Hi,
I don't know what I've done, but now creating a new camera seems to work again in the project: The new camera has all the handles again.
I would nevertheless like to know how I can reset the original cam1.
Regards,
Carsten
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Technical Discussion » Camera handle broken
- carstenw
- 30 posts
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Technical Discussion » Camera handle broken
- carstenw
- 30 posts
- Offline
Hi,
I really need some help here :-(
In the attached project, the camera handle is broken: It is missing the rotation handles, and the camera position and lookat position are linked - I can only move them together.
A spotlight, on the the other hand, is working as expected.
If I create a new project, the camera handle is working normally again. But I have a project, which I don't want to recreate from scratch, and in this project, I have the problem described above.
How can I reset the camera handle?
Thanks for any help!
Regards,
Carsten
I really need some help here :-(
In the attached project, the camera handle is broken: It is missing the rotation handles, and the camera position and lookat position are linked - I can only move them together.
A spotlight, on the the other hand, is working as expected.
If I create a new project, the camera handle is working normally again. But I have a project, which I don't want to recreate from scratch, and in this project, I have the problem described above.
How can I reset the camera handle?
Thanks for any help!
Regards,
Carsten
Edited by carstenw - Feb. 23, 2018 05:35:11
Technical Discussion » Problem compiling shaders
- carstenw
- 30 posts
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Technical Discussion » Problem compiling shaders
- carstenw
- 30 posts
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Technical Discussion » Problem compiling shaders
- carstenw
- 30 posts
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Hi,
with current Houdini versions (starting with 15.5.553, I believe), I get the following error message when starting a render:
mantra: /shop/principledshader1/SurfaceVexCode:7171:20-30: Error 1066: Call to undefined function ‘getuvobject’.
/shop/principledshader1/SurfaceVexCode:7172:25-40: Error 1066: Call to undefined function ‘getuvhiresobject’.
mantra: Failed to resolve VEX code opdefShop/principledshader?SurfaceVexCode
It doesn't matter whether I use the mantra surface shader or a simple principledshader.
I'm using Windows 10 pro on a HP Zbook 15.
Any ideas anybody?
Regards,
Carsten
with current Houdini versions (starting with 15.5.553, I believe), I get the following error message when starting a render:
mantra: /shop/principledshader1/SurfaceVexCode:7171:20-30: Error 1066: Call to undefined function ‘getuvobject’.
/shop/principledshader1/SurfaceVexCode:7172:25-40: Error 1066: Call to undefined function ‘getuvhiresobject’.
mantra: Failed to resolve VEX code opdefShop/principledshader?SurfaceVexCode
It doesn't matter whether I use the mantra surface shader or a simple principledshader.
I'm using Windows 10 pro on a HP Zbook 15.
Any ideas anybody?
Regards,
Carsten
Technical Discussion » MIDI OUT from baked channels (into .mid file)?
- carstenw
- 30 posts
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Hi,
yes, that's possible: You can use the “Fetch” node to create a CHOP from the SOP channel, rename it and export it with the “MIDI Out” node.
The names of the channels are crucial: They must match this pattern:
ch<n>c<c> for MIDI controls,
ch<n>n<n> for notes.
<n> is the MIDI channel, <c> is the MIDI control number, and <n> is the note number (1-127). The channel values should go from 0 to 1.
So to export a SOP channel as MIDI control 7 (volume) in MIDI channel 1, you must rename the CHOP channel to
ch1c7
You should also set the sampling rate of the Fetch node a bit higher than 24 FPS. Most MIDI sequencers use at least 96 ticks per sec.
I've attached a simple example.
Regards,
Carsten
yes, that's possible: You can use the “Fetch” node to create a CHOP from the SOP channel, rename it and export it with the “MIDI Out” node.
The names of the channels are crucial: They must match this pattern:
ch<n>c<c> for MIDI controls,
ch<n>n<n> for notes.
<n> is the MIDI channel, <c> is the MIDI control number, and <n> is the note number (1-127). The channel values should go from 0 to 1.
