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Houdini Lounge » Scandinavian Usergroup
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Is there any more information available about the TD forum than just the dates? - The website seems a bit sparse.
Technical Discussion » MAC: Console window
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Houdini Indie and Apprentice » Delete non-quads
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Nice, I thought the expression had to return the primitive number like the range / pattern modes (I'll admit I didn't read the docs in great detail )
That's definitely going in the workflow.
That's definitely going in the workflow.
Houdini Indie and Apprentice » Delete non-quads
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Group them with a partition sop, using $NVTX (number of vertices in the primitive) as part of your rule, eg..
rule: prim_vertex_count_$NVTX will result in groups:
prim_vertex_count_3 with triangles, prim_vertex_count_4 with quads etc
Then just delete all the non quad groups.
rule: prim_vertex_count_$NVTX will result in groups:
prim_vertex_count_3 with triangles, prim_vertex_count_4 with quads etc
Then just delete all the non quad groups.
Technical Discussion » normals re-orient themselves with xform?
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You are calculating new normals based off changing values.
You must post-transform the object to keep its normals facing the way you specify, see the attached file.
You must post-transform the object to keep its normals facing the way you specify, see the attached file.
Technical Discussion » Arc length
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There's a good example of how to build a GU_PrimNURBCurve in the toolkit docs:
/toolkit/html/geometry/faces.html
I'm not sure what system you're on or I'd provide a more direct link
/toolkit/html/geometry/faces.html
I'm not sure what system you're on or I'd provide a more direct link
Technical Discussion » Arc length
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Hiya, sorry for the delay - I'm in the middle of another project…
I'll look into this as soon as I have a moment, hopefully someone else will have more time that I do
I'll look into this as soon as I have a moment, hopefully someone else will have more time that I do
Technical Discussion » Arc length
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Some NURB stuff gave me -1 or 0 arc length
Since the examples are a little varied, I'd just like to confirm a couple of things..
1 - Are you still getting a crash, or is the issue just the arcLength now.
2 - From your first example, which is the only place I can see where you assign any external data to the curve, what is gdpSkin? Is there any data there? Could you post a little more of the surrounding code?
3 - In the last example, do you get -1 or 0 as the length, it's a bit ambiguous, and they mean quite different things
Technical Discussion » Compiling standalone programs - HDK, OSX
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Just tested this again today, seems that the problem still exists.
On a related note, I was messing around with soho today, and ran into a couple of problems there:
Executing a soho script got me this:
That's with the seemingly default OSX installed python (at least as far as I can tell) - seeing that the architecture of sohoglue.so is x86_64, I tried it with the provided “python2.5-64” in the Houdini Framework directory, and got the garbage collection error above.
edit:
I seem to have misunderstood the soho workflow slightly, which I'm looking into, although I'll leave the comments just in case.
On a related note, I was messing around with soho today, and ran into a couple of problems there:
Executing a soho script got me this:
import sohoglue
ImportError: dlopen(/Library/Frameworks/Houdini.framework/Versions/9.5.223/Resources/houdini/soho/sohoglue.so, 2): no suitable image found. Did find:
/Library/Frameworks/Houdini.framework/Versions/9.5.223/Resources/houdini/soho/sohoglue.so: mach-o, but wrong architecture
That's with the seemingly default OSX installed python (at least as far as I can tell) - seeing that the architecture of sohoglue.so is x86_64, I tried it with the provided “python2.5-64” in the Houdini Framework directory, and got the garbage collection error above.
edit:
I seem to have misunderstood the soho workflow slightly, which I'm looking into, although I'll leave the comments just in case.
Technical Discussion » NURB curve
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You must initialize those pointers before you can use them:
GU_Detail *gdpline = new GU_Detail;
GU_PrimNURBCurve *line = new GU_PrimNURBCurve (gdpline);
GU_Detail *gdpline = new GU_Detail;
GU_PrimNURBCurve *line = new GU_PrimNURBCurve (gdpline);
Technical Discussion » sop geo position shift
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getPos in the vertex class returns a reference to the position, so you should be able to just assign it:
UT_Vector4 newPos = ….;
prim->getVertex(i).getPos() = newPos;
or as in your example, use .assign() (note - you're multiplying the y,z, and w components in your example, but leaving the x untouched)
As far as order of operations, I'd blend the vectors first, then shift the result (1 interpolation and 1 shift as opposed to 2 shifts and 1 interpolation)
UT_Vector4 newPos = ….;
prim->getVertex(i).getPos() = newPos;
or as in your example, use .assign() (note - you're multiplying the y,z, and w components in your example, but leaving the x untouched)
As far as order of operations, I'd blend the vectors first, then shift the result (1 interpolation and 1 shift as opposed to 2 shifts and 1 interpolation)
Houdini Indie and Apprentice » Auto takes on Mac
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Houdini Indie and Apprentice » Rotate the viewport camera without rolling it
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Houdini Indie and Apprentice » Shatter/Cookie issue
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Depending on what you want to achieve, you could try turning off the “Create Inside Surfaces” option. I've found that can create really messy geometry even without any downstream operations.
Of course if you need the inside geometry then …
Of course if you need the inside geometry then …
Houdini Indie and Apprentice » texture opengl
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The sweater material doesn't use textures, it's entirely procedural. If you want to see the results of changes to the material, use the shader view
Technical Discussion » (MacOS X) Why Houdini fretting so much RAM?
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That's not really 36GB being used, what's being reported is the size of the address space available to the process at that point.
To see what's being actually used you can use the vmmap command (eg vmmap hescape). You'll get lots of stuff but the useful bit is towards the end where you'll find a line labelled “Writable regions:”
To see what's being actually used you can use the vmmap command (eg vmmap hescape). You'll get lots of stuff but the useful bit is towards the end where you'll find a line labelled “Writable regions:”
Technical Discussion » Compiling standalone programs - HDK, OSX
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Technical Discussion » Compiling standalone programs - HDK, OSX
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I built the samples, as well as a simple HelloWorld and get the following when running
Maybe a tweak to hcustom is needed to include the correct compiler switch (es)?
On a happy note, it looks like other than that, it deals with objective-c code just fine (at least the simple class I threw at it).
objc: ‘/Library/Frameworks/Houdini.framework/Versions/9.5.183/Libraries/libHoudiniUT.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: ‘/Library/Frameworks/Houdini.framework/Versions/9.5.183/Libraries/libHoudiniUI.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: ‘/Library/Frameworks/Houdini.framework/Versions/9.5.183/Libraries/libHoudiniAPPS2.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: ‘/Library/Frameworks/Houdini.framework/Versions/9.5.183/Houdini’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: *** GC capability of application and some libraries did not match
Illegal instruction
Maybe a tweak to hcustom is needed to include the correct compiler switch (es)?
On a happy note, it looks like other than that, it deals with objective-c code just fine (at least the simple class I threw at it).
Technical Discussion » Procedural cube
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Wow, color me embarassed, I didn't see that at all for some reason ops:
Just pass a temp vector in there, it's there to give you more information about the returned matrix
UT_Matrix3.h
If a and b are opposed, the rotation is undefined and the method returns a vector c of zeroes (check with !c); if all is OK, c != 0.
Just pass a temp vector in there, it's there to give you more information about the returned matrix
Houdini Lounge » HDK on Mac OSX Apprentice HD
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Go to /Library/Frameworks/Houdini.framework/Resources/ and look around.
The headers / samples are in the toolkit directory
Make sure to set up your environment (source houdini_setup) and you should have no problem building anything
The headers / samples are in the toolkit directory
Make sure to set up your environment (source houdini_setup) and you should have no problem building anything
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