ATI's drivers are not known to be as solid as NVIDIA's, especially for non-game applications and/or on Linux.
The “upside-down bitmap” thing could be a video drive issue. I once had a crappy Intel chipset that rendered bitmaps upside-down.
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Technical Discussion » freezing in linux, watermark upside down in windows
- dmaas
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Technical Discussion » houdini float precision
- dmaas
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From what I have seen all of the operators in Houdini that create approximations (e.g. fillet) have an error tolerance setting. You can trade off more error/less vertices against less error/more vertices.
Double-precision is very rare in the 3D animation world. I don't know of any renderers that use double-precision, so there isn't much point in modeling with double precision. (of course if you want to output to a CAD system, that's another matter)
I would check out Rhino as well. They boast about extremely precise NURBS operations, and I think Rhino uses double-precision as well. I'd use it more except I don't really like their GUI.
Double-precision is very rare in the 3D animation world. I don't know of any renderers that use double-precision, so there isn't much point in modeling with double precision. (of course if you want to output to a CAD system, that's another matter)
I would check out Rhino as well. They boast about extremely precise NURBS operations, and I think Rhino uses double-precision as well. I'd use it more except I don't really like their GUI.
Technical Discussion » RIB export question
- dmaas
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Thanks guys. An “archive generator” sounds like just what I want. (bonus points if it can also give me the bounding box for each RIB). With Maya I use MTOR's “archive export” feature, which sounds similar (although MTOR can't do lights). Motion blur is essential on both the transform and object deformation. Basically my workflow is
create stuff in various apps -> dump to per-frame RIBs -> integrate and render with custom code
I will see if I can get an eval license to try out this feature.
create stuff in various apps -> dump to per-frame RIBs -> integrate and render with custom code
I will see if I can get an eval license to try out this feature.
Technical Discussion » RIB export question
- dmaas
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I am new to Houdini and have a question about exporting RIBs.
If I model and animate something in Houdini, and I want to dump it out to a sequence of RIBs, one per frame (with transform and deform motion blur) - is there an easy way to do this?
The only way I know to generate RIB is the “Save Geometry…” menu item when you right-click a SOP node. Obviously it would be too tedious to have to do this manually each frame.
I suppose I could hook up a “dummy” renderer and have Houdini render as if it were talking to RenderMan, which would dump the entire RIB to disk. But I want to dump *only* the geometry (and optionally lights), not the “header” stuff like Display, PixelSamples, etc.
Also, is there a script-level equivalent of the “Save Geometry” command, so that I could write a script that automatically dumped certain designated pieces of geometry out to separate RIB files?
If I model and animate something in Houdini, and I want to dump it out to a sequence of RIBs, one per frame (with transform and deform motion blur) - is there an easy way to do this?
The only way I know to generate RIB is the “Save Geometry…” menu item when you right-click a SOP node. Obviously it would be too tedious to have to do this manually each frame.
I suppose I could hook up a “dummy” renderer and have Houdini render as if it were talking to RenderMan, which would dump the entire RIB to disk. But I want to dump *only* the geometry (and optionally lights), not the “header” stuff like Display, PixelSamples, etc.
Also, is there a script-level equivalent of the “Save Geometry” command, so that I could write a script that automatically dumped certain designated pieces of geometry out to separate RIB files?
Houdini Lounge » Houdini and dual Opteron
- dmaas
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Intel's clone of the AMD 64-bit extensions is called “EMT” (extended memory technology). The latest Xeon CPUs have this, so they are essentially equivalent to Opterons.
I would be very interested to hear any performance benchmarks with Opterons vs. 3GHz Pentium 4s or Xeons. I will be doing a render farm upgrade soon and both are options.
I would be very interested to hear any performance benchmarks with Opterons vs. 3GHz Pentium 4s or Xeons. I will be doing a render farm upgrade soon and both are options.
Houdini Lounge » Need an nVidia card to replace ATI
- dmaas
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I have run Houdini successfully on Windows with a GeForce 3 Ti 200, which is a pretty old card by today's standards.
Technical Discussion » i dont have a houcini cd where can i get libGLU ?
- dmaas
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I assume you are having a problem because the libGLU library is not present. You are getting an error message like: “libGLU.so not found”, right?
If so, all you need to do is install the appropriate libGLU.so for your system. One SHOULD have come with the NVIDIA drivers, but it doesn't really matter which one you use since libGLU is not specific to a particular OpenGL card.
You could try this one:
http://fr2.rpmfind.net//linux/RPM/sourceforge/m/me/mesa3d/glu-1.3-1.i386.html [fr2.rpmfind.net]
If so, all you need to do is install the appropriate libGLU.so for your system. One SHOULD have come with the NVIDIA drivers, but it doesn't really matter which one you use since libGLU is not specific to a particular OpenGL card.
You could try this one:
http://fr2.rpmfind.net//linux/RPM/sourceforge/m/me/mesa3d/glu-1.3-1.i386.html [fr2.rpmfind.net]
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