Hi, I am trying to use the rayVOP in order to find the width of an object. I am just trying to make it work, so I made a simple test vop net like this one:
http://www.doubledose-themovie.com/prodarev/shading/vopnet.jpg [doubledose-themovie.com]
and the result is as follow:
http://www.doubledose-themovie.com/prodarev/shading/result.jpg [doubledose-themovie.com]
this is not at all what I expected ( the geometry rendered is just a simple sphere ), so I tried to increase raytracing or shading quality, but I did not manage to get better. So any help is highly appreciated!
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Technical Discussion » on my way to transluence
- anon_user_43052452
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Technical Discussion » memory leaks with COPs?
- anon_user_43052452
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ok, then we agree
I have set my cache at 750Mb as you said, but how did you decided this value? is it always 3/4 of your RAM? on my second computer with 500Mb, do I set 375Mb?
I have set my cache at 750Mb as you said, but how did you decided this value? is it always 3/4 of your RAM? on my second computer with 500Mb, do I set 375Mb?
Technical Discussion » memory leaks with COPs?
- anon_user_43052452
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ok, I will test the comp preferences, thx for the advice.
But, about the memory leak completely managed by the OS, are you absolutly sure about that? I am a computer sciences engineer, and developped a few application myself, mainly in C++ under linux or windows, and I have never heard of that. I was always told that memory leaks are caused by programming errors, when class instances are not deleted. This is done automaticly with some languages such as Java, as there is a garbage collector, but I have never heard of such a think in C++ (and I assume Houdini is made with C++, mainly)
But, about the memory leak completely managed by the OS, are you absolutly sure about that? I am a computer sciences engineer, and developped a few application myself, mainly in C++ under linux or windows, and I have never heard of that. I was always told that memory leaks are caused by programming errors, when class instances are not deleted. This is done automaticly with some languages such as Java, as there is a garbage collector, but I have never heard of such a think in C++ (and I assume Houdini is made with C++, mainly)
Technical Discussion » memory leaks with COPs?
- anon_user_43052452
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buuaaaa, this happened again. the message was “a memory allocation error probably due to insufficient memory”. But I have 1Go!!
and okay, I am under win2000, and my sequences is 750 frames long. This may be a problem.
and most of the operations I am making are zcomp, houdini version is 6.1.101 and frame size is 640*480 ( non commercial version )
and is the problem you described me a known bug? or something like a mystery that noone really knows where it comes from?
and okay, I am under win2000, and my sequences is 750 frames long. This may be a problem.
and most of the operations I am making are zcomp, houdini version is 6.1.101 and frame size is 640*480 ( non commercial version )
and is the problem you described me a known bug? or something like a mystery that noone really knows where it comes from?
Technical Discussion » memory leaks with COPs?
- anon_user_43052452
- 55 posts
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Hi guys,
I am rendering a few Copnet. and houdini really often crash with a message like “memory allocation problem” (I do not remember the exact message ) and it souns like a memory leak, right?
Has someone had a similar problem?
I am rendering a few Copnet. and houdini really often crash with a message like “memory allocation problem” (I do not remember the exact message ) and it souns like a memory leak, right?
Has someone had a similar problem?
Technical Discussion » rendering depth
- anon_user_43052452
- 55 posts
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Hi everyone,
I am trying to render some depth passes, with my objects with matte ON and rendering only Pz in deep raster, and I have really a lot of crashes ( although I have 1Gb of RAM ). So I was wondering what parameters could help simplify the computation of this depth. I found that getting the near/far interval as small as possible could help, but this doesn't seem to be enough. Has anyone had similar crashs during renders? and a few work around? Maybe there are other ways to render depth information?
I tried to make a simple depth shader ( global variable into color output ) but I still have crashes. And depth would only be 8 bit, not floating point…
So, any suggestion is welcome!
I am trying to render some depth passes, with my objects with matte ON and rendering only Pz in deep raster, and I have really a lot of crashes ( although I have 1Gb of RAM ). So I was wondering what parameters could help simplify the computation of this depth. I found that getting the near/far interval as small as possible could help, but this doesn't seem to be enough. Has anyone had similar crashs during renders? and a few work around? Maybe there are other ways to render depth information?
