So I'm now running on OS 10.6.8 and just installed xcode 3.2.6.
I run – hcustom toolkit/samples/SOP/SOP_Star.C
and I get this new error –
Making toolkit/samples/SOP/SOP_Star.o and /Users/robertbennett/Library/Preferences/houdini/11.0/dso/SOP_Star.dylib from toolkit/samples/SOP/SOP_Star.C
/var/folders/m3/m3sGa6VlEzmc0V-wWp+1N++++TI/-Tmp-//cczFe1R6.s:unknown:FATAL:can't create output file: toolkit/samples/SOP/SOP_Star.o
Compile failed
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Technical Discussion » Can't run hdk hcustom
- bobster
- 88 posts
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Technical Discussion » Can't run hdk hcustom
- bobster
- 88 posts
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I now have xcode 2.2.1 and now I get this error –
Making SOP_Star.o and /Users/robertbennett/Library/Preferences/houdini/11.0/dso/SOP_Star.dylib from SOP_Star.C
g++: Unable to guess config name for arch x86_64
Compile failed
Making SOP_Star.o and /Users/robertbennett/Library/Preferences/houdini/11.0/dso/SOP_Star.dylib from SOP_Star.C
g++: Unable to guess config name for arch x86_64
Compile failed
Technical Discussion » constraining multiple RBD objs in DOPS
- bobster
- 88 posts
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I'm simming several objs at the same time in DOPS and I'm trying to find a way to constrain all of them to one object. All the current constraints seem to only handle one obj.
Technical Discussion » Can't run hdk hcustom
- bobster
- 88 posts
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I ran hcustom SOP_Star.C and get this error –
g++: Command not found.
Making SOP_Star.o and /Users/robertbennett/Library/Preferences/houdini/11.0/dso/SOP_Star.dylib from SOP_Star.C
sh: g++: command not found
Compile failed
I can run hdk with apprentice right?
g++: Command not found.
Making SOP_Star.o and /Users/robertbennett/Library/Preferences/houdini/11.0/dso/SOP_Star.dylib from SOP_Star.C
sh: g++: command not found
Compile failed
I can run hdk with apprentice right?
Technical Discussion » Ptex
- bobster
- 88 posts
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I found this link but gptex doesn't seem to work. Has this actually been implemented into H11 yet? And if so are there any good examples on how to make it work?
http://www.sidefx.com/docs/houdini11.0/shade/ptex [sidefx.com]
Thanks,
Bob
http://www.sidefx.com/docs/houdini11.0/shade/ptex [sidefx.com]
Thanks,
Bob
Technical Discussion » motion blur
- bobster
- 88 posts
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Is there a way to figure out motion blur on geometry with topology changing from frame to frame? The conventional way wouldn't work since the point count is changing but there must me an unconventional way.
Thanks,
Bob
Thanks,
Bob
Technical Discussion » grouping in dops
- bobster
- 88 posts
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Technical Discussion » grouping in dops
- bobster
- 88 posts
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I can't remember how I did this before but I want to group all the fracture objects that receive the impact data from a collision event into a group so I can then apply gravity to them.
Can anyone help?
Can anyone help?
Technical Discussion » particle orientation on collision
- bobster
- 88 posts
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Is there a simple way of making sure that particles after colliding with ground to face upward? They rotate randomly in different directions as they move down but seems tricky to have them end all facing the same direction once collided.
Technical Discussion » Texture on geo as a matte
- bobster
- 88 posts
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Got it. There was a weird extension added when I tried to download it on my mac. On linux it's good.
The texture is not matting out during render. Only visually in viewport.
The texture is not matting out during render. Only visually in viewport.
Technical Discussion » Texture on geo as a matte
- bobster
- 88 posts
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What decompression software does that need? I've never seen that file format before. Is that for linux? Can you compress it for mac or windows?
Technical Discussion » Texture on geo as a matte
- bobster
- 88 posts
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So I'm trying to use a projected texture from camera on a grid as a matte object. The texture has an alpha but when used as a matte object it will only use the grid geo as the matte. Is there anyway to use the texture applied to the grid as the matte?
Technical Discussion » Shader instancing in H9
- bobster
- 88 posts
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If I remember correctly in H8 I created a string attribute vm_surface and placed the image file with expression in back ticks and this worked but I've tried that in H9 with shop_vm_surface opdef: op: and nothing works.
Please help.
Please help.
Technical Discussion » Shader instancing in H9
- bobster
- 88 posts
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Well that's for instancing geometry. I want to instance textures. The way I did it in H8 doesn't seem to work in H9. Also, my memory must really be bad ‘cause I know I’ve done this before but I randomize when the animating texture starts based on rand $PT or $ID but neither of those work in the shop or cop file read, so how can I do this?
Technical Discussion » Shader instancing in H9
- bobster
- 88 posts
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Can someone please run me through this. I've done this in H8 but H9 is different. I don't want to instance the geo just the shaders onto the geo which have been copied onto points.
Thanks,
Bob
Thanks,
Bob
Technical Discussion » Pops bug
- bobster
- 88 posts
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Can someone else throw down a rotation pop for some particles and for Axis Type Vector put vector3(rand($ID), rand($ID+1), rand($ID+2))
My hip crashing whenever I put this expression in there. This should work right? I'm positive I've done this before. I'm using H9.
My hip crashing whenever I put this expression in there. This should work right? I'm positive I've done this before. I'm using H9.
Technical Discussion » Dops Impact expression
- bobster
- 88 posts
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Is there a way of determining when an RBD collides with a particular collision object. I know using doprecords(“.”, $OBJID, “Impact”,“Impact”) will return a value when the $OBJID has been given an Impact value, but what if there are multiple collision objects and I just want to return Impact data for only one collision object?
Technical Discussion » Handles in OTLs
- bobster
- 88 posts
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I've noticed that when creating handles in otls that it only likes it if the tranform has values in the translate and not in the pivot. For example, if I copy an object to a point somewhere off in space I get no values in the translate. So when I promote up the handle in the OTL the translate handle remains at world origin. If I put the correct coordinates in the pivot the handle still remains at 0,0,0 but when I rotate or scale the object it is correctly manipulated because the pivot is correct. This is useless when copying objects to points. Unless I'm missing something I think this should be an RFE.
Technical Discussion » angvel through Dops
- bobster
- 88 posts
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Can you give me an example of how the angle velocity get's used in dops? I can't seem to get it to work?
Thanks. :wink:
Thanks. :wink:
Technical Discussion » angvel through Dops
- bobster
- 88 posts
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I have rotation values from pops. Do I have to create an angvel attribute that gets fed into dops?
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