I'm trying to render a series of files like so:
for i in range(1,17) :
s = “shot_%d_v1.hipnc” % (i)
print “attemping to load ” + s
hou.hipFile.load(s)
mantra = hou.node(“/out/opengl1”)
mantra.render(verbose=True)
After it finishes the first file it crashes. I've run into a similar thing with hscript. Is this not possible?
Hscript example
for i = 1 to 16
mread shot_`$i`_v1.hipnc
render -V /out/opengl1
end
I found examples on the forum that suggested you could do:
mread shot_1_v1.hipnc
render -V /out/opengl1
mread shot_2_v1.hipnc
render -V /out/opengl1
and so so on. Those also crash.
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Technical Discussion » Hython crashes when open files in a loop
- jimc
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Technical Discussion » Cant Install Houdini 16 Apprentice license OSX
- jimc
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I seem to be having a similar issue. But I get no error, the hkey program gets kicked off (like it's trying to find a license) and then just hangs. This started to happen last night with the original H16 prod build (from when it was first released). I uninstalled it and installed H 16.0.592, but no luck, still the same behavior.
Anyone else seeing something like this?
Anyone else seeing something like this?
SI Users » Houdini Cloth - Any tips for optimisation?
- jimc
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Michiel,
Any news on how the cloth and denting works in 15? I tried downloading the sample here and it doesn't seem to work at all - the cylinder sort of passes through the torus and the torus shape just ripples around a bit.
I have tried playing a bit with H15, but so far all I get is jelloey like behavior. Could we possibly get a couple of small definitive examples of how to do this? Particularly with metal like materials in mind?
Thanks
Jim
Any news on how the cloth and denting works in 15? I tried downloading the sample here and it doesn't seem to work at all - the cylinder sort of passes through the torus and the torus shape just ripples around a bit.
I have tried playing a bit with H15, but so far all I get is jelloey like behavior. Could we possibly get a couple of small definitive examples of how to do this? Particularly with metal like materials in mind?
Thanks
Jim
Work in Progress » Superbabe!
- jimc
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Superbabe with extra-crunchiness. Uses cloth sims (H12.5), Pyro, Particles, shatter/rbd (H13). Rendered with mantra PBR, just managed to finish it before my HD license expired
Last image is comp'd, first & second are just a raw clay render and beauty render.
Last image is comp'd, first & second are just a raw clay render and beauty render.
Technical Discussion » UT_NetPacket error (rendering to ip)
- jimc
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Technical Discussion » UT_NetPacket error (rendering to ip)
- jimc
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Technical Discussion » UT_NetPacket error (rendering to ip)
- jimc
- 295 posts
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Did you ever resolve this? I started to get this same problem about a week ago on H 13.0.521.
Houdini Learning Materials » Procedural Asset UV Generation
- jimc
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There's a really good set of videos on procedural Road Creation, and in the first (https://cmivfx.com/store/213-houdini-procedural-road-creation), [cmivfx.com] Kim explains how to do just this, and goes into quite a bit of detail about it.
There's a video on the Sidefx vimeo channel by Ari that also goes into this, I can't recall which one though.
There's a video on the Sidefx vimeo channel by Ari that also goes into this, I can't recall which one though.
Houdini Learning Materials » Difference between loft and skin
- jimc
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Houdini Learning Materials » Chain Armour in Houdini
- jimc
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Just fiddling around with some copy sops, and a cloth deformer. A better control mesh for the body would probably work better.
Houdini Learning Materials » Difference between loft and skin
- jimc
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Skin can create NURBs surfaces or polygon surfaces. I don't see “Loft” in H14 or H13 so I'm guessing you mean PolyLoft, in which case that's a polygon only SOP, you won't be able to have a NURBs surface.
Houdini Learning Materials » Reasons to learn houdini?
- jimc
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Actually there's only one reason to learn Houdini:
Chicks dig it.
It's a proven fact that Houdini's procedural workflow improves your love life, makes you more presentable, and causes your confidence to rise to new heights, as well as improving vascular flow to the extremities.
