Has anyone tried running Houdini on a 3rd generation intel core i7 or i5? Does it support hardware acceleration or does it fall back to software?
Thanks,
Jens
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Houdini Lounge » 3rd gen Intel core i7/i5
- anakin78z
- 80 posts
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Houdini Indie and Apprentice » Software OpenGl Mode warning
- anakin78z
- 80 posts
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Technical Discussion » Q: Cloth success?
- anakin78z
- 80 posts
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Looks like there have been quite a few bug fixes to cloth over the last month. Has anyone tried this again since to see if it works now?
(and sure, I could try it myself, but I haven't really used it much before, so not sure I've got much to compare new results to :twisted: )
-z
(and sure, I could try it myself, but I haven't really used it much before, so not sure I've got much to compare new results to :twisted: )
-z
Houdini Indie and Apprentice » Your opinion on this model i finished (Chevy Camaro 2008)!!!
- anakin78z
- 80 posts
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Looks very cool. Nice job on the modeling.
As far as the shading, It seems too reflective all over, so I would tweak the fresnel value.
How long did it take to model?
-z
As far as the shading, It seems too reflective all over, so I would tweak the fresnel value.
How long did it take to model?
-z
Technical Discussion » in out volume check and intersections
- anakin78z
- 80 posts
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As far as question 1, there's a volume sample vop, which you could use to sample a volume. From there you could just see if there's density or not, and group accordingly.
Cheers,
-z
Cheers,
-z
Houdini Lounge » Houdini on Vista
- anakin78z
- 80 posts
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yup, that's certainly the behavior I have. Usually when I install a new build it won't work. I'll try it again a few days later and it'll work. :?:
Technical Discussion » so basic, so complicated ???????
- anakin78z
- 80 posts
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There's many ways to skin a cat… but that's gross, so I use expressions instead:
You're already using the nearpoint expression… just take it one step further:
Append a point sop to the points that you want to move (snap). In this example, the object that the points should snap to is called ‘goal’.
Position: point(“../goal”,nearpoint(“../goal”,$TX,$TY,$TZ),“P”,0)
point(“../goal”,nearpoint(“../goal”,$TX,$TY,$TZ),“P”,1)
point(“../goal”,nearpoint(“../goal”,$TX,$TY,$TZ),“P”,2)
nearpoint finds the closest point, and the point expression finds the position of that point and applies it to the current point being processed.
-z
You're already using the nearpoint expression… just take it one step further:
Append a point sop to the points that you want to move (snap). In this example, the object that the points should snap to is called ‘goal’.
Position: point(“../goal”,nearpoint(“../goal”,$TX,$TY,$TZ),“P”,0)
point(“../goal”,nearpoint(“../goal”,$TX,$TY,$TZ),“P”,1)
point(“../goal”,nearpoint(“../goal”,$TX,$TY,$TZ),“P”,2)
nearpoint finds the closest point, and the point expression finds the position of that point and applies it to the current point being processed.
-z
Technical Discussion » Velocity field to advect particle fluid sim?
- anakin78z
- 80 posts
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I tried a slightly different approach, using 3 volume primitives as a vector field using the Sop Vector Field dop, and plugging that into the second input of the fieldforce1 dop. This seems to work, except that you have to crank the foces way up in the fieldforce dop (I went over 1000).
-z
-z
Houdini Lounge » really wide network tiles in H9 - why?
- anakin78z
- 80 posts
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To get back to the nodes, the main question still hasn't been answered…
And as much as the wiring has been discussed, as far as the design goes, I must say it ‘seems’ much harder to wire things up. Maybe the wire/snapping areas are indeed big enough, and sure you can click the node, but that doesn't change that something keeps slowing me down every time I try to use it. I think it may just be a visual thing. Many people here have complained about the small hookup regions, and it may just be that visually we're inhibited by the small connection areas, so even though they're not that small, we perceive them as such, and thus have issues?
Also, since someone early on mentioned nuke, I'd like to chime in and say how much I wish they would've taken more hints from it. It's great that they redesigned the nodes and such, but why didn't we get any of the cool functionality that exists in other packages? The node snapping in nuke, for instance, is one of the most amazing features ever. Sesi, do you realize how much time we waste moving around nodes to try to get the lines to look straight? Maybe it's just my ocd, but I've seen other people do it. The auto layout feature is my personal worst enemy, because I always have to spend a good minute moving things to where they actually ‘should’ be (oh, and the one in vops is even worse). Having the nodes snap under (or next to ) each other in nuke makes that soooo much faster and pleasant.
Also, what's the deal with the network boxes? They barely work, if you ask me. Ok, they give you some colored background, but how about taking some other clues from nuke? How about allowing network boxes within network boxes? How about the super useful huge labels that you can add in nuke? How about actually making it so that when you put down a new node, it doesn't land behind the network box? Really guys, this seems like simple no duh stuff.
