a test I exported a *.tiff and it was 32bit but I am not sure if it is true 32bit or not... I do not know if it is lying to me and it is still 8bit under the hood packaged in a 32bit shell.
Vincent Griffith
Edited by VGriffith - Jan. 31, 2023 16:59:48
Technical Discussion » Project still cooks when "Load From Disk" is Enabled
- VGriffith
- 128 posts
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On my file cache node I have a file cached and stored on disk. From my understanding the nodes above the file cache shouldn't have to cook again if "Load from Disk" is checked. I feel like this has changed recently, can anyone explain this to me?
The only way I have been able to load from disk properly without cooking anything is disconnecting the filecache from the rest of the node tree.
Vincent Griffith
The only way I have been able to load from disk properly without cooking anything is disconnecting the filecache from the rest of the node tree.
Vincent Griffith
Edited by VGriffith - Jan. 19, 2023 14:16:43
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