Wow Joab!
That was quick.
As usual - amazing support and responses from SideFX.
Thank you!
Matt.
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PDG/TOPs » Showing the TOP status icon at the container HDA node level
- matthew_h_k
- 24 posts
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PDG/TOPs » Showing the TOP status icon at the container HDA node level
- matthew_h_k
- 24 posts
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PDG/TOPs » Showing the TOP status icon at the container HDA node level
- matthew_h_k
- 24 posts
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Hi guys,
So I have successfully used the “targettopnetwork” and related parms to run a network inside my HDA.
I get a status badge showing, but it does not interactively update unless I hover the mouse over a node.
Once the job is finished, it does update to the tick icon.
Is there a way to get it to continuously update at the /obj level as it does in TOPS?
Many thanks,
Matt.
So I have successfully used the “targettopnetwork” and related parms to run a network inside my HDA.
I get a status badge showing, but it does not interactively update unless I hover the mouse over a node.
Once the job is finished, it does update to the tick icon.
Is there a way to get it to continuously update at the /obj level as it does in TOPS?
Many thanks,
Matt.
Houdini Lounge » Plug: Betsoft, our latest cinematic
- matthew_h_k
- 24 posts
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Technical Discussion » How to properly manage KitBash .obj and .fbx files in Houdini
- matthew_h_k
- 24 posts
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Hi Midphase,
I have resorted to creating a setup with a couple of for loops that separate out each piece, adjust pivots and move to origin, rename and export as alembic. For this I favour the monolithic .obj instead of FBX.
This allows our company assets workflow to be maintained and we then use instanced, packed disk objects for a lot of our work.
For some kits a bit more work is required - fixing bad geo, tweaking UVs etc, and for that we push it through Maya first. It seems that often meshes we get from Max don't play nicely in Houdini for some reason and will have to be cleaned in Maya first.
Hope that is of some help!
Matt.
I have resorted to creating a setup with a couple of for loops that separate out each piece, adjust pivots and move to origin, rename and export as alembic. For this I favour the monolithic .obj instead of FBX.
This allows our company assets workflow to be maintained and we then use instanced, packed disk objects for a lot of our work.
For some kits a bit more work is required - fixing bad geo, tweaking UVs etc, and for that we push it through Maya first. It seems that often meshes we get from Max don't play nicely in Houdini for some reason and will have to be cleaned in Maya first.
Hope that is of some help!
Matt.
Edited by matthew_h_k - May 26, 2018 10:41:38
Technical Discussion » Houdini, Shotgun integrations and RedShift
- matthew_h_k
- 24 posts
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Hey Enivob,
I was under the impression that the “&” at the end was doing this, but adding the original path back did the trick :
Thanks,
Matt.
I was under the impression that the “&” at the end was doing this, but adding the original path back did the trick :
"HOUDINI_PATH = "$HOUDINI_PATH; C:/ProgramData/Redshift/Plugins/Houdini/16.0.705;&"
Thanks,
Matt.
Technical Discussion » Houdini, Shotgun integrations and RedShift
- matthew_h_k
- 24 posts
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Hi all,
Does anyone have any idea how to get RedShift & Shotgun to run together?
I am having issues posting to the Shotgun forums, so I thought I'd give it a shot here, just in case someone else has been through this.
We're currently on Windows and to get Redshift to run, I add a couple of lines to the houdini.env :
I have successfully added the qLib tools and Redshift runs fine as well.
Shotgun's toolkit does not load unless I comment out the Redshift lines - then the toolkit loads and the Shotgun panel and menu appear in Houdini.
I know Shotgun is dynamically loading the toolkit at runtime : from the log :
I assume it's an issue with the $PATH variable, and was wondering if anyone has any idea as to how to get these two to work together?
If I manage to post on the Shotgun forum, I will post any responses here in case it'll help others.
Thanks,
Matt.
Does anyone have any idea how to get RedShift & Shotgun to run together?
I am having issues posting to the Shotgun forums, so I thought I'd give it a shot here, just in case someone else has been through this.
We're currently on Windows and to get Redshift to run, I add a couple of lines to the houdini.env :
HOUDINI_DSO_ERROR = 2 PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/16.0.705;&"
I have successfully added the qLib tools and Redshift runs fine as well.
Shotgun's toolkit does not load unless I comment out the Redshift lines - then the toolkit loads and the Shotgun panel and menu appear in Houdini.
I know Shotgun is dynamically loading the toolkit at runtime : from the log :
"2017-09-21 14:04:32,799 [15112 INFO sgtk.ext.plugin] Bootstrapping the Shotgun engine for Houdini..."
