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Technical Discussion » Light intensity change on different machine, need help
- jennehjenneh
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They were. All the preferences and settings were exactly the same. I reinstalled houdini on both computers and that seems to fix it. Still weird because both still have the same version as before.
Technical Discussion » Light intensity change on different machine, need help
- jennehjenneh
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I am working on my graduation project and did the lighting of a few scenes. I need to render it on multiple machines so today I transferred the data to a different machine and did a test render.. both computers have the same version of Houdini, no data has been changed. But when I render it on one computer is shows fine, on the other computer the light intensity seems to be x100 or so, everything is white and overblown but the settings are still all the same..
I'm on a deadline so starting to freak out a little, any advice, comments, thoughts are welcome!
I am using version 12.5.427
I'm on a deadline so starting to freak out a little, any advice, comments, thoughts are welcome!
I am using version 12.5.427
Technical Discussion » $WEDGE unknown
- jennehjenneh
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No doesn't work either.
Because I'm only working with just a few random seeds I'm using the channel right now, that does seem to save the wedges in different files. Though I still don't get why it doesn't understand $WEDGE
Because I'm only working with just a few random seeds I'm using the channel right now, that does seem to save the wedges in different files. Though I still don't get why it doesn't understand $WEDGE
Technical Discussion » $WEDGE unknown
- jennehjenneh
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I'm currently trying to use a wedge and geometry rop to write my particle sim to disk. However when I'm trying to use $WEDGE in the naming, it just turns red and it seems there is no wedge variable (see image).
I've also tried underscores and also {$WEDGE} but it doesn't work. Does anyone know what I'm doing wrong? I've used a tutorial by Peter Quint for this setup and after checking about 10 times, I'm pretty sure I am setting it up the same way.
Any ideas?
I'm working with version 12.5.427
I've also tried underscores and also {$WEDGE} but it doesn't work. Does anyone know what I'm doing wrong? I've used a tutorial by Peter Quint for this setup and after checking about 10 times, I'm pretty sure I am setting it up the same way.
Any ideas?
I'm working with version 12.5.427
Houdini Learning Materials » Breaking Only Part of Whole
- jennehjenneh
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You can use voronoi for that. What you could do is separate the geo from each other by just creating two meshes (just use the delete sop) and use one as a static and the other as a dynamic object and just fracture the last one. Also by using for example a sphere as the input for your voronoi fracture points, you can turn on Cluster Pieces and that should give you a lot of shards for the area where the sphere is placed and one big chunk for the rest (all are dynamic objects)
Using glue network constraints and then transferring a new strength to it (attribute transfer in the glue dop that transfers a glue strength that is low enough to break the bonds and thus create the breaking) gives you more control over where and when exactly the breaking occurs.
I think some of this is explained in this bullet tutorial https://vimeo.com/56916407 [vimeo.com] and I'm pretty sure there is also a good Digital Tutors tutorial about it, if you need it.
About the other project.. have you tried applying an extra velocity to the pieces that makes sure they are heading in the right direction? Not sure if this would actually give you the effect you want but that's all I can come up with at the moment
Using glue network constraints and then transferring a new strength to it (attribute transfer in the glue dop that transfers a glue strength that is low enough to break the bonds and thus create the breaking) gives you more control over where and when exactly the breaking occurs.
I think some of this is explained in this bullet tutorial https://vimeo.com/56916407 [vimeo.com] and I'm pretty sure there is also a good Digital Tutors tutorial about it, if you need it.
About the other project.. have you tried applying an extra velocity to the pieces that makes sure they are heading in the right direction? Not sure if this would actually give you the effect you want but that's all I can come up with at the moment
Houdini Lounge » I am a noob and I need help.
- jennehjenneh
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cmiVFX and FXPHD have some really good tutorials, you might want to have a look at some of those. Also check Peter Quint on vimeo, he has some great tutorials.
Technical Discussion » Houdini issue AMD Radeon / switchable graphics
- jennehjenneh
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Technical Discussion » Houdini issue AMD Radeon / switchable graphics
- jennehjenneh
- 14 posts
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Technical Discussion » Houdini issue AMD Radeon / switchable graphics
- jennehjenneh
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Thank you both for your help! creating the variable and setting it to 0 seemed to correct it.
twod thank you for mentioning the items for the high performance list and I think the problem was indeed what you mentioned, houdini missing the radeon somehow. I am using Windows 8 btw.
