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Technical Discussion » Houdini name convention to work with Substance painter match by mesh name
- lebref
- 24 posts
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Technical Discussion » remove antialiasing in the viewport
- lebref
- 24 posts
- Offline
You can set the antialiasing to higher value. Plus, as twod answered: change the wire blend to 1 and I did also change the wire width to 1.5
And thats very precise and good at the end
And thats very precise and good at the end
Technical Discussion » UI Event value change
- lebref
- 24 posts
- Offline
Hello,
I don't why it happened,
maybe I tried to make a flipbook?
but now i can't open my file because Houdini console is rolling on message like "UI EVENT VALUE CHANGE etc.."
I really need some help as its my project file and cannot acces to it.
I did write "HOUDINI_UI_QUEUE_SIZE=300000" in houdini.env but nothing happens.
I also upgraded to the last houdini 18.5.408
Thanks for your help
Fred
I don't why it happened,
maybe I tried to make a flipbook?
but now i can't open my file because Houdini console is rolling on message like "UI EVENT VALUE CHANGE etc.."
I really need some help as its my project file and cannot acces to it.
I did write "HOUDINI_UI_QUEUE_SIZE=300000" in houdini.env but nothing happens.
I also upgraded to the last houdini 18.5.408
Thanks for your help
Fred
Technical Discussion » stack uvs by uv.y / remove empty space between uv island
- lebref
- 24 posts
- Offline
hello,
I have some islands UV that I wish to stack and connect/fuse together.
is there a thrick to move the island so i'll get a uv with empty space?
thanks and
Greetings
Fred
I have some islands UV that I wish to stack and connect/fuse together.
is there a thrick to move the island so i'll get a uv with empty space?
thanks and
Greetings
Fred
Technical Discussion » Nearpoints vex question -solved
- lebref
- 24 posts
- Offline
resolved , thanks to probiner king.
correct is to write nearpoints(1,'@yop2=='+itoa(i),@P,2)
or nearpoints(1,'\x40yop2=='+itoa(i),@P,2)
correct is to write nearpoints(1,'@yop2=='+itoa(i),@P,2)
or nearpoints(1,'\x40yop2=='+itoa(i),@P,2)
Technical Discussion » Nearpoints vex question -solved
- lebref
- 24 posts
- Offline
Hello,
I made a for loop to find nearpoints by attribute and i'm stuck in for some hours.
here is the problem:
for (i=0;i<=maxh;i++)
{
if (@posh==i) {
i@sp=nearpoints(1,'@yop2==24',@P,2);
}
}
“yop2” is a point attribute on a second mesh plugged in my 2nd entry attribute wrangle.
when i write nearpoints(1,'@yop2==24',@P,2); i'm getting a good answer but it's only correct when i=24.
when i'm trying to write nearpoints(1,'@yop2==i',@P,2); i'm getting a bad answer / not correct , not working.
is there a way to write ‘i’ attribute correctly in my nearpoints vex?
plan is on my main mesh to snap points correctly with this ‘yop2’ attribute. if i'm just using a nearpoints(1,@P,2);
its getting the points but sometimes the first point of the array is not good.
in my case for example:
nearpoints(1,@P,2,2) my array is -105,104,etc..-
nearpoints(1,'@yop2==24',@P,2) my array is -104,72,..-
i'm looking for the point 104 when @yop2=24. and i want to test it for @yop2 starting to 0 to 31 ( thats my for loop).
maybe i'm too direct, could anyone help me?
Greetings,
Fred
I made a for loop to find nearpoints by attribute and i'm stuck in for some hours.
here is the problem:
for (i=0;i<=maxh;i++)
{
if (@posh==i) {
i@sp=nearpoints(1,'@yop2==24',@P,2);
}
}
“yop2” is a point attribute on a second mesh plugged in my 2nd entry attribute wrangle.
when i write nearpoints(1,'@yop2==24',@P,2); i'm getting a good answer but it's only correct when i=24.
when i'm trying to write nearpoints(1,'@yop2==i',@P,2); i'm getting a bad answer / not correct , not working.
is there a way to write ‘i’ attribute correctly in my nearpoints vex?
plan is on my main mesh to snap points correctly with this ‘yop2’ attribute. if i'm just using a nearpoints(1,@P,2);
its getting the points but sometimes the first point of the array is not good.
in my case for example:
nearpoints(1,@P,2,2) my array is -105,104,etc..-
nearpoints(1,'@yop2==24',@P,2) my array is -104,72,..-
i'm looking for the point 104 when @yop2=24. and i want to test it for @yop2 starting to 0 to 31 ( thats my for loop).
maybe i'm too direct, could anyone help me?
