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Found 7 posts.

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Technical Discussion » H20.5 rotating viewport on space + number

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splintersilk
7 posts
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 July 22, 2024 21:01:17
Hey there

This was unexpected. Space + number has been my go to for switching viewport between perspective, front, top etc.. I've just noticed that doing so causes the effective display "camera" to start doing a weird barrel roll. Equally astonishing is when pressing Option + Space I also trigger this barrel roll, time tunnel thing. Is anyone else experiencing it? What's it for, and how do I turn it off please?

I'm on a Mac, if that helps narrow it down.

Cheers,
Jeff
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PDG/TOPs » Query a ropfetch node for progress/completion state w/python

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splintersilk
7 posts
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 March 8, 2021 21:38:45
Thanks for the absurdly fast and helpful response @tpetrick! I moments earlier heard the same from mestela and was about to reply to this thread with the same info. Cheers!
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PDG/TOPs » Query a ropfetch node for progress/completion state w/python

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splintersilk
7 posts
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 March 8, 2021 21:26:46
Hey there

I'm just starting to get my head into TOPs-land. I want to run a pythonscript TOPs node when the incoming node (which is ropfetch node) is complete. Right now, no combination of "Generate When" and "Evaluate Script During" seems to get the python script to run only AFTER the incoming node is complete. I hope to get around this by having python script itself check whether the incoming node has completed cooking. So far though using:


rf = hou.node(".").input(0)
print(rf.getCookState("force"))

...only ever tells me that the node is cooking, unless I manually dirty the python node after everything is complete then run just that. Then I get "cooked" as the answer.

Any thoughts or suggestions would be very much appreciated.

Cheers

Jeff
Edited by splintersilk - March 8, 2021 21:27:12
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Technical Discussion » Unable to resolve crashes in Houdini crahes with in 10-30 seconds

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splintersilk
7 posts
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 Sept. 4, 2018 15:33:29
Hey there RobertJ

Looks like I'm facing a very similar thing with somewhat similar hardware. Just recently porting to an Asus ROG with twin GTX970 and 16GB ram in Win10.

I was getting segfault crashes after about 30sec/minute.

I just updated my nVidia drivers and I'm getting the crashes almost instantly now.

Did you ever resolve it at your end?

Cheers

Jeff
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Technical Discussion » No Expression Quickhelp and Path Suggestions in Houdini 14

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splintersilk
7 posts
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 Dec. 21, 2015 17:25:26
I've been noticing this for a while and just found this thread trying to find the solution.

I'm on 15.0.321 in Win8.1/64bit - GeForce GTX680M.

To confirm, all tooltips report the parameter name, and that I should press F1 for more info. I'm sure there used to be a lot more info than that…

Are other people still hitting this issue? :?

Best wishes

Jeff
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Technical Discussion » noisy sample refiltering w/Raytracing crushes volume alpha

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splintersilk
7 posts
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 Dec. 18, 2015 19:37:28
Hi there

Thanks so much for the reply, and for your thoughts on it. Good information to have!

I actually packaged a hip file, screen captures and two resulting EXR files that highlight the concern and sent them to support earlier today (letting you know to avoid duplicated effort at your end!). I'll add them to this post.

To quote what I passed on to support:

The ultimate problem with this issue that I'm facing is that with gaussian
-w2 -r1 option I can no-longer unpremult and re-premult in comp and get the
same result.

I've sent two exrs that demonstrate the concern. gaussian 3
unpremults/repremults to the same result, gaussianw2r1 does not.


I hope this info adds a bit more clarity to the situation.

Many thanks and best wishes

Jeff
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Technical Discussion » noisy sample refiltering w/Raytracing crushes volume alpha

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splintersilk
7 posts
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 Dec. 17, 2015 12:57:16
Hey there

I'm kind of new to the Houdini forum, so please pardon my potential lack of etiquette!

I've been finding that rendering mantra volumes with noise sample refiltering (gaussian -w 2 -r 1) crushes the alpha of the volumes. The dark (less dense) areas seem to disappear completely in the alpha channel.

The issue occurs with raytracing or PBR, but goes away with Micropolygon Rendering.

Additionally, the problem goes away for raytracing, PBR, and Micropolygon Rendering when switching back to gaussian -w 3.


I'm not sure if this is a bug, or something that I should have just known about.

Any thoughts?

Best wishes

Jeff
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