Hello,
I am planning of developing some tools for using Renderman in Houdini for a graduate thesis project. Dose anyone know if Renderman 19 will be supported in the near future?
James S.
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Houdini Learning Materials » Renderman 19 Support?
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- tex1820
- 22 posts
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Technical Discussion » Phyllotactic wrapped around a sphere
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- tex1820
- 22 posts
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Hello! I am trying to create Dandylions using a Phyllotactic pattern (http://en.wikipedia.org/wiki/Phyllotaxis). [en.wikipedia.org] I was able to get a 2d representation of this pattern in Houdini but I cannot think of a way to apply this to a sphere (see attached Screen Grab). I am essentially trying to do the same thing as this guy: http://www.evsc.net/home/phyllotaxis-sphere. [evsc.net]
Any ideas of what I should look at?
Any ideas of what I should look at?
Houdini Lounge » Hqueue Users?
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- tex1820
- 22 posts
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Hello,
Is there some kind of user system within Hqueue that can be implemented? We are in an environment where we would like users to be able to manage there own jobs and not others.
Is there some kind of user system within Hqueue that can be implemented? We are in an environment where we would like users to be able to manage there own jobs and not others.
Technical Discussion » HQueue: problem adding client
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- tex1820
- 22 posts
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Just going to leave this here incase someone else has the same issue. I determined the issue was in the ini file that's on the client side. Instead of using the address that uses the DNS I used the straight ip address to the server. This solved the issue.
Technical Discussion » HQueue: problem adding client
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- tex1820
- 22 posts
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Houdini Lounge » bake colors to texture map
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- tex1820
- 22 posts
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Houdini Learning Materials » Using ABC in dops
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- tex1820
- 22 posts
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Well I figured it out. Did not see the check boxes on the collision obj node in dops. Nethermind!
Houdini Learning Materials » Using ABC in dops
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- tex1820
- 22 posts
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Hello,
I am having some issues with using an alembic file with a dop net. I have it currently set to load houdini geo however I am still unable to use it as collision geo in my dop net for a pyro sim as it is not bringing the animation into dops (it is a moving cannon on a ship). I can see the animation in the view port but in dops It holds the animation on the first frame.
So far I have tried to do an object merge into another geo node but that did not seem to help. How can I get animated alembic geo into dops?
Thanks!
James
I am having some issues with using an alembic file with a dop net. I have it currently set to load houdini geo however I am still unable to use it as collision geo in my dop net for a pyro sim as it is not bringing the animation into dops (it is a moving cannon on a ship). I can see the animation in the view port but in dops It holds the animation on the first frame.
So far I have tried to do an object merge into another geo node but that did not seem to help. How can I get animated alembic geo into dops?
Thanks!
James
Houdini Indie and Apprentice » VOPs: attributes from point clouds
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- tex1820
- 22 posts
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Using op:`opinputpath(“..”,1)` worked wonderfuly and I was rewarded with a pretty pyro sim. Thanks guys!
Sup Dan! I will try not to blow up your gchat with probs as I work through these tutorials….
Sup Dan! I will try not to blow up your gchat with probs as I work through these tutorials….
Houdini Indie and Apprentice » Invisible gird and objects.
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- tex1820
- 22 posts
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I could be dead wrong, i'm a newbie. Try going to Edit->Preferences->3D Viewports
Try the different Scene Renderers and see if that fixes your issue.
Try the different Scene Renderers and see if that fixes your issue.
Houdini Indie and Apprentice » VOPs: attributes from point clouds
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- tex1820
- 22 posts
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Hello,
I am doing a tutorial for sourcing fuel, temperature, and an activation attribute from points.
I am having an issue transferring attributes from some re-sampled curves to a point cloud on a grid.
I am first using a re-sampled curve with carve SOPs to create points that have these attributes. I think the issue I am having is getting these points into my VOP network. To do this I have 3 Point Cloud Open nodes in my VOP. I am then using the expression:
opinputpath(“.”, 1)
The 1 is replaces with the correct inputs. I think this is where I am going wrong but cant be sure. The tutorial says to use the expression
op:'opimportpath(“.”, 1)'
but this is giving me a syntax error. I have the point cloud open feeding into a Point Cloud Filter looking for my created attributes. The output from those are fed into a float to vector then to the Point Color attribute on my output. I am only getting 0 values on my RGB for the points. Am I doing this incorrectly?
I am using 12.5
Thanks,
James
I am doing a tutorial for sourcing fuel, temperature, and an activation attribute from points.
I am having an issue transferring attributes from some re-sampled curves to a point cloud on a grid.
I am first using a re-sampled curve with carve SOPs to create points that have these attributes. I think the issue I am having is getting these points into my VOP network. To do this I have 3 Point Cloud Open nodes in my VOP. I am then using the expression:
opinputpath(“.”, 1)
The 1 is replaces with the correct inputs. I think this is where I am going wrong but cant be sure. The tutorial says to use the expression
op:'opimportpath(“.”, 1)'
but this is giving me a syntax error. I have the point cloud open feeding into a Point Cloud Filter looking for my created attributes. The output from those are fed into a float to vector then to the Point Color attribute on my output. I am only getting 0 values on my RGB for the points. Am I doing this incorrectly?