Cheers,
-z
And as much as the wiring has been discussed, as far as the design goes, I must say it ‘seems’ much harder to wire things up. Maybe the wire/snapping areas are indeed big enough, and sure you can click the node, but that doesn't change that something keeps slowing me down every time I try to use it. I think it may just be a visual thing. Many people here have complained about the small hookup regions, and it may just be that visually we're inhibited by the small connection areas, so even though they're not that small, we perceive them as such, and thus have issues?
Also, since someone early on mentioned nuke, I'd like to chime in and say how much I wish they would've taken more hints from it. It's great that they redesigned the nodes and such, but why didn't we get any of the cool functionality that exists in other packages? The node snapping in nuke, for instance, is one of the most amazing features ever. Sesi, do you realize how much time we waste moving around nodes to try to get the lines to look straight? Maybe it's just my ocd, but I've seen other people do it. The auto layout feature is my personal worst enemy, because I always have to spend a good minute moving things to where they actually ‘should’ be (oh, and the one in vops is even worse). Having the nodes snap under (or next to ) each other in nuke makes that soooo much faster and pleasant.
Also, what's the deal with the network boxes? They barely work, if you ask me. Ok, they give you some colored background, but how about taking some other clues from nuke? How about allowing network boxes within network boxes? How about the super useful huge labels that you can add in nuke? How about actually making it so that when you put down a new node, it doesn't land behind the network box? Really guys, this seems like simple no duh stuff.
Cheers,
-z
Technical Discussion » Camera motion blur
- anakin78z
- 80 posts
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I'm not sure what more control you're looking for. A camera pretty much only supports transform motion blur anyway, right? (does it support blur from focal changes? Would be cool)
I actually found that I prefer having it all in one place, because I don't have to check each object individually.
-z
I actually found that I prefer having it all in one place, because I don't have to check each object individually.
-z
Technical Discussion » Delayed Load and per-primitive shaders
- anakin78z
- 80 posts
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I noticed this as well… Looks like a bug to me.
Edit: there's a button in the Render tab of the mantra rop labeled Force VEX Shader Embedding, which makes this work, sorta. It'll work as long as the shader is in your hipfile. In h8 there was a way to save the geometry with the shader definition, which means you didn't need to have an instance of the shader in your scene.
Edit: there's a button in the Render tab of the mantra rop labeled Force VEX Shader Embedding, which makes this work, sorta. It'll work as long as the shader is in your hipfile. In h8 there was a way to save the geometry with the shader definition, which means you didn't need to have an instance of the shader in your scene.
Edited by - Oct. 8, 2007 13:25:21
Technical Discussion » menuscripts and HOM
- anakin78z
- 80 posts
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Ok, so now I'm using hscript to call expressions which call python… :roll: my head is spinning. I'm assuming this shortcoming will be fixed in 9.1? Possibly backported to 9?
Thanks for the help Mark and Jeff. I think I can make it work.
-z
Edit: and we're right back to the problem of quotes not being transfered correctly. Lovely. What combination of single, double, escaped quotes do I need to use to make this work now? :evil:
Thanks for the help Mark and Jeff. I think I can make it work.
-z
Edit: and we're right back to the problem of quotes not being transfered correctly. Lovely. What combination of single, double, escaped quotes do I need to use to make this work now? :evil:
Technical Discussion » menuscripts and HOM
- anakin78z
- 80 posts
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Menu Scripts, in operator type properties, seem to only support hscript. Is there an hscript/Python buttom I'm not seeing somewhere?
Thanks,
Jens
Thanks,
Jens
Technical Discussion » current node selection
- anakin78z
- 80 posts
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Technical Discussion » ifd scripts
- anakin78z
- 80 posts
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howdy,
docs are weird. try mantra -h in your shell to see Rendering Options. From that I learned
mantra -f file.ifd
will render your ifd file.
Cheers,
Jens
docs are weird. try mantra -h in your shell to see Rendering Options. From that I learned
mantra -f file.ifd
will render your ifd file.
Cheers,
Jens
Houdini Lounge » Apprentice challenge and international express shipments
- anakin78z
- 80 posts
- Offline
I ended up putting:
Demo CD, not for resale, no pornography.
I was surprized about the no pornography suggestion, but apparently they always put that on here.
Demo CD, not for resale, no pornography.
I was surprized about the no pornography suggestion, but apparently they always put that on here.
Technical Discussion » normalmap
- anakin78z
- 80 posts
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Technical Discussion » normalmap
- anakin78z
- 80 posts
- Offline
Technical Discussion » normalmap
- anakin78z
- 80 posts
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Technical Discussion » IK with constraints
- anakin78z
- 80 posts
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