So to export a SOP channel as MIDI control 7 (volume) in MIDI channel 1, you must rename the CHOP channel to
ch1c7
You should also set the sampling rate of the Fetch node a bit higher than 24 FPS. Most MIDI sequencers use at least 96 ticks per sec.
I've attached a simple example.
Regards,
Carsten
Houdini Indie and Apprentice » Can't import .obi
- carstenw
- 30 posts
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Hi,
I have no problem importing your *.obj. I used “File\Import\Geometry”.
Perhaps your model is just out of view? Try selecting the Geometry container and use “space + g” with the cursor inside Scene View to zoom to the object.
I've attached the model exported as *.geo. Perhaps this works for you?
Regards
Carsten
I have no problem importing your *.obj. I used “File\Import\Geometry”.
Perhaps your model is just out of view? Try selecting the Geometry container and use “space + g” with the cursor inside Scene View to zoom to the object.
I've attached the model exported as *.geo. Perhaps this works for you?
Regards
Carsten
Houdini Lounge » Houdini 12 install raises a red flag with Antivir
- carstenw
- 30 posts
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Hi,
Avira is working on this false positive. Unfortunately, it is the heuristic which raises the alarm, so the fix can take some time.
Regards,
Carsten
Avira is working on this false positive. Unfortunately, it is the heuristic which raises the alarm, so the fix can take some time.
Regards,
Carsten
Houdini Lounge » Houdini 12 install raises a red flag with Antivir
- carstenw
- 30 posts
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Hi,
I've submitted the file to Avira. I've got a company account there, so they should react to this.
Regards,
Carsten
I've submitted the file to Avira. I've got a company account there, so they should react to this.
Regards,
Carsten
Technical Discussion » Select objects by assigned Material?
- carstenw
- 30 posts
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Hi,
inside the “Material palette”, just select the material in question and hit the “Select” button.
Regards
Carsten
inside the “Material palette”, just select the material in question and hit the “Select” button.
Regards
Carsten
Houdini Indie and Apprentice » [help] can Houdini model or export "solid" geom?
- carstenw
- 30 posts
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Hi,
I'd guess this won't be possible, not even in the future. The only supported file format which is even theoretically capable of containing solid models is IGES, and this is not handled really well. For CG, you don't really need solid models, so Houdini isn't really to blame for that.
You will need some CAD application which can read one of the supported file formats and try to make a solid from the surfaces. This again can be very nasty, as you won't get nice NURBS surfaces, but rather triangles.
The other way around is much easier …
Regards,
Carsten
I'd guess this won't be possible, not even in the future. The only supported file format which is even theoretically capable of containing solid models is IGES, and this is not handled really well. For CG, you don't really need solid models, so Houdini isn't really to blame for that.
You will need some CAD application which can read one of the supported file formats and try to make a solid from the surfaces. This again can be very nasty, as you won't get nice NURBS surfaces, but rather triangles.
The other way around is much easier …
Regards,
Carsten
Technical Discussion » Rendering intances with Mantra, huge speed issues new H11 ma
- carstenw
- 30 posts
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I just don´t find that property. Could anyone point me in the right direction. Would love to see if disabling the displacement reduces memory usage and rendering time.
Lu-Tze
You find this under “Edit rendering parameters”. It helps to filter by “displace”. Have a look at the attached screenshot. Right click on the parameter and choose “Install parameter”. After that, you have the parameter available on the interface of the material.
Regards,
Carsten
Houdini Indie and Apprentice » Bad images in rendered sequence
- carstenw
- 30 posts
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Hi,
I keep getting sporadic bad images when rendering the attached file to disk. The frames 1-80 (roughly) are always OK, but then one out of 10-20 frames is broken.
When I re-render the broken frames afterwards, they are fine.
I've never seen this before. I'm using Windows 7 64 Bit and Houdini 11.0.579.
Can anyone reproduce this?
Thanks!
Carsten
I keep getting sporadic bad images when rendering the attached file to disk. The frames 1-80 (roughly) are always OK, but then one out of 10-20 frames is broken.
When I re-render the broken frames afterwards, they are fine.