I tried to make a simple depth shader ( global variable into color output ) but I still have crashes. And depth would only be 8 bit, not floating point…
So, any suggestion is welcome!
Technical Discussion » scripting problem!
- anon_user_43052452
- 55 posts
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I have a problem with scripting. This should not be difficult, but I can't find a solution. What I have is a series of hscript command stored in a variable, and I would like to execute them. the serie of commands is like:
cd `opfullpath(“.”)`; source $SCRIPTS/rendering/pre_render_diffus.cmd;
which is actually used in a pre render of a rop.
I tried with execute($myvar) but I had an error I don't understand ( maybe a space problem? ) . it seems that he believes “cd” is one command, `opfullpath(“.”)` is another one and so on…
I also tried to just type $myvar, but the pb was the same…
I don't know if I have missed something, but I am sure there is a way, so, any help appreciated!!
cd `opfullpath(“.”)`; source $SCRIPTS/rendering/pre_render_diffus.cmd;
which is actually used in a pre render of a rop.
I tried with execute($myvar) but I had an error I don't understand ( maybe a space problem? ) . it seems that he believes “cd” is one command, `opfullpath(“.”)` is another one and so on…
I also tried to just type $myvar, but the pb was the same…
I don't know if I have missed something, but I am sure there is a way, so, any help appreciated!!
Technical Discussion » twist available for follow curve inversekin?
- anon_user_43052452
- 55 posts
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good, thx a lot, that was exactly what I needed.
But I still have little doubts. When I modify Rz ( rest z angle, not rotationZ ) it seems I have what I want, but sometimes, de[ending on the orientation of the bone, Rx and Ry can also affect the twist of my bones…this is not clear yet, but I will have a look at it. Anyway, thx a lot!
But I still have little doubts. When I modify Rz ( rest z angle, not rotationZ ) it seems I have what I want, but sometimes, de[ending on the orientation of the bone, Rx and Ry can also affect the twist of my bones…this is not clear yet, but I will have a look at it. Anyway, thx a lot!
Technical Discussion » twist available for follow curve inversekin?
- anon_user_43052452
- 55 posts
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in the continuity of my precedent post, about the skeleton rig OTLs I am working on, I am trying to make a back control. of course, this is based on the inversekin CHOP with follow curve. And it seems you cannot have the equivalent of the roll or twist, which allows you to roll the chain on your curve. In maya, the roll allows to roll all the chain bones together, while the twist rolls more the end of the chain than the start. I thought this would be easy to do, but I cannot find an easy way…
I actually found a way with my OTL, but it involves scripting, and I am wondering if I have not missed something, because I really have the impression that I am going a too much complex way. This should be far more easy <_<
So, anyone can show me the right way?
I actually found a way with my OTL, but it involves scripting, and I am wondering if I have not missed something, because I really have the impression that I am going a too much complex way. This should be far more easy <_<
So, anyone can show me the right way?
Technical Discussion » how to change the handle size?
- anon_user_43052452
- 55 posts
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Hi, I am working on making a few character rigging OTLs and I sometine would like to have two rotaiton handle on the same pivot. They control differents objects, and I would like them to have different size so that they do not overlap. I know you can change the color of a handle, but it is not enough for me in this case. So is it possible to affect other proprieties of them?
and more generaly, I really do not know how to change the size of a handle. Is it possible?
and more generaly, I really do not know how to change the size of a handle. Is it possible?
Technical Discussion » 3d pattern to 2d texture. how to?
- anon_user_43052452
- 55 posts
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Technical Discussion » 3d pattern to 2d texture. how to?
- anon_user_43052452
- 55 posts
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no no, I wasn't meaning this kind of 3d texture. I was unclear. I mean a pattern that can be created in a VEX surface shader and that takes as input the global variable P ( like the splatter VOP ) as opposed to 2d pattern that take as input the variables s and t. I call them 3d pattern as thay are function depending on a vector parameter ( and this is the maya vocabuary ), but it may be wrong to call it this way.
