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Technical Discussion » Missing Heightfield Wind Erosion
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- pavelsiska
- 17 posts
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Technical Discussion » Missing Heightfield Wind Erosion
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- pavelsiska
- 17 posts
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Hi,
I'm trying to re-create a desert landscape in Houdini like so.
But can't find a proper way to go about it. Real wind erosion would be nice but as I understand it's not implemented in Houdini yet, right?
I'm trying to re-create a desert landscape in Houdini like so.
But can't find a proper way to go about it. Real wind erosion would be nice but as I understand it's not implemented in Houdini yet, right?
Technical Discussion » Labs Maps Baker - variable max trace distance
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- pavelsiska
- 17 posts
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The only solution I came up with was to do the baking twice, with higher and lower max trace distance and then I comped the good parts from both textures together in Photoshop.
Technical Discussion » Labs Maps Baker - variable max trace distance
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- pavelsiska
- 17 posts
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Is there a way to feed the labs maps baker node in 'surface normal' tracing mode an attribute-driven max trace distance? Right now all I can do is set one value for an entire model. Which can be somehow inconvenient with hands i.e. where I'd really like to scale down the trace distance between fingers since most artifacts usually happen to me around those parts.
Houdini Lounge » Houdini 19 doesn't load AT ALL on Ubuntu 21.10
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- pavelsiska
- 17 posts
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alunablue
A fresh install of Ubuntu 20.04 and h19.
sudo apt install libopengl0 freeglut3 freeglut3-dev
Worked for me. Thanks!
Out of curiosity, what version of nvidia driver are you using?
Houdini Lounge » Houdini 19 doesn't load AT ALL on Ubuntu 21.10
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- pavelsiska
- 17 posts
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Besides going through all the struggles and hacks mentioned here I was as well instantly crashing H19 on Ubuntu 21.10 when just clicking on the new curve tool in shelf or creating the node in network pane. The error in the log looked very similar to what is reported here by other users.
I tried to roll back the nvidia driver from 495 to 470 (tested) and got it working okay. Even though it still takes like 2-3 tries every time to launch Houdini, I can at least draw that bloody curve now!
... Maybe this could help some of you guys too.
I tried to roll back the nvidia driver from 495 to 470 (tested) and got it working okay. Even though it still takes like 2-3 tries every time to launch Houdini, I can at least draw that bloody curve now!

... Maybe this could help some of you guys too.
Houdini Lounge » Houdini 19 doesn't load AT ALL on Ubuntu 21.10
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- pavelsiska
- 17 posts
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Solaris and Karma » Best texture file format for Karma
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- pavelsiska
- 17 posts
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I'm wondering, what is the best file format for textures in Karma?
Because recently I've been having some problems right after launching Karma in newly open scenes with like 3 megascans and handful of 8k .exr textures. It nearly stops progressing for anywhere between 30 seconds and 5 minutes. Once it passes this stage however it's all superfast and interactive, like it's supposed to. Then even when I jump to Houdini GL and back to Karma it's all smooth. I can change shader parameters. Anything. No problem.
I had the same problem with .jpg textures. Do I need to convert all my to textures to .rat format or is 8k too much for Karma or what's the deal? Am I missing something? Without textures it's fine, so it's gotta be the textures.
Because recently I've been having some problems right after launching Karma in newly open scenes with like 3 megascans and handful of 8k .exr textures. It nearly stops progressing for anywhere between 30 seconds and 5 minutes. Once it passes this stage however it's all superfast and interactive, like it's supposed to. Then even when I jump to Houdini GL and back to Karma it's all smooth. I can change shader parameters. Anything. No problem.
I had the same problem with .jpg textures. Do I need to convert all my to textures to .rat format or is 8k too much for Karma or what's the deal? Am I missing something? Without textures it's fine, so it's gotta be the textures.
Houdini Lounge » Substance integration 2.0 on Linux?
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- pavelsiska
- 17 posts
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Hi, revamped substance integration is already available in Windows builds and for Linux it's announced but is it coming anytime soon or later this year?
Pavel
Pavel
Houdini Indie and Apprentice » How to convert HDA into non-instanced subnet
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- pavelsiska
- 17 posts
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Houdini Indie and Apprentice » How to convert HDA into non-instanced subnet
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- pavelsiska
- 17 posts
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Hello,
Is there a way to convert digital asset in my scene to regular working non-instanced subnet and break the link to the original digital asset completely? The thing is I used the maps baker from Game Development Toolset in my setup, modified it a bit for my needs and now I would like to reuse that setup as an HDA with that modified maps baker inside. But I would like to avoid messing up the original maps baker or creating an alternative version of it.
Is there a way to convert digital asset in my scene to regular working non-instanced subnet and break the link to the original digital asset completely? The thing is I used the maps baker from Game Development Toolset in my setup, modified it a bit for my needs and now I would like to reuse that setup as an HDA with that modified maps baker inside. But I would like to avoid messing up the original maps baker or creating an alternative version of it.