Greetings,
Fred
Edited by lebref - June 2, 2020 09:42:37
Technical Discussion » 12% cpu usage to open file
- lebref
- 24 posts
- Offline
Hello,
when i load my project, it's 10min of loading with only 12% CPU usage.
it's a win10pro + 24go ram+ I7 8700 with a not that huge file.
Any ideas why only 12,5% ? it's super strange
Greetings
Fred
when i load my project, it's 10min of loading with only 12% CPU usage.
it's a win10pro + 24go ram+ I7 8700 with a not that huge file.
Any ideas why only 12,5% ? it's super strange
Greetings
Fred
Houdini Indie and Apprentice » Point transformations child/parent with matrix
- lebref
- 24 posts
- Offline
I've found another way, if someone's looking for a same action:
Finally i've done it similar by objects then I did put a parent blend constraint, with an update offset when its ready to move.
and it's working like a charm.
Finally i've done it similar by objects then I did put a parent blend constraint, with an update offset when its ready to move.
and it's working like a charm.
Houdini Indie and Apprentice » Point transformations child/parent with matrix
- lebref
- 24 posts
- Offline
Hello everybody,
I have to make a small rig for a skeleton, to see if it's correct by simple cinematic movement.
I need help on matrix & positions: This is about a knee flexion.
At the frame 1 I need to play with point positions: I can move the knee anywhere I want.
But my ankle would not move because the position is already knowed.
So I made a little combo with nulls to tune the knee and I wish to have a relation between the knee but not as child/parent because I want to have free control on the knee without moving the ankle.
On the knee we have 2 curve with a carve OP generating an axis line with up/normal/tangent and then I've got a central point with a correct orientation from the axis.
I can generate a line between this central point to the ankle so we can see a schematic schin.
in that situation my ankle is in the center of the world : {0,0,0 }
and when I connect it to my knee, it's going to {0.32,0.15,-1.85}
the movement is really good but I want to start with the initial position at 0,0,0 and then rotate around the knee
What did I miss to keep the inital pos then apply the matrix transformation?
I hope it's not to confused.
Thanks for your help!!
Greetings
Fred
I have to make a small rig for a skeleton, to see if it's correct by simple cinematic movement.
I need help on matrix & positions: This is about a knee flexion.
At the frame 1 I need to play with point positions: I can move the knee anywhere I want.
But my ankle would not move because the position is already knowed.
So I made a little combo with nulls to tune the knee and I wish to have a relation between the knee but not as child/parent because I want to have free control on the knee without moving the ankle.
On the knee we have 2 curve with a carve OP generating an axis line with up/normal/tangent and then I've got a central point with a correct orientation from the axis.
I can generate a line between this central point to the ankle so we can see a schematic schin.
in that situation my ankle is in the center of the world : {0,0,0 }
and when I connect it to my knee, it's going to {0.32,0.15,-1.85}
the movement is really good but I want to start with the initial position at 0,0,0 and then rotate around the knee
What did I miss to keep the inital pos then apply the matrix transformation?
I hope it's not to confused.
Thanks for your help!!
Greetings
Fred
Technical Discussion » Flat shaded viewport
- lebref
- 24 posts
- Offline
Hi everybody,
is there a choice for the flat shaded render in the 3D viewport as its rendering by triangle instead of rendering by poly?
It's more precise by triangle but it could be not necessary, making 3D modeling more difficult.
I can play with the normals to get it but if there is some button to toggle tri/poly it could be great?
Greetings,
Fred
is there a choice for the flat shaded render in the 3D viewport as its rendering by triangle instead of rendering by poly?
It's more precise by triangle but it could be not necessary, making 3D modeling more difficult.
I can play with the normals to get it but if there is some button to toggle tri/poly it could be great?
Greetings,
Fred
Technical Discussion » remove antialiasing in the viewport
- lebref
- 24 posts
- Offline
Thank you Twod: Wireblend display is really helpful, I didn't play with it yet.