I hope you still can help me because I really cannot find the solution…
I hope you still can help me because I really cannot find the solution…
Technical Discussion » 3d pattern to 2d texture. how to?
- anon_user_43052452
- 55 posts
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Hi guys,
I am trying to generate a 2d image from a shader with 3d patterns applied to color, so that I can then apply this texture on the uvs of my geometry, and have the same results than those with the pattern, but quicker. This should be fairly easy to do, but I cannot find how. Does anyone have a clue?
I am trying to generate a 2d image from a shader with 3d patterns applied to color, so that I can then apply this texture on the uvs of my geometry, and have the same results than those with the pattern, but quicker. This should be fairly easy to do, but I cannot find how. Does anyone have a clue?
Technical Discussion » quaternion interpolation
- anon_user_43052452
- 55 posts
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great, this is good news. But you are sayin “the suite of quat interp fonctions”? do that mean there are several such fonctions? I have only seen the qlinear(). which have I missed?
Technical Discussion » quaternion interpolation
- anon_user_43052452
- 55 posts
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Technical Discussion » quaternion interpolation
- anon_user_43052452
- 55 posts
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I am exploring the few ways of interpoling rotations in houdini, and it seems that quaternions can only be interpolated linearly. why is there no spline or cubic equivalent for them? is it mathematically impossible?
or maybe I am doing things wrong, but if I simply rotate a box, and set a qlinear() interpolation for all the animation segments, and the change of rotation axis is very abrupt.
I found a little work around by working the resulting rotation channel in chops and apply a few filters in order to smooth the movement, but is there a better way?
or maybe I am doing things wrong, but if I simply rotate a box, and set a qlinear() interpolation for all the animation segments, and the change of rotation axis is very abrupt.
I found a little work around by working the resulting rotation channel in chops and apply a few filters in order to smooth the movement, but is there a better way?
Technical Discussion » skin VOP problem
- anon_user_43052452
- 55 posts
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great! I didn t know those stuff were subnets! I will learn a lot more with that! thx a lot.
concerning my initial pb, I will take the time to look at the sin subnet and try to understand it.
thx a lot again
concerning my initial pb, I will take the time to look at the sin subnet and try to understand it.
thx a lot again
Technical Discussion » skin VOP problem
- anon_user_43052452
- 55 posts
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Hi, I am doing a very simple VOP with just a skin OP appended to the color. I ticked the “apply blemish” param, and when I render, the sin cells are okay, they follow the object, but the spots created by the blemish seem to be calculated in the cameraspace, not the object, so they are moving with my camera. And the object is not deforming, so I guess I do not need to append a rest pos to my SOP net. is it a normal behavior? or I am missing somthing?
Houdini Lounge » how to quickly bypass group of operators?
- anon_user_43052452
- 55 posts
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yes! thx a lot, I has already seen this in the doc but I forgot it
exactly what I wanted. thx
exactly what I wanted. thx
Houdini Lounge » how to quickly bypass group of operators?
- anon_user_43052452
- 55 posts
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HI, I am trying to understand how to bypass/unbypass a list of operators, so that I can eaily switch from a slow version of my scene to a fast one. I would like to easily add operators to this list. I was thinking of making groups of them, as there is a button allowing to manage this for all operators in it, but..I would like this to be done automaticly by script, like before a render. And, althought you can change the flag states for any operators with “opset”, I found no equivalent for groups. Why is this so?
does anyone has a solution for this?
At first, I was updating a script containing one by one all operators I wanted to bypass. but updating this script is not really handy. I was also thinking about putting a specific prefix for those operators, so that the cript could easily find them, but I don't really like that.
so, any help or advice will be apreciated!
does anyone has a solution for this?
At first, I was updating a script containing one by one all operators I wanted to bypass. but updating this script is not really handy. I was also thinking about putting a specific prefix for those operators, so that the cript could easily find them, but I don't really like that.
so, any help or advice will be apreciated!
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