Technical Discussion » Point VOP error on Ubuntu
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- pavelsiska
- 17 posts
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Hi Dmitry,
As I already explained on odforce here:
http://forums.odforce.net/topic/25121-point-vop-error-on-ubuntu/#entry146611 [forums.odforce.net]
Putting
LC_ALL = C
into your houdini.env file will solve it. Seems there is something wrong with Qt integration under linux systems.
Regards,
Pavel
As I already explained on odforce here:
http://forums.odforce.net/topic/25121-point-vop-error-on-ubuntu/#entry146611 [forums.odforce.net]
Putting
LC_ALL = C
into your houdini.env file will solve it. Seems there is something wrong with Qt integration under linux systems.
Regards,
Pavel
Technical Discussion » Point VOP error on Ubuntu
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- pavelsiska
- 17 posts
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Hi everyone!
Few days ago I've installed Houdini 15.0.347 (production build, apprentice license) on a my newly purchased custom built workstation. Everything went okay. Installation smoothly finished without any warning. However one little thing is blocking me from further exploration and that's the Point VOP node which on my system (ubuntu 15.10) simply doesn't work. Never. Not even in the fresh completely blank file.
Right as I plug in the geometry data, boom, it goes down with error (please see attached picture)
Moreover the funny thing is when I save the “corrupted” point vop to a separate file and open it on mac osx, it works. So it's definitely something wrong with my system, or maybe with linux gcc compiler? (The version I have is 4.9)
Anyway I wonder, has anyone here ever encountered an issue like this before? Or maybe someone here has at least clue of what's going on, since I positively don't
Few days ago I've installed Houdini 15.0.347 (production build, apprentice license) on a my newly purchased custom built workstation. Everything went okay. Installation smoothly finished without any warning. However one little thing is blocking me from further exploration and that's the Point VOP node which on my system (ubuntu 15.10) simply doesn't work. Never. Not even in the fresh completely blank file.
Right as I plug in the geometry data, boom, it goes down with error (please see attached picture)
Moreover the funny thing is when I save the “corrupted” point vop to a separate file and open it on mac osx, it works. So it's definitely something wrong with my system, or maybe with linux gcc compiler? (The version I have is 4.9)
Anyway I wonder, has anyone here ever encountered an issue like this before? Or maybe someone here has at least clue of what's going on, since I positively don't

Technical Discussion » Indirect render pass
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- pavelsiska
- 17 posts
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I would try to go for this one
http://www.sidefx.com/docs/houdini10.0/nodes/vop/vgather [sidefx.com]
Gather loop “Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays.”
Looks rather promising.
http://www.sidefx.com/docs/houdini10.0/nodes/vop/vgather [sidefx.com]
Gather loop “Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays.”
Looks rather promising.
Technical Discussion » Render Single Plane?
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- pavelsiska
- 17 posts
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Hi,
I know how to split render output into different planes (or passes if you want).
Does anyone know how to render single pass(vex variable) and not bother with other calculations(other vex variables)?
I think that one way could be to write special shader that can disable the rest of passes you don't need. But there is few limitations/disadventeges as far as I can see:
1. It won't block the calculations you dont need, it won't just show them in render output, right?
2. It is “per shader”/“per object” solution so it could be quite tricky to set them in complicated scenes the way you want.
Any thoughts or suggestions are welcome.
I know how to split render output into different planes (or passes if you want).
Does anyone know how to render single pass(vex variable) and not bother with other calculations(other vex variables)?
I think that one way could be to write special shader that can disable the rest of passes you don't need. But there is few limitations/disadventeges as far as I can see:
1. It won't block the calculations you dont need, it won't just show them in render output, right?
2. It is “per shader”/“per object” solution so it could be quite tricky to set them in complicated scenes the way you want.
Any thoughts or suggestions are welcome.
Houdini Indie and Apprentice » how do i render z-depth map?
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- pavelsiska
- 17 posts
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on output mantra node in output tab there is “Extra image plane”, hit the plus button on the right and in VEX variable field write Pz (for z-position) or seaech it in the menu… that should do the trick
Technical Discussion » Approximate ambient occlusion - AAO
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- pavelsiska
- 17 posts
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Hi,
Does anyone know if there is a way to achieve this kind of AO?
As far as I understand the issue, it is based on points(vertices), on the geometry so it can give incredible times in render process.
http://www.blender.org/development/release-logs/blender-246/approximate-ambient-occlusion/ [blender.org]
Does anyone know if there is a way to achieve this kind of AO?
As far as I understand the issue, it is based on points(vertices), on the geometry so it can give incredible times in render process.
http://www.blender.org/development/release-logs/blender-246/approximate-ambient-occlusion/ [blender.org]
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