Nice info,
Thank you very much!
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Houdini Lounge » Ptnum always 0
- bbetoo
- 7 posts
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Houdini Lounge » Ptnum always 0
- bbetoo
- 7 posts
- Offline
Hi guys,
Could somebody help me to figure out why ptnum is giving me 0 for all the points in a “Point VOP” but is working fine with a “Point Wrangle” ?
I'm using Houdini 14.0.201.13
Thank you!
Could somebody help me to figure out why ptnum is giving me 0 for all the points in a “Point VOP” but is working fine with a “Point Wrangle” ?
I'm using Houdini 14.0.201.13
Thank you!
Technical Discussion » Mathematica Environment
- bbetoo
- 7 posts
- Offline
Hey guys,
The .ply option is working good right now for me, with Import and fixing Z as up axis in Mathematica…
I contacted Macha a while ago, he is using a Python solution to connect both apps, but I haven't had time to check it.
Cheers!
The .ply option is working good right now for me, with Import and fixing Z as up axis in Mathematica…
I contacted Macha a while ago, he is using a Python solution to connect both apps, but I haven't had time to check it.
Cheers!
Technical Discussion » Mathematica Environment
- bbetoo
- 7 posts
- Offline
Yes indeed…
So, is there a way to call Mathematica from Houdini? for example scatter some points in a surface and then use Mathematica plotting tools to have a 3D plot of those points?
These is because I'm using Houdini for digital fabrication and Mathematica could be a very useful tool to integrate to my pipeline.
Thank you!!
So, is there a way to call Mathematica from Houdini? for example scatter some points in a surface and then use Mathematica plotting tools to have a 3D plot of those points?
These is because I'm using Houdini for digital fabrication and Mathematica could be a very useful tool to integrate to my pipeline.
Thank you!!
Technical Discussion » Mathematica Environment
- bbetoo
- 7 posts
- Offline
Hi guys,
Hope everything its nice!!
I was wondering if someone could explain why there is an environment varibable called MATHEMATICA_HOME, is there an easy way to connect Mathematica and Houdini?
Thank you very much!
Hope everything its nice!!
I was wondering if someone could explain why there is an environment varibable called MATHEMATICA_HOME, is there an easy way to connect Mathematica and Houdini?
Thank you very much!
Technical Discussion » Viewport shadows makes houdini crash
- bbetoo
- 7 posts
- Offline
Hi,
The H11 scene renderer worked for me.
Curious thing is when Houdini starts with scene renderer H11 I can turn on shadows and it works, set back to GL 2.1 and Houdini does not crash but the shadows disappear. If Houdini starts with GL 2.1 it crashes at stated.
Thank you very much!!
Here is my crash report:
