getting this in 19.5.493!
I can go back up and pin but its super annoying.
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Technical Discussion » Sprites display as black boxes
- matt_barker
- 13 posts
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Technical Discussion » is there a way to change snapping dist in polydraw?
- matt_barker
- 13 posts
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+1
Came here to ask this also! The build tool could really benefit from it especially.
My wrist hurts.
Came here to ask this also! The build tool could really benefit from it especially.
My wrist hurts.
Houdini Indie and Apprentice » Console Warning message
- matt_barker
- 13 posts
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still getting this in 2022!
Houdini 19.0.589 here.
It's whenever I'm modelling with Edit, or Polydraw, as soon as I press Ctrl+Z, console pops up with
"Warning: There is no hotkey for h.pane.gview.state.sop.brush.orient"
:S
Houdini 19.0.589 here.
It's whenever I'm modelling with Edit, or Polydraw, as soon as I press Ctrl+Z, console pops up with
"Warning: There is no hotkey for h.pane.gview.state.sop.brush.orient"
:S
Houdini Lounge » How to get old file cache node in Houdini 19
- matt_barker
- 13 posts
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EnivobMay be a stupid question then, but how do you get the new file cache to pass-through write? So you can for example, run a Flipbook render of your sim, while caching vdbs to disk at the same time. I do this a lot in houdini18.5 but cant work it out.
the new one works petty much the same as the old one.
EDIT:Thinking about this some more, I probably should be setting up openGL rops or something in TOPs for this to update my workflow. Any input appreciated
Edited by matt_barker - Dec. 4, 2021 01:27:28
Houdini Engine for Unreal » Attributes not coming through to UE?
- matt_barker
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Thanks for that Eche,
I thought I had something the wrong way round in my setup! I'll adjust and try out some of this.
Appreciate it
I thought I had something the wrong way round in my setup! I'll adjust and try out some of this.
Appreciate it
Houdini Engine for Unreal » Attributes not coming through to UE?
- matt_barker
- 13 posts
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Hi all,
I'm building a tool for stacking tv's on top of one another. On the houdini side its working well, but in UE none of the attributes are coming thru.
https://imgur.com/a/aeFSsjS [imgur.com]
It's detecting the instancers, but without unreal_instance being read, I'm manually having to choose the assets which is a massive pain. And it will get worse if the client wants more variations.
I'm adding the unreal_instance attribute to the tv's and a CD color attribute as well before scattering them, you can see in this image that i have the correct attributes on at the end of my graph.
https://imgur.com/a/qK8GnoN [imgur.com]
In UE I dont get teh asset placed via unreal_instance, and i dont even get color, even they are present on by bottom Null OUT node.
2 things that may be the cause? Copy to points is inside a forloop, and im also using attributeFromPieces/variant to scatter the different tvs.
Here is the HDA cook log inside of UE, there's some errors but I assume they are minor or not relevant.
Cook Results:
Cook succeeded.
Cook State:
Ready
===================================
Node Errors, Warnings, and Messages
===================================
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/attribfrompieces1/rename_piece_attrib:
Warning: Invalid attribute specification: "variant not found".
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/Quick_groups3/grouppromote1:
Warning: Name conflict while converting 'Box_selection' to 'Box_selection', which already exists.
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/attribtransfer1:
Warning: Invalid attribute specification: "Attribute iamaPile either not used or unrecognized".
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/attribtransfer2:
Warning: Invalid attribute specification: "Attribute tvDir either not used or unrecognized".
I'm using:
Houdini 18.5.633
HoudiniEngine-v2.0.3-H18.5633-UE4.27
Unreal engine 4.27.1
Here is a download link to a simplified version of the .HIP, The only geometry node in the file can be created into a HDA to test.
https://www.dropbox.com/s/9vj6bvt0my16j4n/MFN_hdas_HELP.hip?dl=0 [www.dropbox.com]
If anyone has any help it would be hugely appreciated!
If im missing anything let me know.
Matt B
I'm building a tool for stacking tv's on top of one another. On the houdini side its working well, but in UE none of the attributes are coming thru.
https://imgur.com/a/aeFSsjS [imgur.com]
It's detecting the instancers, but without unreal_instance being read, I'm manually having to choose the assets which is a massive pain. And it will get worse if the client wants more variations.
I'm adding the unreal_instance attribute to the tv's and a CD color attribute as well before scattering them, you can see in this image that i have the correct attributes on at the end of my graph.
https://imgur.com/a/qK8GnoN [imgur.com]
In UE I dont get teh asset placed via unreal_instance, and i dont even get color, even they are present on by bottom Null OUT node.
2 things that may be the cause? Copy to points is inside a forloop, and im also using attributeFromPieces/variant to scatter the different tvs.
Here is the HDA cook log inside of UE, there's some errors but I assume they are minor or not relevant.