Edward thank you for mentioning the fix. I've tried running the .exe you included but it mentions a certain .dll file is not present anywhere so I'm downloading that right now and I will post the generated output a bit later today.
twod thank you for mentioning the items for the high performance list and I think the problem was indeed what you mentioned, houdini missing the radeon somehow. I am using Windows 8 btw.
Edward thank you for mentioning the fix. I've tried running the .exe you included but it mentions a certain .dll file is not present anywhere so I'm downloading that right now and I will post the generated output a bit later today.
Technical Discussion » Houdini issue AMD Radeon / switchable graphics
- jennehjenneh
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I recently bought a laptop which I will use for some work when I don't have my desktop around. The laptop has two graphic cards, the intel HD 4000 and an AMD Radeon HD 7730M. The problem is that it uses switchable graphics and although I have set the houdini .exe to use the high performance card, it still does not seem to use it. Every time I open Houdini it shows a message it's viewing it in OpenGL and lots of data in my scenes is not visible because of that..
I had the same problem with Premiere Pro but found a solution where a certain .exe along with the main one also needed to be set to use the high performance card.
Does anyone know if Houdini has a similar .exe that also needs to be set to high performance besides just the main .exe or does anyone know a way to set the radeon card as the standard card?
The drivers are all up to date (and reinstalled again).
EDIT: I installed a different version of the Catalyst control center and this seemed to fix the problem for most applications.. except for Houdini. It can only use the GL1.2 and in the about it says it is using:
OpenGL Renderer: GDI Generic (so not my radeon card?)
version: 1.1.0
Detected: Generic GDI Consumer
Unknown VRAM
Unknown Driver Version
does anyone know what to do about this?
I had the same problem with Premiere Pro but found a solution where a certain .exe along with the main one also needed to be set to use the high performance card.
Does anyone know if Houdini has a similar .exe that also needs to be set to high performance besides just the main .exe or does anyone know a way to set the radeon card as the standard card?
The drivers are all up to date (and reinstalled again).
EDIT: I installed a different version of the Catalyst control center and this seemed to fix the problem for most applications.. except for Houdini. It can only use the GL1.2 and in the about it says it is using:
OpenGL Renderer: GDI Generic (so not my radeon card?)
version: 1.1.0
Detected: Generic GDI Consumer
Unknown VRAM
Unknown Driver Version
does anyone know what to do about this?
Technical Discussion » flip fluid surface error
- jennehjenneh
- 14 posts
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Technical Discussion » flip fluid surface error
- jennehjenneh
- 14 posts
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Technical Discussion » flip fluid surface error
- jennehjenneh
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zdimaria, thanks for the reply. I did notice that and I did create the surface without those extra fields. Though I do not get why it creates such errors with the fliptank but not if you use any other methods for creating the flip fluid.
Do you know if the vel field would still be accurate to create particles from?
Do you know if the vel field would still be accurate to create particles from?
Technical Discussion » flip fluid surface error
- jennehjenneh
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I've been working with flip fluids lately and I noticed some pretty big errors when I'm creating the particle fluid surface. The moment I import the vel and the surface fields (though the vel field is giving the biggest errors) in the dop i/o node the surface deforms.
I've been using those fields to create particle foam (just as in the flip waterfall tutorial of Sidefx) and it never really showed any problems or deformations until I used the fliptank shelf tool to create the initial flip fluid.
I'm curious if anyone else has noticed such errors (with the fliptank) and if there is a way to fix them?
I was able to work around them to create a proper surface but I haven't gotten around to creating the foam particles yet to see if the data of the vel and surface fields will cause errors or if it is just related to the fluid surface creation.
Attached an image of an example of the error. This shows the surface when trying to import geometry, surface and vel data in the dop i/o (the vel data causes the sphere). The fliptank should just be visible as a solid box here, particles show fine, velocity is not actually affecting that area at that time.
I've been using those fields to create particle foam (just as in the flip waterfall tutorial of Sidefx) and it never really showed any problems or deformations until I used the fliptank shelf tool to create the initial flip fluid.
I'm curious if anyone else has noticed such errors (with the fliptank) and if there is a way to fix them?
I was able to work around them to create a proper surface but I haven't gotten around to creating the foam particles yet to see if the data of the vel and surface fields will cause errors or if it is just related to the fluid surface creation.
Attached an image of an example of the error. This shows the surface when trying to import geometry, surface and vel data in the dop i/o (the vel data causes the sphere). The fliptank should just be visible as a solid box here, particles show fine, velocity is not actually affecting that area at that time.
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