Hi, the SOPs flipsolver node has Checkpoints exposed which is nice, but the file name ends up as cache..sim, ignoring the $SF token. If I edit the flipsolver node and break the connections on the dopnet node, then it starts working, using the exact same name string. What could cause that? Is this actually bug that wasn't caught or is it something on my end? Would be interested in hearing if anyone else get the same issue.
Currently using 19.5.534, was also present in .303.
Edit:
A potential workaround is to change the link on the dopnet node to:
chs("../explicitcachename")+".$SF.sim"
Then it will evaluate it correctly, meaning your top level setting on the flipsolver node should leave out the numbering and file extension part. Maybe it can be forced to evaluate the string correctly some other way that's neater.
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Technical Discussion » SOPs Flipsolver Checkpoint file numbering not working
- arvid
- 16 posts
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Technical Discussion » Viewer state type conflict: kinefx
- arvid
- 16 posts
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mabelzile
This issue was fixed with 19.5.354
Is there a 19.0 build in which this is fixed? I have it in 19.0.720.
Houdini Lounge » Arrow keys moves the camera and step frames at the same time
- arvid
- 16 posts
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jsmack
Yeah, I can repro that. super strange. I can get out of it by hitting ‘S’ and Esc.
Oh nice! Hitting Esc without hitting S in between actually works too, but the behavior comes back as soon as you hit the S and Space keys again.
I'll see if I can get used to using Esc instead of space, but it's not ideal when you're left-handed. For instance, I use Backspace instead of Tab to open the node menu in the graph which is great, but Esc is pretty far away from where I keep my right hand so it's not very natural for me.
Is this really not documented anywhere though? The arrow keys to move the camera is a bit weird to begin with, and the fact that the frame steps at the same time seems like a bug.
Edited by arvid - Aug. 25, 2020 06:31:59
Houdini Lounge » Arrow keys moves the camera and step frames at the same time
- arvid
- 16 posts
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Hi, I'd like to know if the following behavior is intended or not, if others can replicate it, and whether I can do something to get rid of it.
If I press Space once to enter the sticky camera tool (ie the hand cursor), then hit S for selection tool, and then back to the camera with Space again, the viewport enters a weird mode where the arrow keys now move the camera, ie rotates it some degrees around the view pivot. Holding shift and pressing the arrows in this state nudges the camera sideways. Note that this isn't a 2D transform, it moves the actual view camera. At the same time as it moves the camera, it also frame steps, since this is a global hotkey, so it performs two actions at once with one keypress. Moving the pointer away from the viewport only steps frames.
This is obviously very annoying while animating or doing anything else involving stepping the arrow keys, as I must make sure to have the mouse pointer away from the viewport, or my view will fly away. This is especially annoying if you happened to have locked the the view to your render camera.
I can't find any documentation for these keyboard shortcuts, and they only come in to effect after switching between selection and view mode on a newly launched Houdini session. It seems like a bug, but I'm not sure what to make of it.
I've attached a GIF of this, watch the timeline, every time it changes is me pressing arrow keys, note how it moves the camera around simultaneously while the mouse pointer is above the viewport.
I'm currently on Windows 10, but I've had this for years, but it almost seams like I'm the only one somehow.
If I press Space once to enter the sticky camera tool (ie the hand cursor), then hit S for selection tool, and then back to the camera with Space again, the viewport enters a weird mode where the arrow keys now move the camera, ie rotates it some degrees around the view pivot. Holding shift and pressing the arrows in this state nudges the camera sideways. Note that this isn't a 2D transform, it moves the actual view camera. At the same time as it moves the camera, it also frame steps, since this is a global hotkey, so it performs two actions at once with one keypress. Moving the pointer away from the viewport only steps frames.
This is obviously very annoying while animating or doing anything else involving stepping the arrow keys, as I must make sure to have the mouse pointer away from the viewport, or my view will fly away. This is especially annoying if you happened to have locked the the view to your render camera.
I can't find any documentation for these keyboard shortcuts, and they only come in to effect after switching between selection and view mode on a newly launched Houdini session. It seems like a bug, but I'm not sure what to make of it.