Stay tuned for my upcoming title “How to Learn Houdini and Meet Gorgeous Women in 30 Days!”.
Chicks dig it.
It's a proven fact that Houdini's procedural workflow improves your love life, makes you more presentable, and causes your confidence to rise to new heights, as well as improving vascular flow to the extremities.
Stay tuned for my upcoming title “How to Learn Houdini and Meet Gorgeous Women in 30 Days!”.
SI Users » Houdini Cloth - Any tips for optimisation?
- jimc
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Michiel,
Thanks for replying, I'll look at the hip files tonight. IN the meantime, are there any good values to start working with for stuff like metal, such as a car body?
Thanks!
Thanks for replying, I'll look at the hip files tonight. IN the meantime, are there any good values to start working with for stuff like metal, such as a car body?
Thanks!
SI Users » Houdini Cloth - Any tips for optimisation?
- jimc
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Does anyone know if this is working now in H14? From what I can tell the FEM solver in H14 has nothing about denting in it's settings. It does have a fracture toggle, but it doesn't seem to have any effect (i.e. no cloth tearing) Do we have to go back to 12.5 to do this? Or solve this in some other built from scratch solution (like the previous link suggested)?
Thanks
Thanks
Technical Discussion » Solidworks to Houdini - Converting Geometry etc.
- jimc
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Probably too late, but if you're wanting to get rid of the tris, then Moi3D is a great nurbs modeler that will read in STEP files and has really great obj format output, with quads.
Technical Discussion » Channel editor curves stop responding to mouse
- jimc
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Has anyone noticed the channel editor stop responding to the mouse when editing key frames? I've noticed that it starts fine, but over time it eventually stops responding the mouse with the exception of being able to select the key frame. At this point it won't let you drag the key frame or change the control points for the curve. You can edit the value, Slope, and Accel manually in the edit boxes, but that's kind of a drag. The only thing that gets this working again is to restart H. Is there any other workaround? Any idea what might cause this? I'm using a character that I built that's a DA, with around 400 channels total. The animation itself is about 270 frames.
This is on H 12.5.615, 64 bit, Windows 7 64 bit, Nvidia Quadro 4000 with driver 331.82, 2048MB VRAM.
This is on H 12.5.615, 64 bit, Windows 7 64 bit, Nvidia Quadro 4000 with driver 331.82, 2048MB VRAM.
Work in Progress » Superbabe!
- jimc
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Work in Progress » Superbabe!
- jimc
- 295 posts
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Here's a little video of the rig in action. Starting at 11:00 you can see the face blendshapes being used.
http://vimeo.com/82502104 [vimeo.com]
http://vimeo.com/82502104 [vimeo.com]
Work in Progress » Superbabe!
- jimc
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Added face blendshapes to the rig. These were done using a whole series of Edit SOPs, with mirror turned on, and using the Sculpt and Edit tabs. For the Edit tab, I used the soft radius set to between 0.03 and 0.01 to make the point edits more natural.
Eyelashes were done with a DA I made that takes a surface as an input, creeps the curves along the surface and then creates the tubes over that. The DA can optionally render the tubes as curves instead with a VOP SOP to add in varying amounts of width to the curve.
Eyelashes were done with a DA I made that takes a surface as an input, creeps the curves along the surface and then creates the tubes over that. The DA can optionally render the tubes as curves instead with a VOP SOP to add in varying amounts of width to the curve.
Work in Progress » Superbabe!
- jimc
- 295 posts
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Here's my attempt at recreating this comic image from David Nakayama (part of a tutorial on 3D total http://www.3dtotal.com/index_tutorial_detailed.php?id=1587#.UqanFVfYGcd) [3dtotal.com]
Modeling done with ZBrush and Modo, rigged, hair, and rendered in H. A little post work done in Photoshop.
Modeling done with ZBrush and Modo, rigged, hair, and rendered in H. A little post work done in Photoshop.
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