Crash report from betocabezas; Houdini FX Version 12.5.548
2 libHoudiniUI.dylib 0x000000010480cee8 AP_Interface::coredumpHandler(UTsignalHandlerArg) + 1528
3 libHoudiniUT.dylib 0x00000001079c2388 UT_Signal::processSignal(int, __siginfo*, void*) + 168
4 libsystem_c.dylib 0x00007fff82d7194a _sigtramp + 26
5 ??? 0x0000000000000000 0x0 + 0
6 libHoudiniUI.dylib 0x00000001048d3817 RE_TextureMap::setSource(char const*, char const*, RE_OGLTexture*, long long, bool (*)(RE_OGLTexture*, void*), void*) + 471
7 libHoudiniUI.dylib 0x00000001048c183a RE_ShadowMap::getShadowFrameBuffer(RE_Render*, RE_OGLTexture*&, bool, RE_TextureCubeFace, int) + 1690
8 libHoudiniUI.dylib 0x00000001048c1a2c RE_ShadowMap::prepShadowMapRender(RE_Render*, RE_TextureCubeFace, int) + 236
9 libHoudiniUI.dylib 0x000000010483a32a RE_Light::beginShadowRender(RE_Render*, RE_TextureCubeFace, int) + 26
10 libHoudiniAPPS3.dylib 0x000000010005cb35 DM_GL2PortAgent3D::updateShadowMap(RE_Render*, int, int, RE_Light*, GUI_DisplayOption*, OP_Bundle*, int) + 389
11 libHoudiniAPPS3.dylib 0x00000001000b7cde DM_VPortAgent3D::prepShadowMap(RE_Render*, RE_Light*, int, int, GUI_DisplayOption*) + 606
12 libHoudiniAPPS3.dylib 0x0000000100060211 DM_GL2PortAgent3D::renderExtraLightPass(RE_Render*, int, int, GUI_DisplayOption*, RE_Light*, bool, bool, bool, RE_OGLTexture*, bool) + 113
13 libHoudiniAPPS3.dylib 0x000000010005fc0e DM_GL2PortAgent3D::renderMaterialLightPass(RE_Render*, int, int, RE_Light*, int, GUI_DisplayOption*, bool, bool, bool, bool) + 5326
14 libHoudiniAPPS3.dylib 0x000000010005dc1e DM_GL2PortAgent3D::renderMaterialLightPasses(RE_Render*, int, int, GUI_DisplayOption*, int, int, bool, bool, bool, bool) + 686
15 libHoudiniAPPS3.dylib 0x000000010005a372 DM_GL2PortAgent3D::doSplitMaterialRender(RE_Render*, int, int, GUI_DisplayOption*) + 594
16 libHoudiniAPPS3.dylib 0x000000010005a059 DM_GL2PortAgent3D::doHighQualityRender(RE_Render*, int, int, GUI_DisplayOption*, bool&) + 569
17 libHoudiniAPPS3.dylib 0x0000000100062248 DM_GL2PortAgent3D::doRenderBeautyPass(RE_Render*, int, int, bool, bool, GUI_DisplayOption*) + 632
18 libHoudiniAPPS3.dylib 0x0000000100061c9c DM_GL2PortAgent3D::renderSceneView(RE_Render*, int, int, bool, bool) + 316
19 libHoudiniAPPS3.dylib 0x00000001000b5a3b DM_VPortAgent3D::renderViewport(RE_Render*, int, int, bool, bool) + 1835
20 libHoudiniAPPS3.dylib 0x00000001000b9bfd DM_VPortAgent3D::doRender(RE_Render*, int, int) + 493
21 libHoudiniAPPS3.dylib 0x00000001000d24aa DM_Viewport::doRender(RE_Render*, int, int) + 762
22 libHoudiniUI.dylib 0x00000001049d4f09 UI_Feel::renderMe(RE_Render*, int, int) + 1289
23 libHoudiniUI.dylib 0x00000001049d83fb UI_Feel::doRenderKids(RE_Render*, int, int) + 171
24 libHoudiniUI.dylib 0x00000001049d8206 UI_Feel::doRender(RE_Render*, int, int) + 182