Cook Results:
Cook succeeded.
Cook State:
Ready
===================================
Node Errors, Warnings, and Messages
===================================
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/attribfrompieces1/rename_piece_attrib:
Warning: Invalid attribute specification: "variant not found".
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/Quick_groups3/grouppromote1:
Warning: Name conflict while converting 'Box_selection' to 'Box_selection', which already exists.
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/attribtransfer1:
Warning: Invalid attribute specification: "Attribute iamaPile either not used or unrecognized".
/obj/HF_tv_sandpile_D/HF_tv_sandpile_D1/attribtransfer2:
Warning: Invalid attribute specification: "Attribute tvDir either not used or unrecognized".
I'm using:
Houdini 18.5.633
HoudiniEngine-v2.0.3-H18.5633-UE4.27
Unreal engine 4.27.1
Here is a download link to a simplified version of the .HIP, The only geometry node in the file can be created into a HDA to test.
https://www.dropbox.com/s/9vj6bvt0my16j4n/MFN_hdas_HELP.hip?dl=0 [www.dropbox.com]
If anyone has any help it would be hugely appreciated!
If im missing anything let me know.
Matt B
Edited by matt_barker - Dec. 2, 2021 00:16:51
Technical Discussion » Faster launch times?
- matt_barker
- 13 posts
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Thanks Drbob,
I have the "Built-in" arnold installed with maya on the same machine, but it isnt installed for Houdini, we're mostly Redshift here. I'll try uninstalling that anywhoo.
I'll also try setting $CWD as you did, having trouble finding info on the variable though.
I have the "Built-in" arnold installed with maya on the same machine, but it isnt installed for Houdini, we're mostly Redshift here. I'll try uninstalling that anywhoo.
I'll also try setting $CWD as you did, having trouble finding info on the variable though.
Technical Discussion » Faster launch times?
- matt_barker
- 13 posts
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I have also noticed a big slowdown similar to above post, after moving my otls and packages to the server. In the morning i just launch a few sessions so i don't have to wait for them when i need them.
Launching scenes is fine. Just launching the session to an empty scene is slow.
H18.5.633
Launching scenes is fine. Just launching the session to an empty scene is slow.
H18.5.633
Edited by matt_barker - Oct. 27, 2021 19:37:41
Technical Discussion » Could not save some of the shelf elements to their definition files
- matt_barker
- 13 posts
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piratorAlso fixed for me, THANKS! this has been bugging me for a year at least.
I think this solved it for me:
just copy the ShelfDefinitions.shelf from
C:\Program Files\Side Effects Software\Houdini 16.5.496\houdini\toolbar\ShelfDefinitions.shelf
to
C:\Users\USERNAME\Documents\houdini18.0\toolbar
..I assume this way your local one supersedes the system template.
HOULY Daily Challenge » Day 2 | Elements: Wind
- matt_barker
- 13 posts
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Here's my submission for Day 2:
“Save our Squabs”
Inspired by the old song “Southbound Pachyderm” by Primus.
Houdini/Redshift.
Enjoy!
“Save our Squabs”
Inspired by the old song “Southbound Pachyderm” by Primus.
Houdini/Redshift.
Enjoy!
HOULY Daily Challenge » Day 1 | Elements: Earth
- matt_barker
- 13 posts
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Hi all! Last minute entry.
Only had an hour for this! Looking forward to this challenge though.
It's a procedural planet shape creator. In Houdini style, feed it any poly shape and it generates planet water layer and continents!
Wish I had more time on the shader.
Houdini/Redshift
Thanks!
Only had an hour for this! Looking forward to this challenge though.
It's a procedural planet shape creator. In Houdini style, feed it any poly shape and it generates planet water layer and continents!
Wish I had more time on the shader.
Houdini/Redshift
Thanks!
Edited by matt_barker - July 1, 2020 23:59:18
Technical Discussion » Viewport Tumble Woes?
- matt_barker
- 13 posts
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I have constant Roll or some sort of gimbal problem, think its the same issue as op. All these solutions dont work or are temprorary for me.
Deleting the Scene view tab and recreating another one works better.
Annoying problem, and seems to pop up a lot lately on Houdini 17.5.360
Deleting the Scene view tab and recreating another one works better.
Annoying problem, and seems to pop up a lot lately on Houdini 17.5.360
Edited by matt_barker - Oct. 1, 2019 01:50:07
Technical Discussion » Selection Tool Symmetry Exist?
- matt_barker
- 13 posts
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selecting UV seams in UVFlatten would be good.
I am transitioning from Maya for a lot of general 3d stuff, so I'm probably missing a lot of Houdini tricks I should know.
I am transitioning from Maya for a lot of general 3d stuff, so I'm probably missing a lot of Houdini tricks I should know.
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