I was working in Houdini Indie and had to restart it real quick. When I did restart it, I found I could no longer open any of my files. I get the error "You can't load a limited commercial scene file with a non-commercial version of Houdini (the scene file would be come downgraded to non-commercial). You must start a new limited commercial Houdini session to load this file."
I'm running Houdini Indie, and it says Limited-Commercial on the task bar. I tried restarting my computer, but that didn't fix it either. It was working perfectly fine one minute, then when I restarted it, it stopped working. How can I fix it?
Found 10 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Can no longer open Indie files in Indie version
- genaralskar
- 10 posts
- Offline
Technical Discussion » addpoint adding 6 points?
- genaralskar
- 10 posts
- Offline
Never mind, I was just being dumb. The attribute wrangle was going over points when it should have been going over primitives.
Technical Discussion » addpoint adding 6 points?
- genaralskar
- 10 posts
- Offline
I'm trying to add walls, just polys on the side, to a shape I've got, and each wall needs to be a different length based on an attribute. I decided to use a wrangle node and create the walls, but for some reason when I use the addpoint() function to add new points, it creates 6 instead of 1. Anyone have any idea why this might be happening, or how to fix it?
Edited by genaralskar - July 25, 2019 00:03:21
Technical Discussion » Setting scale and rotation in copy node?
- genaralskar
- 10 posts
- Offline
I'm trying to set up a system where I can automatically add crossbar kind of things to some geo. I'm looking to get something like this
I'm using some vex to figure out how long, and at what angle each piece needs to be, but I'm not sure how to go about implementing it
Using a copy stamp and copy to points node gives the same results
I tried rotating the box before copying it, then scaling it in y, but that just stretched it vertically
If I copy it without rotating it first, then the scale works right but then I don't know how to rotate them afterwards.
Is there a way to scale them all individually then rotate them all individually, or copy them will the angle, then scale them based on the way they're facing?
I'm using some vex to figure out how long, and at what angle each piece needs to be, but I'm not sure how to go about implementing it
Using a copy stamp and copy to points node gives the same results
I tried rotating the box before copying it, then scaling it in y, but that just stretched it vertically
If I copy it without rotating it first, then the scale works right but then I don't know how to rotate them afterwards.
Is there a way to scale them all individually then rotate them all individually, or copy them will the angle, then scale them based on the way they're facing?
Edited by genaralskar - Jan. 16, 2019 12:22:36
Technical Discussion » Using unity prefab in digital asset instead of geo
- genaralskar
- 10 posts
- Offline
I've create a digital asset that I want to place Unity prefabs. I want to do this with multiple prefab inputs, basically using switches and a copy to point node to determine which object to place and where to place it. I've used boxes as placeholders for these just to get the tool to work how I want, how would I go about replacing the boxes with the prefabs?
Technical Discussion » remove points from group based on attribute?
- genaralskar
- 10 posts
- Offline
Alright I got it to work with
setpointgroup(0, "stall_cells", (int)@ptnum + 1, 0, "set");
Technical Discussion » remove points from group based on attribute?
- genaralskar
- 10 posts
- Offline
Thank you that answered my question. What I'm planning to do is based on the placementType attribute, remove points surrounding the point from the group as well. Basically using those points to place items with different sizes without them overlapping, so each point is like a cell. So if the placementType is 2, it would remove 1 point next to it from the group, if it's 3 it would remove both points next to it, and based on the placementType it would place different sized objects. Would there be a way to access the previous/next point to check their attributes or remove them from the group?
Technical Discussion » remove points from group based on attribute?
- genaralskar
- 10 posts
- Offline
What I'm trying to do is remove certain points from a group based on an attribute they have.
Each point has an attribute called “placementType”, and it\f it's 0 I want to remove it from the group “stall cells”
I've got this in a pointWrangle
int success;
int startpoints = chi(“../attribcreate1/npts”); // get the number of points
for (int i=0; i < @startpoints; i++){
int att = pointattrib(0, “placementType”, i, success);
if(att == 0)
{
setpointgroup(0, “stall cells”, i, 0);
}
else
{
setpointgroup(0, “stall cells”, i, 0); //see if it even works
}
}
but this doesn't seem to even do anything. I've never done vex before, so this could be completely wrong. Any help?
Each point has an attribute called “placementType”, and it\f it's 0 I want to remove it from the group “stall cells”
I've got this in a pointWrangle
int success;
int startpoints = chi(“../attribcreate1/npts”); // get the number of points
for (int i=0; i < @startpoints; i++){
int att = pointattrib(0, “placementType”, i, success);
if(att == 0)
{
setpointgroup(0, “stall cells”, i, 0);
}
else
{
setpointgroup(0, “stall cells”, i, 0); //see if it even works
}
}
but this doesn't seem to even do anything. I've never done vex before, so this could be completely wrong. Any help?
Technical Discussion » Combining two primitives into one?
- genaralskar
- 10 posts
- Offline
Technical Discussion » Combining two primitives into one?
- genaralskar
- 10 posts
- Offline
I'm trying to combine two pieces of geometry into one, but I can't seem to figure it out. I used a boolean to combine them, then used a blast to get rid of the inside points, then tried to fuse the points but it doesn't seem to combine the geometry. The two pieces share the same points, with the same point number and everything, but if I try to sweep with it, or convert it to a curve, it doesn't work how I want.
What I want is to turn this shape into a curve that I can sweep a shape along to get a box in the shape of that curve. Is there some way to do this?
booelan
blast inside points
covert to curve
What I want is to turn this shape into a curve that I can sweep a shape along to get a box in the shape of that curve. Is there some way to do this?
booelan
blast inside points
covert to curve
Edited by genaralskar - July 20, 2018 12:56:07
-
- Quick Links