25 libHoudiniUI.dylib 0x00000001049d4f09 UI_Feel::renderMe(RE_Render*, int, int) + 1289
26 libHoudiniUI.dylib 0x00000001049d83fb UI_Feel::doRenderKids(RE_Render*, int, int) + 171
27 libHoudiniUI.dylib 0x00000001049d8206 UI_Feel::doRender(RE_Render*, int, int) + 182
28 libHoudiniUI.dylib 0x0000000104a8e174 UI_Viewport::reRender(RE_Render*, bool) + 148
29 libHoudiniUI.dylib 0x0000000104a9215f UI_Window::renderChildViews(RE_Render*) + 495
30 libHoudiniUI.dylib 0x0000000104a92538 UI_Window::doRedraw() + 520
31 libHoudiniUI.dylib 0x0000000104a3acf4 UI_Queue::doWindowRedraws() + 644
32 libHoudiniUI.dylib 0x0000000104a7dc46 UI_Timer::handleEvent(UI_Event*) + 38
33 libHoudiniUI.dylib 0x0000000104a1f0a1 UI_Manager::handleEvent(UI_Event*) + 177
34 libHoudiniUI.dylib 0x0000000104a3a96a UI_Queue::processNextEvent() + 682
35 libHoudiniUI.dylib 0x0000000104a3a664 UI_Queue::drain() + 148
36 libHoudiniUI.dylib 0x0000000104a39fd3 UI_Queue::drainEvents(bool, bool) + 131
37 libHoudiniUI.dylib 0x000000010481da54 - + 116
38 Foundation 0x00007fff8bb85463 __NSFireTimer + 96
39 CoreFoundation 0x00007fff8bfe9804 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
40 CoreFoundation 0x00007fff8bfe931d __CFRunLoopDoTimer + 557
41 CoreFoundation 0x00007fff8bfcead9 __CFRunLoopRun + 1529
42 CoreFoundation 0x00007fff8bfce0e2 CFRunLoopRunSpecific + 290
43 HIToolbox 0x00007fff84608eb4 RunCurrentEventLoopInMode + 209
44 HIToolbox 0x00007fff84608c52 ReceiveNextEventCommon + 356
45 HIToolbox 0x00007fff84608ae3 BlockUntilNextEventMatchingListInMode + 62
46 AppKit 0x00007fff8d687533 _DPSNextEvent + 685
47 AppKit 0x00007fff8d686df2 - + 128
48 libHoudiniUI.dylib 0x000000010481dc54 - + 244
49 Foundation 0x00007fff8bb84d05 __NSFireDelayedPerform + 358
50 CoreFoundation 0x00007fff8bfe9804 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
51 CoreFoundation 0x00007fff8bfe931d __CFRunLoopDoTimer + 557
52 CoreFoundation 0x00007fff8bfcead9 __CFRunLoopRun + 1529
53 CoreFoundation 0x00007fff8bfce0e2 CFRunLoopRunSpecific + 290
54 HIToolbox 0x00007fff84608eb4 RunCurrentEventLoopInMode + 209
55 HIToolbox 0x00007fff84608b94 ReceiveNextEventCommon + 166
56 HIToolbox 0x00007fff84608ae3 BlockUntilNextEventMatchingListInMode + 62
57 AppKit 0x00007fff8d687533 _DPSNextEvent + 685
58 AppKit 0x00007fff8d686df2 - + 128
59 AppKit 0x00007fff8d67e1a3 - + 517
60 AppKit 0x00007fff8d622bd6 NSApplicationMain + 869
61 libHoudiniUI.dylib 0x0000000104811c50 main + 2656
62 houdinifx 0x0000000100001394 start + 52
63 ??? 0x0000000000000002 0x0 + 2
The H11 scene renderer worked for me.
Curious thing is when Houdini starts with scene renderer H11 I can turn on shadows and it works, set back to GL 2.1 and Houdini does not crash but the shadows disappear. If Houdini starts with GL 2.1 it crashes at stated.
Thank you very much!!
