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Houdini Indie and Apprentice » Render to MPLAY+FILE
- niko3d
- 338 posts
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Technical Discussion » perforce p4python module with Houdini's python problem
- niko3d
- 338 posts
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p4python isnt binary compatible with the version of python in houdini and maya,
If i remember correctly the maya 2015 build here works.
http://www.robg3d.com/maya-windows-binaries/ [robg3d.com]
Hope that helps
Cheers
Nick
If i remember correctly the maya 2015 build here works.
http://www.robg3d.com/maya-windows-binaries/ [robg3d.com]
Hope that helps
Cheers
Nick
Houdini Lounge » road intersections in a city asset
- niko3d
- 338 posts
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Freek, also has a video on roads
https://www.youtube.com/watch?v=ijYkWaPkDMw
[youtube.com]
and yeah polyexpand2d is great for this sort of work as well
Cheers
Nick
https://www.youtube.com/watch?v=ijYkWaPkDMw
[youtube.com]
and yeah polyexpand2d is great for this sort of work as well
Cheers
Nick
Houdini Engine for Unity » Unity Terrain data
- niko3d
- 338 posts
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Thanks for the reply, That's a shame we are missing out on a lot of powerful functionally being able to access and modify terrain data, can we put an rfe forward for that please, if an rfe exists already an extra vote for higher priority :-)
Cheers
Nick
Cheers
Nick
Houdini Engine for Unity » Unity Terrain data
- niko3d
- 338 posts
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Hey folks
Wondering if there is anyway to access the standard unity terrain data using hengine?
Cheers
Nick
Wondering if there is anyway to access the standard unity terrain data using hengine?
Cheers
Nick
Technical Discussion » Bullet physics implementation and other stuff
- niko3d
- 338 posts
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Hi cybermax
Ok, wasnt sure on the status of things. Its abit weird we did try the 581 version with houdini 11.0.581 but we had the same problem of the single point floating down. When it was compiled the problem occurred again. Has anyone else had this problem and solved it?
Cheers
Nick
Ok, wasnt sure on the status of things. Its abit weird we did try the 581 version with houdini 11.0.581 but we had the same problem of the single point floating down. When it was compiled the problem occurred again. Has anyone else had this problem and solved it?
Cheers
Nick
Technical Discussion » Bullet physics implementation and other stuff
- niko3d
- 338 posts
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Hi Cybermax
Thanks for the great work on you bullet implementation. I tried this out a while ago on my old machine and it was working great. Ive recently had to replace my machine and i cant seem to get a working version of your bullet tools and example projects.
When we run with the latest win64 build, all we get is a single point falling down. So im guessing we need a new version of the plugins compiled. The single point seems to originate from the bulletProperties node.
Any chance you can compile for Houdini 11.0.737 win64bit? We would love todo some tests with your bullet setup :¬) Will the old example projects still work ok with the newer builds?
Cheers
Nick
Thanks for the great work on you bullet implementation. I tried this out a while ago on my old machine and it was working great. Ive recently had to replace my machine and i cant seem to get a working version of your bullet tools and example projects.
When we run with the latest win64 build, all we get is a single point falling down. So im guessing we need a new version of the plugins compiled. The single point seems to originate from the bulletProperties node.
Any chance you can compile for Houdini 11.0.737 win64bit? We would love todo some tests with your bullet setup :¬) Will the old example projects still work ok with the newer builds?
Cheers
Nick
Technical Discussion » FLIP fluids Viscosity?
- niko3d
- 338 posts
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hi goldleaf
Ive plugged it into the third input “volumeVelocity” on the flip solver it self.
Cheers
Nick
Ive plugged it into the third input “volumeVelocity” on the flip solver it self.
Cheers
Nick
Technical Discussion » FLIP fluids Viscosity?
- niko3d
- 338 posts
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The gas surface tension microsolver works a treat ;¬) Using the gas blur however doesnt really work as viscosity effect, as it messes with velocity as whole, i.e the effect of gravity etc is also dampened. Viscosity is more of an internal fluid friction/dampening. Not quite sure how we can get that to work.
Cheers
Nick
Cheers
Nick
Technical Discussion » multiparm variables access from vex code
- niko3d
- 338 posts
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As far as i know theres an RFE in for that feature. Multiparms and vex/vop support would rock :¬D It would for certain allow us to create layered style shaders with out having to dynamically recreate the vop nodes related to them.