I've attached a GIF of this, watch the timeline, every time it changes is me pressing arrow keys, note how it moves the camera around simultaneously while the mouse pointer is above the viewport.
I'm currently on Windows 10, but I've had this for years, but it almost seams like I'm the only one somehow.
Technical Discussion » Repel flip particles with a certain attribute
- arvid
- 16 posts
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Hi,
I have flip fluid particles with a few different stark colors interacting, and I don't want the colors to mix too much as it ends up looking like dots when a single green particle swims in a sea of blue particles for instance.
It would be cool if the particles sort of separated into the various colors, like oil and water as much as possible. I tried to set up a custom integer attribute which holds the id for each type of particle. Using that I've been trying to attract points of the same id using pop_interact, but I haven't gotten quite the result I would like, a bit too chaotic still.
Any ideas on how to approach something like this? I'm still a pretty new to Houdini so I'm probably unaware of a lot of tricks!
Cheers!
I have flip fluid particles with a few different stark colors interacting, and I don't want the colors to mix too much as it ends up looking like dots when a single green particle swims in a sea of blue particles for instance.
It would be cool if the particles sort of separated into the various colors, like oil and water as much as possible. I tried to set up a custom integer attribute which holds the id for each type of particle. Using that I've been trying to attract points of the same id using pop_interact, but I haven't gotten quite the result I would like, a bit too chaotic still.
Any ideas on how to approach something like this? I'm still a pretty new to Houdini so I'm probably unaware of a lot of tricks!
Cheers!
SI Users » Growing an attribute map?
- arvid
- 16 posts
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Perfect, I was actually looking at those videos, but the SOP Solver seems to have changed too much for me to get it working the way he's using it.
The solver node looks perfectly simple! Great example file, cheers!
What's the main difference between the two solvers? How come it doesn't require a DOPnet?
Edit: Looks like it's got a hidden DOPnet in between which you just jump right past when you dive in, pretty cool.
The solver node looks perfectly simple! Great example file, cheers!
What's the main difference between the two solvers? How come it doesn't require a DOPnet?
Edit: Looks like it's got a hidden DOPnet in between which you just jump right past when you dive in, pretty cool.
SI Users » Growing an attribute map?
- arvid
- 16 posts
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Hey!
Say I want to have a weightmap grow to simulate waves, or something burning or spreading.
In Soft I would create a simulated ice tree and store some initial values, compare the values between point neighbours, average them somehow to make it spread, and so on, and then write those into a weightmap for rendering or use with other effects.
What's the approach in Houdini? I guess I need a DOPnet to be able to update data between frames? Do I use a SOP solver?
I'm slightly confused by the SOP solver, would love to a good resources that show how to use them in H14, the stuff I found seemed outdated, the node has changed a bit I think.
Say I want to have a weightmap grow to simulate waves, or something burning or spreading.
In Soft I would create a simulated ice tree and store some initial values, compare the values between point neighbours, average them somehow to make it spread, and so on, and then write those into a weightmap for rendering or use with other effects.
What's the approach in Houdini? I guess I need a DOPnet to be able to update data between frames? Do I use a SOP solver?
I'm slightly confused by the SOP solver, would love to a good resources that show how to use them in H14, the stuff I found seemed outdated, the node has changed a bit I think.
Houdini Lounge » Changing behaviour of the arrow keys?
- arvid
- 16 posts
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All of the easy access stuff was already off, but the one setting that did seem have an effect is the repeat rate in the regular keyboard properties..! Might have been one of the others settings in combination because now I can't get back the faulty behaviour, which doesn't matter
I can see now how the play button lights up while I hold the arrow keys and goes back to “stop” when I release it, so I guess something gets out of sync with that particular Windows setting.
Thanks a lot for the effort you put in!
I can see now how the play button lights up while I hold the arrow keys and goes back to “stop” when I release it, so I guess something gets out of sync with that particular Windows setting.
Thanks a lot for the effort you put in!
Houdini Lounge » Changing behaviour of the arrow keys?