I needed something like this to relax my eyes.
I'm still missing my old softimage , with your help it will be better for houdini
Thanks again,
Fred
I needed something like this to relax my eyes.
I'm still missing my old softimage , with your help it will be better for houdini
Thanks again,
Fred
Technical Discussion » remove antialiasing in the viewport
- lebref
- 24 posts
- Offline
Hello all,
Is there a possibility to work without antialiasing in the Viewport Scene view?
I found it 10 times much easier to work on a mesh than with antialiasing .
I feel a little blurry and don't need that thing.
Difference between with and without is really clear.
Anybody has a solution?
Greetings
Fred
Is there a possibility to work without antialiasing in the Viewport Scene view?
I found it 10 times much easier to work on a mesh than with antialiasing .
I feel a little blurry and don't need that thing.
Difference between with and without is really clear.
Anybody has a solution?
Greetings
Fred
Houdini Indie and Apprentice » OpenCL - Could not create OpenCL device
- lebref
- 24 posts
- Offline
Hello Andr,
Yes , it's not in the supported graphics card board.
I've asked about it and got a response :
this Open CL message is just coming because of an Attribute Blur node and is not dangerous (In my case).
I mean i didn't had any crashes or problems because of it.
Greetings,
Fred
Yes , it's not in the supported graphics card board.
I've asked about it and got a response :
this Open CL message is just coming because of an Attribute Blur node and is not dangerous (In my case).
I mean i didn't had any crashes or problems because of it.
Greetings,
Fred
Houdini Indie and Apprentice » OpenCL - Could not create OpenCL device
- lebref
- 24 posts
- Offline
Houdini Indie and Apprentice » OpenCL - Could not create OpenCL device
- lebref
- 24 posts
- Offline
it's an Nvidia GTX 1050 Ti, with 419.67 drivers.
it's a very common gpu..do you think it's not supported too?
I didn't look further and used a backup file without this warning.
my scene is a lot of muscles with fibers and others stuff generated, with 10-20 attributes for control the generation.
I don't know if it's a lot, I think no.
And it was happening with no reason.
it's a very common gpu..do you think it's not supported too?
I didn't look further and used a backup file without this warning.
my scene is a lot of muscles with fibers and others stuff generated, with 10-20 attributes for control the generation.
I don't know if it's a lot, I think no.
And it was happening with no reason.
Houdini Indie and Apprentice » OpenCL - Could not create OpenCL device
- lebref
- 24 posts
- Offline
Hello everybody,
99% same file today from yesterday , I just added 2 detail attributes.
and when I open my file of the day I've got this message:
Could not create OpenCL device of type (HOUDINI_OCL_DEVICETYPE): GPU on platform vendor (HOUDINI_OCL_VENDOR): Intel(R) Corporation. Falling back to built-in CPU OpenCL driver.
When I open my file from yesterday, no message.
isn't it bizarre? I'm afraid to continue on my file of the day
Any ideas why is it happening?
How to fix it? and should I revert to a no-message backup?
Greetings,
Fred
99% same file today from yesterday , I just added 2 detail attributes.
and when I open my file of the day I've got this message:
Could not create OpenCL device of type (HOUDINI_OCL_DEVICETYPE): GPU on platform vendor (HOUDINI_OCL_VENDOR): Intel(R) Corporation. Falling back to built-in CPU OpenCL driver.
When I open my file from yesterday, no message.
isn't it bizarre? I'm afraid to continue on my file of the day
Any ideas why is it happening?
How to fix it? and should I revert to a no-message backup?
Greetings,
Fred
Technical Discussion » Bake textures process - blurry ones?
- lebref
- 24 posts
- Offline
Hello everybody,
I'm on Houdini Indie, and baking to generate normal maps at the end.
My process is to bake white primitives on a black primitives support with UVs.
I also wish to get a bake of my uvs to have a B&W mask for compositing.
1rst question is :
Using Sop Simple baker or ROP/Bake texture I get a map shiny/Blurry wich is not correct. And I dont get why?
If i try with sops maps baker it's not blurry.
As I need more options I should use both Bake generators.
My Shiny/blurry map is Simple_simple_baker_basecolor_1.jpg
2nd question is :
Does anyone has a process to get a B&W mask with Sops_maps_baker or Sop_simple_baker.