I assume it's an issue with the $PATH variable, and was wondering if anyone has any idea as to how to get these two to work together?
If I manage to post on the Shotgun forum, I will post any responses here in case it'll help others.
Thanks,
Matt.
Houdini Lounge » Houdini forgetting where $HIP is?
- matthew_h_k
- 24 posts
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@Hezza : If you use the “Set Project..” option in the file menu, Houdini will set the $HIP variable and it should work as expected.
And in the file dialog, on the left pane there is a small + and x sign : these let you add and remove locations to the panel for easy navigation.
Matt.
And in the file dialog, on the left pane there is a small + and x sign : these let you add and remove locations to the panel for easy navigation.
Matt.
Technical Discussion » Dirt in render
- matthew_h_k
- 24 posts
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Technical Discussion » Dirt in render
- matthew_h_k
- 24 posts
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Hello again,
Here's a quick render I did, and as far as I can tell, it's pretty clean.
I have attached a hip file - you'll need to replace the hdr image in the env light - see if it helps in any way.
Matt.
Here's a quick render I did, and as far as I can tell, it's pretty clean.
I have attached a hip file - you'll need to replace the hdr image in the env light - see if it helps in any way.
Matt.
Technical Discussion » Cookie operator for lights?
- matthew_h_k
- 24 posts
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Ah, ok.
Would creating geo lights be an option, just for reflection?
Create the shape you need as geometry with the same settings as the regular lights and in the same place, but only have the geo lights in reflections, and the other lights not?
Matt.
Would creating geo lights be an option, just for reflection?
Create the shape you need as geometry with the same settings as the regular lights and in the same place, but only have the geo lights in reflections, and the other lights not?
Matt.
Edited by matthew_h_k - Jan. 28, 2017 09:55:53
Technical Discussion » Cookie operator for lights?
- matthew_h_k
- 24 posts
- Offline
Hey mikolaj,
On your light that you DON“T want reflected, in the parameters, there is a field called ‘Contributions’.
Click the plus sign and select ‘reflect’ in the field for ”Component 1'.
Deselect the check box to disable it. See attached pic.
On your light that you DON“T want reflected, in the parameters, there is a field called ‘Contributions’.
Click the plus sign and select ‘reflect’ in the field for ”Component 1'.
Deselect the check box to disable it. See attached pic.
Technical Discussion » Dirt in render
- matthew_h_k
- 24 posts
- Offline
Hi mikolaj,
Without knowing what geometry you're using, or what lighting & render settings, it's difficult to give assistance.
But, you could check the following:
1) Your normals - perhaps add a facet node at the end of your geometry network and select the ‘Post-compute Normals’ option?
2) The ‘raytracing bias’ settings on the Mantra ROP > rendering > shading > tab. If that's set too high for your scene scale, there can be artifacts in renders.
3) And as for the white lines - without knowing your scene setup, it's hard to say, but it may be normals related too.
Hope this is of some help,
Matt.
Without knowing what geometry you're using, or what lighting & render settings, it's difficult to give assistance.
But, you could check the following:
1) Your normals - perhaps add a facet node at the end of your geometry network and select the ‘Post-compute Normals’ option?
2) The ‘raytracing bias’ settings on the Mantra ROP > rendering > shading > tab. If that's set too high for your scene scale, there can be artifacts in renders.
3) And as for the white lines - without knowing your scene setup, it's hard to say, but it may be normals related too.
Hope this is of some help,
Matt.
Technical Discussion » Popnet Particle animations look different inside vs outside
- matthew_h_k
- 24 posts
- Offline
Do you have any scaling at the object level?
The popnet will merge the source into it, so it may look different when outside the popnet as it will then inherit any transforms/scale etc.
Matt.
The popnet will merge the source into it, so it may look different when outside the popnet as it will then inherit any transforms/scale etc.
Matt.
Technical Discussion » Tweak/edit tool problems
- matthew_h_k
- 24 posts
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Hi guys, just saw this topic and thought I'd add an idea.
What if a single tap of 2,3,4 entered ‘solo’ mode for that component.
Holding down the key would put you in ‘selection only’ mode for that component and then into ‘solo’ mode when released.
Then a double tap of the key would put you back to ‘multi component’ mode - the current tweak behavior.
So say you were tweaking points and needed to change to polys?
You'd hold down 4 and select the polys you need, when released you would be in ‘solo poly’ mode. Do your tweaks on polys and when you're done, double tap 4 and you're back in the current tweak mode.