Not sure on the status of that RFE though.
Cheers
Nick
Not sure on the status of that RFE though.
Cheers
Nick
Technical Discussion » Massive viewport lag [SOLVED]
- niko3d
- 338 posts
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twod
With the 1700, you'd likely have to stick to 2x AA, and not in conjunction with HDR rendering.
Is that why my 1700 driver crash completely when using HDR rendering and anything over 2xAA? Or are you talking from a performance point of view?
Windows 7 64bit.
Cheers
Nick
Technical Discussion » how to save the output from icomposite?
- niko3d
- 338 posts
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Simple question, we are doing some image tiling and want to stitch these images together. How can we save out the IP image from icomposite in commandline mode.
I setup some scripts to work in houdinis cops but is hugely slow and sometimes fails doing this when dealing with so many layers. So I looked into the apps that come with houdini.
I came across icp.exe which would do the job if copying a segment of an image to the source image retained the original data… but it doesnt.
So looked at the old icomposite command line which also works for what we need. But we are arent sure how to save the composited data.
This is on windows commandline incase that makes a difference.
Cheers
Nick
I setup some scripts to work in houdinis cops but is hugely slow and sometimes fails doing this when dealing with so many layers. So I looked into the apps that come with houdini.
I came across icp.exe which would do the job if copying a segment of an image to the source image retained the original data… but it doesnt.
So looked at the old icomposite command line which also works for what we need. But we are arent sure how to save the composited data.
This is on windows commandline incase that makes a difference.
Cheers
Nick
Technical Discussion » Mantra Python filter property to set filename differently
- niko3d
- 338 posts
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Was just thinking about this issue jamie.
This may cause issues with our setup
“mantra -P ./filterMantra.py -f myIfd.ifd ./myoutputfile.exr”
Not that its wrong but more of how we are exporting the .exr files. We dont save a single exr file out that include our imageplanes. We have a separate exr file for each plane.
So we need to be able to set a path for each image plane, as well as stitching each image plane together after wards.
For any of that to work you need to know the imageplane contents from the IFD, unless we can search through the IFD for imagePlanes contents using your python script to do this. Even with that im not sure if we can set imageplane outputs through command line?
Maybe we can redirect all the outputs to a tile folder.
Havent tried this but it may work…
mantra -P ./filterMantra.py -f myIfd.ifd ./myOutputTileFolder1/
mantra -P ./filterMantra.py -f myIfd.ifd ./myOutputTileFolder2/
mantra -P ./filterMantra.py -f myIfd.ifd ./myOutputTileFolder3/
Then you can simply scan the output directory for all tiles and compile them together.
Thinking outloud here , A cheeky workaround and not a great one to be honest, is to generate multiple ifds but using an enviroment var in the folder path for controlling the tile number… i.e $TILENUMBER, which you can set before the IFD job runs. I suppose its similar to a wedge rop, but controlled at a renderfarm level. Maybe we can do a post renderscript to set this so it is generic.
Either way a python filter or commandline option would be best if it was possible.
Downside means multiple IFDs, its not generic and requires user input rather then simply telling the farm to render tiles.
Cheers
Nick
This may cause issues with our setup
“mantra -P ./filterMantra.py -f myIfd.ifd ./myoutputfile.exr”
Not that its wrong but more of how we are exporting the .exr files. We dont save a single exr file out that include our imageplanes. We have a separate exr file for each plane.
So we need to be able to set a path for each image plane, as well as stitching each image plane together after wards.
For any of that to work you need to know the imageplane contents from the IFD, unless we can search through the IFD for imagePlanes contents using your python script to do this. Even with that im not sure if we can set imageplane outputs through command line?
Maybe we can redirect all the outputs to a tile folder.
Havent tried this but it may work…
mantra -P ./filterMantra.py -f myIfd.ifd ./myOutputTileFolder1/
mantra -P ./filterMantra.py -f myIfd.ifd ./myOutputTileFolder2/
mantra -P ./filterMantra.py -f myIfd.ifd ./myOutputTileFolder3/
Then you can simply scan the output directory for all tiles and compile them together.