I've never seen this before. I'm using Windows 7 64 Bit and Houdini 11.0.579.
Can anyone reproduce this?
Thanks!
Carsten
Houdini Indie and Apprentice » Cam with path object - get position
- carstenw
- 30 posts
- Offline
brianBurke
You can use the Object CHOP to return the distance between your target null or object and the camera. If you set the CHOP's Channel Range to Use Current Frame it will only cook one frame at a time like an expression. You can pull this value using the chop() expression or push it to your output parm with Export.
Good luck dude!
edit: added an example
Thanks a lot! Works perfectly.
Regards,
Carsten
Houdini Indie and Apprentice » Cam with path object - get position
- carstenw
- 30 posts
- Offline
rmagee
Did you try the camera's focus handle? You can RMB-click on the camera's handle (when the Handle tool is active) and select Focus Handle. This gives you a handle for positioning the Focus Distance using the little cube and the F-Stop using the arrows.
You can then set keyframes on the parameters as needed.
Yep, I already tried that, but why do it manually ;-)
Regards,
Carsten
Houdini Indie and Apprentice » Cam with path object - get position
- carstenw
- 30 posts
- Offline
I've managed to get the distance via the expression
sqrt(dot(vtorigin(“/obj/cam_lookat”,“/obj/cam1”),vtorigin(“/obj/cam_lookat”,“/obj/cam1”)))
However, if I use this for focus distance, it works only after editing the expression. If I switch to another frame, the cam shows “infinite recursion” error.
How can I avoid that?
Regards,
Carsten
sqrt(dot(vtorigin(“/obj/cam_lookat”,“/obj/cam1”),vtorigin(“/obj/cam_lookat”,“/obj/cam1”)))
However, if I use this for focus distance, it works only after editing the expression. If I switch to another frame, the cam shows “infinite recursion” error.
How can I avoid that?
Regards,
Carsten
Houdini Indie and Apprentice » Cam with path object - get position
- carstenw
- 30 posts
- Offline
Hi,
I've set a cam to use a path object. The initial transform of the cam is tx/y/z=0, as the position in space is determined by the path object.
I want to calculate the distance of the cam to the lookat object, basically to set focus distance to this value.
How do I get the actual position of the cam (transformed to the path)?
Thanks for any help!
Regards,
Carsten
I've set a cam to use a path object. The initial transform of the cam is tx/y/z=0, as the position in space is determined by the path object.
I want to calculate the distance of the cam to the lookat object, basically to set focus distance to this value.
How do I get the actual position of the cam (transformed to the path)?
Thanks for any help!
Regards,
Carsten
Technical Discussion » H11 wood and stone materials not attached to geometry?
- carstenw
- 30 posts
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tamte
it seems that stone material is not set up correctly either
connect GlobalP to first input of displacenml node
there is restpos connected there now which is in another coord system and therefore causing problems
Yep, that solved it! Thank you very much for your help!
I suppose I should file a bug report?
Carsten
Technical Discussion » New H11 materials render artifacts
- carstenw
- 30 posts
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Hi,
just to clarify things: The renderings of my opening post were all done with the same Mantra 11.0 ROP. The “H10” in the picture caption refers to the “clay” material being imported from H10.
Carsten
just to clarify things: The renderings of my opening post were all done with the same Mantra 11.0 ROP. The “H10” in the picture caption refers to the “clay” material being imported from H10.
Carsten
Technical Discussion » H11 wood and stone materials not attached to geometry?
- carstenw
- 30 posts
- Offline
Hi,
thanks! I wasn't aware of the rest SOP in this case.
I've got still one issue with the stone material, though: I just added the rest sop to a sphere, but the result looks a bit odd: Part of the surface seems to be reverted to the inside ?! Besides, I need “polygons as sub/d” to get a decent rendering.
Carsten
thanks! I wasn't aware of the rest SOP in this case.
I've got still one issue with the stone material, though: I just added the rest sop to a sphere, but the result looks a bit odd: Part of the surface seems to be reverted to the inside ?! Besides, I need “polygons as sub/d” to get a decent rendering.
Carsten
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