Here is my crash report:
Crash report from betocabezas; Houdini FX Version 12.5.548
2 libHoudiniUI.dylib 0x000000010480cee8 AP_Interface::coredumpHandler(UTsignalHandlerArg) + 1528
3 libHoudiniUT.dylib 0x00000001079c2388 UT_Signal::processSignal(int, __siginfo*, void*) + 168
4 libsystem_c.dylib 0x00007fff82d7194a _sigtramp + 26
5 ??? 0x0000000000000000 0x0 + 0
6 libHoudiniUI.dylib 0x00000001048d3817 RE_TextureMap::setSource(char const*, char const*, RE_OGLTexture*, long long, bool (*)(RE_OGLTexture*, void*), void*) + 471
7 libHoudiniUI.dylib 0x00000001048c183a RE_ShadowMap::getShadowFrameBuffer(RE_Render*, RE_OGLTexture*&, bool, RE_TextureCubeFace, int) + 1690
8 libHoudiniUI.dylib 0x00000001048c1a2c RE_ShadowMap::prepShadowMapRender(RE_Render*, RE_TextureCubeFace, int) + 236
9 libHoudiniUI.dylib 0x000000010483a32a RE_Light::beginShadowRender(RE_Render*, RE_TextureCubeFace, int) + 26
10 libHoudiniAPPS3.dylib 0x000000010005cb35 DM_GL2PortAgent3D::updateShadowMap(RE_Render*, int, int, RE_Light*, GUI_DisplayOption*, OP_Bundle*, int) + 389
11 libHoudiniAPPS3.dylib 0x00000001000b7cde DM_VPortAgent3D::prepShadowMap(RE_Render*, RE_Light*, int, int, GUI_DisplayOption*) + 606
12 libHoudiniAPPS3.dylib 0x0000000100060211 DM_GL2PortAgent3D::renderExtraLightPass(RE_Render*, int, int, GUI_DisplayOption*, RE_Light*, bool, bool, bool, RE_OGLTexture*, bool) + 113
13 libHoudiniAPPS3.dylib 0x000000010005fc0e DM_GL2PortAgent3D::renderMaterialLightPass(RE_Render*, int, int, RE_Light*, int, GUI_DisplayOption*, bool, bool, bool, bool) + 5326
14 libHoudiniAPPS3.dylib 0x000000010005dc1e DM_GL2PortAgent3D::renderMaterialLightPasses(RE_Render*, int, int, GUI_DisplayOption*, int, int, bool, bool, bool, bool) + 686
15 libHoudiniAPPS3.dylib 0x000000010005a372 DM_GL2PortAgent3D::doSplitMaterialRender(RE_Render*, int, int, GUI_DisplayOption*) + 594
16 libHoudiniAPPS3.dylib 0x000000010005a059 DM_GL2PortAgent3D::doHighQualityRender(RE_Render*, int, int, GUI_DisplayOption*, bool&) + 569
17 libHoudiniAPPS3.dylib 0x0000000100062248 DM_GL2PortAgent3D::doRenderBeautyPass(RE_Render*, int, int, bool, bool, GUI_DisplayOption*) + 632
18 libHoudiniAPPS3.dylib 0x0000000100061c9c DM_GL2PortAgent3D::renderSceneView(RE_Render*, int, int, bool, bool) + 316
19 libHoudiniAPPS3.dylib 0x00000001000b5a3b DM_VPortAgent3D::renderViewport(RE_Render*, int, int, bool, bool) + 1835
20 libHoudiniAPPS3.dylib 0x00000001000b9bfd DM_VPortAgent3D::doRender(RE_Render*, int, int) + 493
21 libHoudiniAPPS3.dylib 0x00000001000d24aa DM_Viewport::doRender(RE_Render*, int, int) + 762
22 libHoudiniUI.dylib 0x00000001049d4f09 UI_Feel::renderMe(RE_Render*, int, int) + 1289
23 libHoudiniUI.dylib 0x00000001049d83fb UI_Feel::doRenderKids(RE_Render*, int, int) + 171
24 libHoudiniUI.dylib 0x00000001049d8206 UI_Feel::doRender(RE_Render*, int, int) + 182
25 libHoudiniUI.dylib 0x00000001049d4f09 UI_Feel::renderMe(RE_Render*, int, int) + 1289
26 libHoudiniUI.dylib 0x00000001049d83fb UI_Feel::doRenderKids(RE_Render*, int, int) + 171