Thinking outloud here , A cheeky workaround and not a great one to be honest, is to generate multiple ifds but using an enviroment var in the folder path for controlling the tile number… i.e $TILENUMBER, which you can set before the IFD job runs. I suppose its similar to a wedge rop, but controlled at a renderfarm level. Maybe we can do a post renderscript to set this so it is generic.
Either way a python filter or commandline option would be best if it was possible.
Downside means multiple IFDs, its not generic and requires user input rather then simply telling the farm to render tiles.
Cheers
Nick
Technical Discussion » houdini on ubuntu 9.10 64bit and building ui cache
- niko3d
- 338 posts
- Offline
Ahh explains why im having problems with 9.10 Ach well, i can drop back to 9.04 from a back up ;¬) since its a wubi install.
Thanks for the heads up
Nick
Thanks for the heads up
Nick
Technical Discussion » houdini on ubuntu 9.10 64bit and building ui cache
- niko3d
- 338 posts
- Offline
Thanks for the help Edward, but still no luck … I have a feeling theres a few issues from the ubuntu upgrade kicking around.. possible related to a buffer io problem on shutdown. Best todo a clean reinstall of 9.10 I think.
Cheers
Nick
Cheers
Nick
Technical Discussion » houdini on ubuntu 9.10 64bit and building ui cache
- niko3d
- 338 posts
- Offline
Hey people, I started using ubuntu 9.10 recently. This was through the online upgrade from 9.04, which i was running houdini on with no problems.
Anyway I was using houdini on 9.10 and all seemed good. Until i installed the latest houdini build ….. Where it had to build a new ui cache.
For some reason the icon cache is alway 0 bytes after the rebuild, and always rebuilds on every houdini start up. Causing my houdini to have no icons. So I checked permissions and made sure using chmod that I had read write permissions to the enitre houdini home folder contents.
Of course the reason why it worked before the new install of houdini is it was using the pre existing houdini cache from 9.04. To be sure it wasnt the build of houdini causing the issue I tried the old one and it has the same issue.
I just cant see why this is happening. Has anyone else had problems like this? Anything to help would be great.
Im a bit stumped :¬/
Cheers
Nick
Anyway I was using houdini on 9.10 and all seemed good. Until i installed the latest houdini build ….. Where it had to build a new ui cache.
For some reason the icon cache is alway 0 bytes after the rebuild, and always rebuilds on every houdini start up. Causing my houdini to have no icons. So I checked permissions and made sure using chmod that I had read write permissions to the enitre houdini home folder contents.
Of course the reason why it worked before the new install of houdini is it was using the pre existing houdini cache from 9.04. To be sure it wasnt the build of houdini causing the issue I tried the old one and it has the same issue.
I just cant see why this is happening. Has anyone else had problems like this? Anything to help would be great.
Im a bit stumped :¬/
Cheers
Nick
Technical Discussion » hou.ui.selectFile() - default_value ignored
- niko3d
- 338 posts
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Technical Discussion » hou.ui.selectFile() - default_value ignored
- niko3d
- 338 posts
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Technical Discussion » How can I pass a string array into a shader?
- niko3d
- 338 posts
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I had the exact same issue. I have requested for an RFE to allow some sort of multiparm setup through vex. i.e We would have a set of parms under a folder which is tagged as a multiparm. Then in a similar fashion to a point cloud we run a while loop on a multiparm handle and this returns the requested data that we can store in an array.
Thus allowing you to create a library of textures or to have unlimited layering in a shader.
I would also like to see array support in vops, which im sure would help in making the multiparm set up more viable.
Cheers
Nick
Thus allowing you to create a library of textures or to have unlimited layering in a shader.
I would also like to see array support in vops, which im sure would help in making the multiparm set up more viable.
Cheers
Nick
Technical Discussion » [BUG] the paint and sculpt sop does not work in win 32bit
- niko3d
- 338 posts
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Hey francois, I had some one complaining of the exact same problem today but this time in win 64bit, they could apparently reproduce this by having two houdini process' open. I still get this issue even with houdini 10 on win32.
Still no idea why and how to reproduce this on win32 bit, it just happens……randomly while using any of the paint style tools.
Nick
Still no idea why and how to reproduce this on win32 bit, it just happens……randomly while using any of the paint style tools.
Nick
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