On macOS, Houdini uses the system’s Python.framework and only displays errors at its Alert level (LOG_ALERT recorded on /var/log/system.log). AFAIK there isn't a default daemon that's logging debug or exception errors at the system level that would appear in the Console.app. Looks like macOS does a hand off to what ever app is using its Python for that, so my guess is you can use HOM to store and retrieve arbitrary data on individual nodes [www.sidefx.com] to print to Houdini's Python console.
Hopefully, a Houdini Python expert will fill us in on these missing pieces of the error logging puzzle.
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Technical Discussion » Getting Error feedback with Python in Houdini on OSX
- kwiknip
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Technical Discussion » I am at the verge of giving up on Apple please help
- kwiknip
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“Metal for Mac works almost identically to its iOS counterpart, as developers can stack on apps on core animation and core graphics, as well as built-in OpenGL and OpenCL API support. While the most obvious use of Metal is for games, Adobe found huge improvements by stacking After Effects and Illustrator on Metal.”
[appleinsider.com]
So now that Metal is gaining momentum with Apple developers, and OGL will not be upgraded for future macOS's as a result of Metal's growing popularity; it appears that SideFX/Houdini will need to decide their future direction for the Mac platform very soon.
I find it very intense and stressful for SideFX to struggle with the fading OGL support on macOS but feel very optimistic regarding Houdini's future support of Metal because of all of its benefits that Houdini can now take advantage of. Its exciting to hear about other game developers, 3D & 2D software developers discovering greater performance when transitioning their software to Apple Metal.
[appleinsider.com]
So now that Metal is gaining momentum with Apple developers, and OGL will not be upgraded for future macOS's as a result of Metal's growing popularity; it appears that SideFX/Houdini will need to decide their future direction for the Mac platform very soon.
I find it very intense and stressful for SideFX to struggle with the fading OGL support on macOS but feel very optimistic regarding Houdini's future support of Metal because of all of its benefits that Houdini can now take advantage of. Its exciting to hear about other game developers, 3D & 2D software developers discovering greater performance when transitioning their software to Apple Metal.
Houdini Lounge » Use Paypal To Buy Indie?
- kwiknip
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You could go to PayPal & apply for your free Debit Card or Business Credit Card then use it for your purchase.
The Debit Card can be linked to withdraw funds directly from a checking/savings/other accounts (with spending limits set by you).
The Debit Card can be linked to withdraw funds directly from a checking/savings/other accounts (with spending limits set by you).
Technical Discussion » Fonts From OSX Font Manager Do Not Show Up In Houdini?
- kwiknip
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Attempted to reproduce your problem but all OS X fonts (TTF, TTC, OTF, Dfont, Type1) load up in H15 list. Only using Font Book (natively installed with OS X) as font manager. H15 even loads MS Windows Fonts from a nested folder inside of OS X's fonts folder. OS X Font Book can also repair damaged fonts to a certain degree.
If your utilizing another font manager such as Suitcase it could be that apps installed extension that requires an update.
Perhaps H15 or OS X Font cache corruption could be your culprit also.
If your utilizing another font manager such as Suitcase it could be that apps installed extension that requires an update.
Perhaps H15 or OS X Font cache corruption could be your culprit also.
Technical Discussion » Where do I assign GPU for Houdini?
- kwiknip
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Technical Discussion » Where do I assign GPU for Houdini?
- kwiknip
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Try inserting:
HOUDINI_OCL_DEVICENUMBER = 0 {or 1 to default to your 2nd GPU}
HOUDINI_OCL_DEVICETYPE = GPU {or CPU}
Into your Houdini.env file.
HOUDINI_OCL_DEVICENUMBER = 0 {or 1 to default to your 2nd GPU}
HOUDINI_OCL_DEVICETYPE = GPU {or CPU}
Into your Houdini.env file.
Technical Discussion » Where do I assign GPU for Houdini?
- kwiknip
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Edit your “Houdini Environment Variables a.k.a. houdini.env” file, look for HOUDINI_OCL_DEVICENUMBER & HOUDINI_OCL_DEVICETYPE to assign your GPU, or alternatively use a GPU switcher app.
Attached a text file containing some descriptions for reference. Hope this was helpful.
Attached a text file containing some descriptions for reference. Hope this was helpful.
Houdini Lounge » Perspective modeling ala Hexagreat 3D
- kwiknip
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Adding this find to your thread its not directly related to Houdini but may be a companion to it for anyone interested in sketching 3D design ideas.
uMake (it's an iOS app at the time of this writing https://www.umake.xyz [umake.xyz]) https://www.youtube.com/channel/UCD832jnj8O-H9IzYGQautxA [youtube.com]
uMake (it's an iOS app at the time of this writing https://www.umake.xyz [umake.xyz]) https://www.youtube.com/channel/UCD832jnj8O-H9IzYGQautxA [youtube.com]
Houdini Lounge » No RSS feed exist for Houdini 15?
- kwiknip
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Houdini Lounge » Metal for OSX
- kwiknip
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Technical Discussion » IS Houdini fx ready for OSX El Capitan
- kwiknip
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Try disabling “Beam Sync” in OS X if your OGL feels sluggish.