This way, you still only have the same set of keys to deal with but an enhanced workflow.
Any thoughts on this?
Matt.
What if a single tap of 2,3,4 entered ‘solo’ mode for that component.
Holding down the key would put you in ‘selection only’ mode for that component and then into ‘solo’ mode when released.
Then a double tap of the key would put you back to ‘multi component’ mode - the current tweak behavior.
So say you were tweaking points and needed to change to polys?
You'd hold down 4 and select the polys you need, when released you would be in ‘solo poly’ mode. Do your tweaks on polys and when you're done, double tap 4 and you're back in the current tweak mode.
This way, you still only have the same set of keys to deal with but an enhanced workflow.
Any thoughts on this?
Matt.
Houdini Lounge » Viewport - perspective camera synchronisation issue
- matthew_h_k
- 24 posts
- Offline
Hi guys,
Before I submit a bug, just wondering if anyone else has the following issue:
If you set a viewport to a perspective view (other than ‘persp1’) in a multiview setup, and tumble or dolly/zoom, as soon as you use the SPACEBAR+B shortcut, or select the single view option, the other perspective views snap to whaterver the ‘persp1’ view is.
This doesn't affect the ortho views, only perspective.
The issue is present on Linux (Fedora18), Mac (10.10.2) and on Windows 8.1. using H14.0.201.13 on Linux and H14.0.230 on Mac / Win
Graphics cards tested are GTX970 / Driver version 346.36 on Linux, and a GTX660 with both Apple and latest Nvidia drivers on the Mac / Windows.
Thanks,
Matt.
Before I submit a bug, just wondering if anyone else has the following issue:
If you set a viewport to a perspective view (other than ‘persp1’) in a multiview setup, and tumble or dolly/zoom, as soon as you use the SPACEBAR+B shortcut, or select the single view option, the other perspective views snap to whaterver the ‘persp1’ view is.
This doesn't affect the ortho views, only perspective.
The issue is present on Linux (Fedora18), Mac (10.10.2) and on Windows 8.1. using H14.0.201.13 on Linux and H14.0.230 on Mac / Win
Graphics cards tested are GTX970 / Driver version 346.36 on Linux, and a GTX660 with both Apple and latest Nvidia drivers on the Mac / Windows.
Thanks,
Matt.
The Orbolt Smart 3D Asset Store » Unable to sync assets on Linux
- matthew_h_k
- 24 posts
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The Orbolt Smart 3D Asset Store » Unable to sync assets on Linux
- matthew_h_k
- 24 posts
- Offline
Hi,
I have tried to sync assets using H12.1.33 on Fedora 12, with both Firefox and Chrome browsers, but no luck.
If I click the Login button on the Sync Asset Library window, it launches the browser and I can login. Once logged in, I alt-tab back to Houdini but it has now frozen and I have to kill the process.
I get this message in my terminal:
<unknown program name>(22551)/ ClientApp::doIt: Creating ClientApp
kioclient(22551) ClientApp::kde_open: KUrl("http://www.orbolt.com [orbolt.com]")
Any help would be greatly appreciated!
Matt.
I have tried to sync assets using H12.1.33 on Fedora 12, with both Firefox and Chrome browsers, but no luck.
If I click the Login button on the Sync Asset Library window, it launches the browser and I can login. Once logged in, I alt-tab back to Houdini but it has now frozen and I have to kill the process.
I get this message in my terminal:
<unknown program name>(22551)/ ClientApp::doIt: Creating ClientApp
kioclient(22551) ClientApp::kde_open: KUrl("http://www.orbolt.com [orbolt.com]")
Any help would be greatly appreciated!
Matt.
Technical Discussion » Hacking IFDs
- matthew_h_k
- 24 posts
- Offline
Technical Discussion » Hacking IFDs
- matthew_h_k
- 24 posts
- Offline
Has anyone got any experience or knowledge regarding the IFD format?
More specifically, is it at all possible to manipulate the IFDs to insert archives or create references to other archives on disk, without having to stuff all the geometry and shader data into each IFD in a sequence?
As there are some situations where delayed load is not a possibility, we're busy exploring options for our pipeline and any relevant links or documentation in this regard would be most appreciated.
Thanks!
Matt.
More specifically, is it at all possible to manipulate the IFDs to insert archives or create references to other archives on disk, without having to stuff all the geometry and shader data into each IFD in a sequence?
As there are some situations where delayed load is not a possibility, we're busy exploring options for our pipeline and any relevant links or documentation in this regard would be most appreciated.
Thanks!
Matt.
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