Another thing you can do is to pop up a window that centers itself on the TOP you want the user to focus on. This way, you get the neat little dots lighting up, in addition to the badges, without having the need to dive in. You can also promote the View Task Graph functionality.
Lots of ways to monitor! But, I agree with the badge idea. That's really all I care about when I'm in the thick of it.
Found 133 posts.
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PDG/TOPs » Showing the TOP status icon at the container HDA node level
- fxrod
- 133 posts
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PDG/TOPs » Showing the TOP status icon at the container HDA node level
- fxrod
- 133 posts
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Houdini Indie and Apprentice » Neverending License Loop
- fxrod
- 133 posts
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I tried logging in as Admin after uninstalling and reinstalling. I selected Apprentice Licensing during the install. Once I tried launching Houdini Apprentice.app, I still get the Houdini License Administrator asking me for a license type. I select the first option.
Once I push Next and Accept, it hangs for a few minutes, then relaunches the license administrator. It says that “the non-commercial licenses were successfully installed”. I push Run and the Houdini License Administrator pops up again, asking to install the non-commercial license… again.. and forever…
Install (or reinstall) my free Houdini Apprentice license. Automatically install a non-commercial license (internet connection required)
Once I push Next and Accept, it hangs for a few minutes, then relaunches the license administrator. It says that “the non-commercial licenses were successfully installed”. I push Run and the Houdini License Administrator pops up again, asking to install the non-commercial license… again.. and forever…
Houdini Indie and Apprentice » Neverending License Loop
- fxrod
- 133 posts
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Thanks, Enviob! It's sad to hear that the Intel graphics cards are not supported and crashy. I'm going to try to log in as admin, just to end the frustration.
Houdini Indie and Apprentice » Neverending License Loop
- fxrod
- 133 posts
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Hey Guys,
I'm on a MacBook Pro (Retina, 15-inch, Early 2013), running OS X El Capitan. I uninstalled all versions of Houdini before downloading and installing H15.5. I'm caught in the following, never-ending loop, where Houdini just won't launch.
I get the following hkey error.
I've tried reinstalling multiple times with no luck. Any help would be appreciated.
Thank you.
I'm on a MacBook Pro (Retina, 15-inch, Early 2013), running OS X El Capitan. I uninstalled all versions of Houdini before downloading and installing H15.5. I'm caught in the following, never-ending loop, where Houdini just won't launch.
- Houdini License Administrator - toggle on Install (or reinstall) my free Houdini…
- End User License Agreement - accept
- Wait….
- Repeat.
I get the following hkey error.
<Warning>: void CGSUpdateManager::log() const: conn 0x1dfdf: spurious update.
I've tried reinstalling multiple times with no luck. Any help would be appreciated.
Thank you.
Technical Discussion » Creating farm submission tools
- fxrod
- 133 posts
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Here's another interesting design. It's called Afanasy.
http://cgru.info/software/houdini [cgru.info]
http://cgru.info/software/houdini [cgru.info]
Technical Discussion » Creating farm submission tools
- fxrod
- 133 posts
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Houdini Lounge » How do you change Centimeters to meters in the emitter
- fxrod
- 133 posts
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A unit in Houdini is arbitrary. However, when running simulations, you can go to the Menu->Edit->Preferences->hip File Options and you can set it there. All that this does is adjust your default values on some sim nodes in your network whenever you place a new tool. It will not update already placed nodes.
Technical Discussion » display the velocity in rendering
- fxrod
- 133 posts
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Houdini Indie and Apprentice » Scatter Points over surface
- fxrod
- 133 posts
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1. Isolate the edge points on the concave “c” surface.
2. Color them red.
3. Use attribute transfer with a nice “blend” width.
4. Invert the color attribute.
5. Scatter by Cd.
You can, of course, use a float attribute. But color is easier to see.
2. Color them red.
3. Use attribute transfer with a nice “blend” width.
4. Invert the color attribute.
5. Scatter by Cd.
You can, of course, use a float attribute. But color is easier to see.
Houdini Lounge » Houdini 15 Wishlist
- fxrod
- 133 posts
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- * Deprecate redundant nodes.
* Upgrade all legacy SOPs to VEX (Point SOP, Attribute SOP, etc)
* More attention to DOP POPs, in general.
* Rebuild all missing, old-style POPs in DOP POPs (Rotation POP, Orbit POP, etc)
* Better SDF POP Collisions
* Better POP auto-freeze controls so that them crazy particles stop rotating when they come to rest.
* Hire a Usability Expert to design interfaces more intuitively. The new Mantra ROP interface in H14 was a good initiative.
Houdini Learning Materials » how to learn VEX
- fxrod
- 133 posts
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If you know nothing about programming, I recommend starting with Python. Also, check out this link. It's kind of old, but very friendly.
http://www.freenetpages.co.uk/hp/alan.gauld/ [freenetpages.co.uk]
For vex in particular. Ari Danesh's videos are great.
One thing to add. Other than VEX as a language, it's useful to learn some vector math. Check out the Khan Academy series on Linear Algebra.
http://www.freenetpages.co.uk/hp/alan.gauld/ [freenetpages.co.uk]
For vex in particular. Ari Danesh's videos are great.