It'll yield a little faster frame rate that can be tested with OpenGL Extensions Viewer app.
Beam Sync can be disabled with a free PrefPane called “Secrets” or an old school developer app called “Quartz Debug.app” (it has to be forced quit in order for the setting to stick across reboots). :idea:
They're maybe other apps that can perform the same task but this is what I've discovered thus far. Possible sidefx to disabling BeamSync is certain video streaming codecs may play out of sync with their audio track. I've experienced this happening occasionally with YouTube playback of Apple Keynote but when that occur I simply watch the stream directly on their site & it play back just fine.
It'll yield a little faster frame rate that can be tested with OpenGL Extensions Viewer app.
Beam Sync can be disabled with a free PrefPane called “Secrets” or an old school developer app called “Quartz Debug.app” (it has to be forced quit in order for the setting to stick across reboots). :idea:
They're maybe other apps that can perform the same task but this is what I've discovered thus far. Possible sidefx to disabling BeamSync is certain video streaming codecs may play out of sync with their audio track. I've experienced this happening occasionally with YouTube playback of Apple Keynote but when that occur I simply watch the stream directly on their site & it play back just fine.
Houdini Learning Materials » How to export a character and skeleton to Unreal 4 by fbx?
- kwiknip
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Try importing into UE4 64bit houdini engine plug-in, embed cached animations, and compatible bone/joint naming exported into .hda (.otl) skinned mesh.
Well I know it's hit or miss in Unity5 this way for sure.
Well I know it's hit or miss in Unity5 this way for sure.
Technical Discussion » OSX no midi in
- kwiknip
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Look for SimultaneousMusicAnimationSoundwithHoudini.pdf
By: Andrew Lowell
I found it to be a very deep read regarding utilizing Midi in Houdini.
Hope this is helpful.
By: Andrew Lowell
I found it to be a very deep read regarding utilizing Midi in Houdini.
Hope this is helpful.
Houdini Lounge » Metal for OSX
- kwiknip
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kwiknip .
" because I'd doubt Apple would allow failure of their new coders & admit any shame after shoveling Metal down their developers throats!"
Sorry about that last part, I just recalled when Apple abandoned QDraw3D for OGL. ops:
Houdini Lounge » support for 3Dconnexion's 3D-mouse?
- kwiknip
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I've reconfigured the 3Dconnexion driver settings to use my wireless SpaceMouse with Houdini. It requires a lot of trial to adjust the sensitivity to the environment but works (but doesn't feel native) as long as the mouse cursor is in the 3D view.
Houdini Lounge » Metal for OSX
- kwiknip
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Was browsing the Xcode docs & noticed Metal allows for OGL fall back by default. Apparently Apple has planned already for Metal to be the top standard for OSX future releases. Maybe this is why SideFX is getting such poor support from Apple regarding OGL. It appears that Apple wishes for all their developers to adopt their new language. Perhaps if SideFX could implement just a taste of Metal to provide a solution to Apple's worst OGL hiccups then they'd start getting outstanding support from Apple, because I'd doubt Apple would allow failure of their new coders & admit any shame after shoveling Metal down their developers throats! :idea:
Houdini Engine for Unity » Updating HoudiniEngine versions in Unity
- kwiknip
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I've discovered that when updating the unity houdini engine in the past that when allowing the overwriting of the previous version that on occasion the install did become corruptive in Unity5 by not allowing my previously saved layout to load properly, however I've figured out a very stable way to install it without any loading issues by first manually removing the previous installed houdini engine folders located in “User/Shared/Unity/Default/Assets/Houdini -&-
Houdini Script Access” folders first.
After that I relaunch Unity & navigate back to the “Applications/Houdini 14.0.???/Houdini Engine/unity/” double click the “houdini-engine.scripts.unitypackage”. It will open an install window in Unity listing the contents of the plug-in. It'll install perfectly fine & runs very stable.
I've been doing this method for every Houdini daily build without hiccups, but this feels a bit high maintenance to me & hope sidefx will include an actual uninstaller for the Houdini Engine that works like the Houdini App uninstaller in a future release.
Houdini Script Access” folders first.
After that I relaunch Unity & navigate back to the “Applications/Houdini 14.0.???/Houdini Engine/unity/” double click the “houdini-engine.scripts.unitypackage”. It will open an install window in Unity listing the contents of the plug-in. It'll install perfectly fine & runs very stable.
I've been doing this method for every Houdini daily build without hiccups, but this feels a bit high maintenance to me & hope sidefx will include an actual uninstaller for the Houdini Engine that works like the Houdini App uninstaller in a future release.
Houdini Engine for Unity » Animations Export to Unity
- kwiknip
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One of the secrets for this is to follow the biped or humanoid joint naming assignments listed in the Unity docs.
Example: http://wolfbrother.blogspot.com/2015/02/houdini-unity-ftw.html [wolfbrother.blogspot.com]
Credit to “mantragora” for this link.
Example: http://wolfbrother.blogspot.com/2015/02/houdini-unity-ftw.html [wolfbrother.blogspot.com]
Credit to “mantragora” for this link.
Houdini Lounge » Tab Menu
- kwiknip
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Houdini Lounge » Houdini 15 Wishlist
- kwiknip
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