Yeah, that was it. With indie no logos show up.
And this tool is a great thing! I've always considered the material system a bit of a weak point in Houdini. This totally removes any such problems.
If only we'd get a bit better co-operation with PlantFactory, I'd have no complaints left…
Ville
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Houdini Lounge » Substance Plug In for Houdini
- VS
- 6 posts
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Houdini Lounge » Substance Plug In for Houdini
- VS
- 6 posts
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Really cool, and technically works well. Thank you!
But I'd be interested to know: with any material that I try from the substance share, I get repeated houdini logos on the material while rendering.
I'm currently using Apprentice. Do you see these in yours? Would these things go away by upgrading to Indie?
-V
But I'd be interested to know: with any material that I try from the substance share, I get repeated houdini logos on the material while rendering.
I'm currently using Apprentice. Do you see these in yours? Would these things go away by upgrading to Indie?
-V
Edited by VS - June 10, 2016 20:59:29
Houdini Indie and Apprentice » Hqueue restricts stills to 1920x1080 on indie
- VS
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Thank you, that's worth a shot.
Seems to require a bit of studying, though, so it will take a while to know whether that works.
Seems to require a bit of studying, though, so it will take a while to know whether that works.
Houdini Indie and Apprentice » Hqueue restricts stills to 1920x1080 on indie
- VS
- 6 posts
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Thank you.
Yeah, that's probably it. But the same setup works, if I send it to cloud computing.
Could you think of something that I could change in the settings to make a difference?
Yeah, that's probably it. But the same setup works, if I send it to cloud computing.
Could you think of something that I could change in the settings to make a difference?
Houdini Indie and Apprentice » Hqueue restricts stills to 1920x1080 on indie
- VS
- 6 posts
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Good day
I'm making big (6000x3000) and really heavy polar renderings on Houdini indie. One frame takes several days on my laptop, so I'd like to spread the calculation to multiple computers.
For some reason the hqueue rendering cuts my rendering size to 1920x1080 (or, in my case 1920x960). On Mplay or any of the other rendering options I can get the full 6000x3000.
This sounds like a bug to me. Could someone fix it?
I'm making big (6000x3000) and really heavy polar renderings on Houdini indie. One frame takes several days on my laptop, so I'd like to spread the calculation to multiple computers.
For some reason the hqueue rendering cuts my rendering size to 1920x1080 (or, in my case 1920x960). On Mplay or any of the other rendering options I can get the full 6000x3000.
This sounds like a bug to me. Could someone fix it?
Technical Discussion » PBR layered Material
- VS
- 6 posts
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When I try to drag the node to use (to node network's shop), I get the complaint “Invalid node type name”.
Showing details, I get
Traceback (most recent call last):
File “_danylyon:BR_layered_material”, line 2, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\shelfutils.py”, line 259, in installOrboltAsset
exec command
File “<string>”, line 2, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\shoptoolutils.py”, line 8, in genericTool
exact_node_type = exact_node_type)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\toolutils.py”, line 960, in new_func
return function(*args, **kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\toolutils.py”, line 1057, in genericTool
exact_node_type)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\toolutils.py”, line 941, in createNodeInContainer
exact_type_name = exact_node_type)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\hou.py”, line 22595, in createNode
return _hou.Node_createNode(*args, **kwargs)
OperationFailed: The attempted operation failed.
Invalid node type name
Would anyone of you have suggestions as to what to do to get closer to making them work?
Showing details, I get
Traceback (most recent call last):
File “_danylyon:BR_layered_material”, line 2, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\shelfutils.py”, line 259, in installOrboltAsset
exec command
File “<string>”, line 2, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\shoptoolutils.py”, line 8, in genericTool
exact_node_type = exact_node_type)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\toolutils.py”, line 960, in new_func
return function(*args, **kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\toolutils.py”, line 1057, in genericTool
exact_node_type)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\toolutils.py”, line 941, in createNodeInContainer
exact_type_name = exact_node_type)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\hou.py”, line 22595, in createNode
return _hou.Node_createNode(*args, **kwargs)
OperationFailed: The attempted operation failed.
Invalid node type name
Would anyone of you have suggestions as to what to do to get closer to making them work?
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