One thing to add. Other than VEX as a language, it's useful to learn some vector math. Check out the Khan Academy series on Linear Algebra.
Technical Discussion » What attribute(s) used to draw Particle Gnomon on screen?
- fxrod
- 133 posts
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It's based on orient, and if that's not present, it uses v, up and q (quaterion) to establish a frame of reference. In your case, it's using just using v.
1. If up is not user-defined, does it default to (0, 1, 0)?
2. I haven't seen the q attribute. Where does this get generated?
All good info.
Technical Discussion » What attribute(s) used to draw Particle Gnomon on screen?
- fxrod
- 133 posts
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The Orbolt Smart 3D Asset Store » H14 Orbolt Not Working on Mac
- fxrod
- 133 posts
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Hi Guys:
Trying to download a free asset to apprentice on my mac. The big orbolt log pops up and sits there “Loading…” Left it “Loading….” all day and nothing.
Mac OS X Version 10.9.5
Firefox Version 35.0.1
Houdini Version 14.0.201.13
Thanks for the help!
Trying to download a free asset to apprentice on my mac. The big orbolt log pops up and sits there “Loading…” Left it “Loading….” all day and nothing.
Mac OS X Version 10.9.5
Firefox Version 35.0.1
Houdini Version 14.0.201.13
Thanks for the help!
Technical Discussion » Noise Frequency on Growing Curve
- fxrod
- 133 posts
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Hey pezetko:
I had the same thought as you! The only problem with this method is that it “pops” when the line reaches it's max length. I still don't quite understand why it would do that.
I had the same thought as you! The only problem with this method is that it “pops” when the line reaches it's max length. I still don't quite understand why it would do that.
Technical Discussion » Noise Frequency on Growing Curve
- fxrod
- 133 posts
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Eureka! Thanks Victor Grant and Jason Iversen!
Perimeter isn't the way to go. I needed to map u to the numpt on the spline.
File posted, for anyone interested. This will let you animate noise along u.
Cheers.
Frankie
Perimeter isn't the way to go. I needed to map u to the numpt on the spline.
File posted, for anyone interested. This will let you animate noise along u.
Cheers.
Frankie
Technical Discussion » Noise Frequency on Growing Curve
- fxrod
- 133 posts
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Hi Guys:
I have a curve that grows and I'd like to scale the frequency so that it remains relative to the length/perimeter of the curve.
In a vop sop, the “z” component of my incoming P is in “uv” space, so that the noise can travel along the curve. This works. However, I'm naively using the perimeter to scale the frequency, hoping that it will be relative to the size of the curve.
It looks like it works until the end, where it looks like the noise shrivels up. Is there a better way to scale frequency relative to the length of a spline? I've included a .hip. Any help is appreciated.
Thanks!
I have a curve that grows and I'd like to scale the frequency so that it remains relative to the length/perimeter of the curve.
In a vop sop, the “z” component of my incoming P is in “uv” space, so that the noise can travel along the curve. This works. However, I'm naively using the perimeter to scale the frequency, hoping that it will be relative to the size of the curve.
It looks like it works until the end, where it looks like the noise shrivels up. Is there a better way to scale frequency relative to the length of a spline? I've included a .hip. Any help is appreciated.
Thanks!
Houdini Indie and Apprentice » Age of particles in a group
- fxrod
- 133 posts
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You're very welcome!
You can also do this using a multi-solver with a SOP solver tied in. But, that's a little convoluted. The vex snippet is much more compact and elegant and probably faster.
You can also do this using a multi-solver with a SOP solver tied in. But, that's a little convoluted. The vex snippet is much more compact and elegant and probably faster.
Houdini Indie and Apprentice » Age of particles in a group
- fxrod
- 133 posts
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Hey!
Sorry it took so long. This is a multi-purpose trigger technique I use all the time. Uses some simple VEXpressions. I hope you're comfortable with those. It's all commented for you.
The gist of it is this:
1. Store a ‘control’ and ‘active’ attribute, both equal to 0, on the source geometry.
2. Put your particles in a group, according to any method you like. In my case, I'm using a bounding sphere.
3. ‘Activate’ the particles by setting the attribute to 1 when they're in the group.
4. Once the particle is ‘active’, then it'll be greater than the ‘control’ value. At this point, store the active frame.
Now that the points have an ‘active_frame’ attribute, you can compare that with the current frame and do something cool. In my case, I just color the points red.
Feel free to ask any questions!
Sorry it took so long. This is a multi-purpose trigger technique I use all the time. Uses some simple VEXpressions. I hope you're comfortable with those. It's all commented for you.
The gist of it is this:
1. Store a ‘control’ and ‘active’ attribute, both equal to 0, on the source geometry.
2. Put your particles in a group, according to any method you like. In my case, I'm using a bounding sphere.
3. ‘Activate’ the particles by setting the attribute to 1 when they're in the group.
4. Once the particle is ‘active’, then it'll be greater than the ‘control’ value. At this point, store the active frame.
Now that the points have an ‘active_frame’ attribute, you can compare that with the current frame and do something cool. In my case, I just color the points red.
Feel free to ask any questions!
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