I am using 12.5
Thanks,
James
Houdini Indie and Apprentice » FLIP Fluid Blood
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- tex1820
- 22 posts
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Houdini Indie and Apprentice » FLIP Fluid Blood
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- tex1820
- 22 posts
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Hey all! I am working on a shot for a friend and this is the first time I am working with flip fluids. I would like to use some kind of density attribute to represent how many particles are close to each other. I would then use this attribute to control the occupancy of my shader. What would be the best way to do this? Would it be to use a VOP and use the neighbor count to get the number of surrounding points and use that to create a density attribute?
Here is the rough WIP of the shot: https://vimeo.com/48777494 [vimeo.com]
Thanks!
James S
Here is the rough WIP of the shot: https://vimeo.com/48777494 [vimeo.com]
Thanks!
James S
Houdini Lounge » Applying Materals to exported Bgeo Sequence
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- tex1820
- 22 posts
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That was indeed the case! I deleted the Cd attribute with the attribute SOP and that solved the issue. Thank you for your help!
Houdini Lounge » Applying Materals to exported Bgeo Sequence
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- tex1820
- 22 posts
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Hello!
So I did a Ridged body sim and exported the result to a Bgeo sequence to read into another scene for lighting and rendering. When I bring in the geo into the scene some of the geo is only visible on frame one in the render but it is still outputting an alpha channel. It is not outputting RGB. This problem dose not occur on frame one. I am using groups that I created when fracturing to assign shaders. Any thoughts?
NOTE: I had to upload the Bgeo files here due to the 5mb size limit.
jvspad.com/ToSend.zip
So I did a Ridged body sim and exported the result to a Bgeo sequence to read into another scene for lighting and rendering. When I bring in the geo into the scene some of the geo is only visible on frame one in the render but it is still outputting an alpha channel. It is not outputting RGB. This problem dose not occur on frame one. I am using groups that I created when fracturing to assign shaders. Any thoughts?
NOTE: I had to upload the Bgeo files here due to the 5mb size limit.
jvspad.com/ToSend.zip
Houdini Lounge » Deleting point based on attribute?
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- tex1820
- 22 posts
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Houdini Lounge » Deleting point based on attribute?
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- tex1820
- 22 posts
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Hi,
I would like to delete points based on an attribute I am transferring. I thought I had it correct with the expression on the delete node
if(points(“../grabAtt”, $PT, “burned”) > 0)
How would I delete points that have a value on an attribute greater then 0?
I would like to delete points based on an attribute I am transferring. I thought I had it correct with the expression on the delete node
if(points(“../grabAtt”, $PT, “burned”) > 0)
How would I delete points that have a value on an attribute greater then 0?
Technical Discussion » H12: Fatal error Segmentation Fault
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- tex1820
- 22 posts
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It dose not crash on start up to often. It mostly happens when I interact with the node view. Here is a copy of the crash log.
Technical Discussion » H12: Fatal error Segmentation Fault
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- tex1820
- 22 posts
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Hello everyone,
I have been getting the error Fatal error: Segmentation Fault every so often from when I first open Houdini to after I have been working for a while. I google search yelled suggestions such as updating graphic card drivers to deleting preference files. So far I have
Deleted prefrence files
Uninstalled Houdini and installed the latest version of apprentice
Updated graphics card drivers
Switched to H11 3d viewport Scene renderer
My system specs are
Window 7 64bit
Core i7 K875
16 GB Ram
Radeon HD 6800
Driver Version 8.961.0.0
1TB Drive w/ 430GB free
Any suggestions?
I have been getting the error Fatal error: Segmentation Fault every so often from when I first open Houdini to after I have been working for a while. I google search yelled suggestions such as updating graphic card drivers to deleting preference files. So far I have
Deleted prefrence files
Uninstalled Houdini and installed the latest version of apprentice
Updated graphics card drivers
Switched to H11 3d viewport Scene renderer
My system specs are
Window 7 64bit
Core i7 K875
16 GB Ram
Radeon HD 6800
Driver Version 8.961.0.0
1TB Drive w/ 430GB free
Any suggestions?
Work in Progress » WIP Building hit and quesions
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- tex1820
- 22 posts
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Thanks for the feedback guys!
Sami: Totally agree with you on the speed of the rocks. I will decrease the Gravity value.
ragupasta: Thanks for the example file on emitting particles. I will check that out. The sprites sounds like a good solution for creating the bulk of the dust effect. How would you handle trailing smoke like the rock on the left of the picture below? Would you instence an emitter to random RBD objects and just emite patical sprites as well from those objects?
EDIT: Also what are cookies?
Sami: Totally agree with you on the speed of the rocks. I will decrease the Gravity value.
ragupasta: Thanks for the example file on emitting particles. I will check that out. The sprites sounds like a good solution for creating the bulk of the dust effect. How would you handle trailing smoke like the rock on the left of the picture below? Would you instence an emitter to random RBD objects and just emite patical sprites as well from those objects?
EDIT: Also what are cookies?

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