I need to get it fonctionnal to plug it in a foreach loop.
Greetings,
Fred
PS: I also joined a hip file with both baker plugged and you can see quickly the difference between the two bakers.
I'm on Houdini Indie, and baking to generate normal maps at the end.
My process is to bake white primitives on a black primitives support with UVs.
I also wish to get a bake of my uvs to have a B&W mask for compositing.
1rst question is :
Using Sop Simple baker or ROP/Bake texture I get a map shiny/Blurry wich is not correct. And I dont get why?
If i try with sops maps baker it's not blurry.
As I need more options I should use both Bake generators.
My Shiny/blurry map is Simple_simple_baker_basecolor_1.jpg
2nd question is :
Does anyone has a process to get a B&W mask with Sops_maps_baker or Sop_simple_baker.
I need to get it fonctionnal to plug it in a foreach loop.
Greetings,
Fred
PS: I also joined a hip file with both baker plugged and you can see quickly the difference between the two bakers.
Technical Discussion » Baking uv/texture
- lebref
- 24 posts
- Offline
Houdini for Realtime » map baking questions
- lebref
- 24 posts
- Offline
Dear all,
I'm coming from XSI/Softimage and working on realtime productions.
I'm going to bake a lot of HD on LowDef objects on a final common map.
So I need to generate UV masks of my objects.
Actually I've got the games maps baker for HD to LDef witch is ok.
But to get the UV mask I need a border padding, so I have to use simple maps baker as it got this option.
1st when I'm using simple baker maps baker I've got a blurry map: is it because of apprentice?
2nd How do you use this SOP ?
I'm looking to get a file like the screenshoot joined with this message.
Thanks for your help!
greetings
Fred
I'm coming from XSI/Softimage and working on realtime productions.
I'm going to bake a lot of HD on LowDef objects on a final common map.
So I need to generate UV masks of my objects.
Actually I've got the games maps baker for HD to LDef witch is ok.
But to get the UV mask I need a border padding, so I have to use simple maps baker as it got this option.
1st when I'm using simple baker maps baker I've got a blurry map: is it because of apprentice?
2nd How do you use this SOP ?
I'm looking to get a file like the screenshoot joined with this message.
Thanks for your help!
greetings
Fred
Houdini for Realtime » Game Tools | Maps Baker
- lebref
- 24 posts
- Offline
Hello Paul,
I'm on the last line to build the process for my job.
Still on houdini apprentice on these days but I should be migrating on Indie soon.
Bake from HD data to low def is OK with simple maps baker.
I'm looking forward to make a UV mask with a border padding of X pixel.
To get this mask I'm going to a simple map baker who has got this option.
As I have a huge amount of objects to generate UV mask, i have to use bake tools.
my wish is to get png file like the one clean B&W joined in this message.
So I plug the object in simple maps baker SOP with a white point color.
but: when i bake the object, the map is generated in black ( even if I plug the object in both entries)
And last for the least, with this process, the map outside is blurry with a strange lighting effect.
Can you help me about this?
What is the process to get a Png file with my UV filled in white with a border padding like the screenshoot joined in my message?
I'm coming from softimage/XSI and 3Dsmax before , and i don't understand this situation
Thanks a lot , greetings from France.
Fred
I'm on the last line to build the process for my job.
Still on houdini apprentice on these days but I should be migrating on Indie soon.
Bake from HD data to low def is OK with simple maps baker.
I'm looking forward to make a UV mask with a border padding of X pixel.
To get this mask I'm going to a simple map baker who has got this option.
As I have a huge amount of objects to generate UV mask, i have to use bake tools.
my wish is to get png file like the one clean B&W joined in this message.
So I plug the object in simple maps baker SOP with a white point color.
but: when i bake the object, the map is generated in black ( even if I plug the object in both entries)
And last for the least, with this process, the map outside is blurry with a strange lighting effect.
Can you help me about this?
What is the process to get a Png file with my UV filled in white with a border padding like the screenshoot joined in my message?
I'm coming from softimage/XSI and 3Dsmax before , and i don't understand this situation
Thanks a lot , greetings from France.
Fred
Edited by lebref - Aug. 21, 2019 09:18:19
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