27 libHoudiniUI.dylib 0x00000001049d8206 UI_Feel::doRender(RE_Render*, int, int) + 182
28 libHoudiniUI.dylib 0x0000000104a8e174 UI_Viewport::reRender(RE_Render*, bool) + 148
29 libHoudiniUI.dylib 0x0000000104a9215f UI_Window::renderChildViews(RE_Render*) + 495
30 libHoudiniUI.dylib 0x0000000104a92538 UI_Window::doRedraw() + 520
31 libHoudiniUI.dylib 0x0000000104a3acf4 UI_Queue::doWindowRedraws() + 644
32 libHoudiniUI.dylib 0x0000000104a7dc46 UI_Timer::handleEvent(UI_Event*) + 38
33 libHoudiniUI.dylib 0x0000000104a1f0a1 UI_Manager::handleEvent(UI_Event*) + 177
34 libHoudiniUI.dylib 0x0000000104a3a96a UI_Queue::processNextEvent() + 682
35 libHoudiniUI.dylib 0x0000000104a3a664 UI_Queue::drain() + 148
36 libHoudiniUI.dylib 0x0000000104a39fd3 UI_Queue::drainEvents(bool, bool) + 131
37 libHoudiniUI.dylib 0x000000010481da54 - + 116
38 Foundation 0x00007fff8bb85463 __NSFireTimer + 96
39 CoreFoundation 0x00007fff8bfe9804 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
40 CoreFoundation 0x00007fff8bfe931d __CFRunLoopDoTimer + 557
41 CoreFoundation 0x00007fff8bfcead9 __CFRunLoopRun + 1529
42 CoreFoundation 0x00007fff8bfce0e2 CFRunLoopRunSpecific + 290
43 HIToolbox 0x00007fff84608eb4 RunCurrentEventLoopInMode + 209
44 HIToolbox 0x00007fff84608c52 ReceiveNextEventCommon + 356
45 HIToolbox 0x00007fff84608ae3 BlockUntilNextEventMatchingListInMode + 62
46 AppKit 0x00007fff8d687533 _DPSNextEvent + 685
47 AppKit 0x00007fff8d686df2 - + 128
48 libHoudiniUI.dylib 0x000000010481dc54 - + 244
49 Foundation 0x00007fff8bb84d05 __NSFireDelayedPerform + 358
50 CoreFoundation 0x00007fff8bfe9804 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
51 CoreFoundation 0x00007fff8bfe931d __CFRunLoopDoTimer + 557
52 CoreFoundation 0x00007fff8bfcead9 __CFRunLoopRun + 1529
53 CoreFoundation 0x00007fff8bfce0e2 CFRunLoopRunSpecific + 290
54 HIToolbox 0x00007fff84608eb4 RunCurrentEventLoopInMode + 209
55 HIToolbox 0x00007fff84608b94 ReceiveNextEventCommon + 166
56 HIToolbox 0x00007fff84608ae3 BlockUntilNextEventMatchingListInMode + 62
57 AppKit 0x00007fff8d687533 _DPSNextEvent + 685
58 AppKit 0x00007fff8d686df2 - + 128
59 AppKit 0x00007fff8d67e1a3 - + 517
60 AppKit 0x00007fff8d622bd6 NSApplicationMain + 869
61 libHoudiniUI.dylib 0x0000000104811c50 main + 2656
62 houdinifx 0x0000000100001394 start + 52
63 ??? 0x0000000000000002 0x0 + 2
Technical Discussion » Viewport shadows makes houdini crash
- bbetoo
- 7 posts
- Offline
Hi guys,
Im running apprentice free edition of HoudiniFX 12.5.548 and the app is crashing when I enable shadows on the viewport.
My setup is:
Macbook Pro 2.3 GHz Core i7
8GB Ram
AMD Radeon HD 6750M
Any suggestions?
Thank you very much!
Im running apprentice free edition of HoudiniFX 12.5.548 and the app is crashing when I enable shadows on the viewport.
My setup is:
Macbook Pro 2.3 GHz Core i7
8GB Ram
AMD Radeon HD 6750M
Any suggestions?
Thank you very much!
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