- arvid
- 16 posts
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Yes, I'm on Windows. I assumed it was a deliberate feature, but maybe it's not if it doesn't happen on other platforms?
Holding down left/right does indeed enable the actual play mode when then need to be stopped by pressing the key again, it's a bit annoying when all you want to do is roll back and forth as you would in any other program with a timeline.
Holding down left/right does indeed enable the actual play mode when then need to be stopped by pressing the key again, it's a bit annoying when all you want to do is roll back and forth as you would in any other program with a timeline.
Houdini Lounge » Changing behaviour of the arrow keys?
- arvid
- 16 posts
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Sure, that's all good, but I want to be able to hold down the arrow keys to roll around the frames without Houdini accidentally turning on play mode. It's something I do to scrub the timeline, so it's a bit annoying.
This function seems uncessary as Up already plays forward.
No way to change this behaviour then?
This function seems uncessary as Up already plays forward.
No way to change this behaviour then?
Houdini Lounge » Changing behaviour of the arrow keys?
- arvid
- 16 posts
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Hi,
when you hold down the left/right arrow keys for a moment, the play button is automatically pushed and houdini will keep rolling the frames even if I let go of the arrow key. Is there a setting somewhere that changes this behaviour? I would much prefer that it simply stopped when I release the key.
Cheers!
when you hold down the left/right arrow keys for a moment, the play button is automatically pushed and houdini will keep rolling the frames even if I let go of the arrow key. Is there a setting somewhere that changes this behaviour? I would much prefer that it simply stopped when I release the key.
Cheers!
Houdini Lounge » vopsop H14?
- arvid
- 16 posts
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Is there a difference between Point VOP and Attribute VOP? They seem to create the same operator type.
SI Users » Apply alembic point cache to object?
- arvid
- 16 posts
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SI Users » Apply alembic point cache to object?
- arvid
- 16 posts
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Hi folks!
Is it possible to apply an alembic file which doesn't contain the geometry but only the point motion to an object in Houdini, similar to what you can do with Crate in Softimage?
I like it because the .abc's become quite light.
Cheers!
Is it possible to apply an alembic file which doesn't contain the geometry but only the point motion to an object in Houdini, similar to what you can do with Crate in Softimage?
I like it because the .abc's become quite light.
Cheers!
SI Users » Batch rendering
- arvid
- 16 posts
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Thanks a lot guys, that clears it up. Sounds great that you can actually optimize which data gets exported by clever referencing. SI does have a performance debugger, so I'm familiar with the concept.
Simulating across multiple computers sounds fantastic, how does that work? Doesn't simulations have to build upon the previously calculated frame? What are the limitations?
Thanks for being patient and understanding folks. :-)
Simulating across multiple computers sounds fantastic, how does that work? Doesn't simulations have to build upon the previously calculated frame? What are the limitations?
Thanks for being patient and understanding folks. :-)
SI Users » Batch rendering
- arvid
- 16 posts
- Offline
Hey folks, we've spent some time tinkering with Houdini, so far I like what it can do, and how a lot of the non-linear concepts can be mimiced between Houdini and Softimage. Though coming from Soft, it's a bit rough around the edges.
Here's my question; free/unlimited rendering sounds very competitive, and Mantra seems very competent these days. I read that Mantra render tokens are unlimited, but it requires an export of .ifd render archives. Is that the way everyone does it, or is there an equivalent of xsibatch for network rendering?
Also, do most people use Houdini batch for exporting these archives or is it feasible to do it on the workstation? What are the typical archive export times for a small/mid-sized scene?
Can we use Royal Render to render .ifd's on many machines or do we need to use Hqueue?
Thanks!
Here's my question; free/unlimited rendering sounds very competitive, and Mantra seems very competent these days. I read that Mantra render tokens are unlimited, but it requires an export of .ifd render archives. Is that the way everyone does it, or is there an equivalent of xsibatch for network rendering?
Also, do most people use Houdini batch for exporting these archives or is it feasible to do it on the workstation? What are the typical archive export times for a small/mid-sized scene?
Can we use Royal Render to render .ifd's on many machines or do we need to use Hqueue?
Thanks!
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