Please do take a look at your Windows Update settings too. IIRC, they are set by default to update at 3AM and will automatically reboot your workstation if needed :cry:
Cheers,
tk
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Technical Discussion » Rendering Stops at 2am...hmmm...
- tkngs
- 105 posts
- Offline
Houdini Lounge » When was Houdini 1.0 and Prisms 1.0 released?
- tkngs
- 105 posts
- Offline
Got this from the sidefx mailing list archives:
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=119161.53511.qm@web56403.mail.re3.yahoo.com&perpage=20&revdate=on [sidefx.com]
> Quoting Kim Davidson :
> >
> >
> >> Something like this:
> >>
> >> Brief Houdini Release History
> >> 9.0 Sep 2007 Workflow/fluid/HOM/Python/PBRm/Toon asset/SOHO
> >> 8.1 Jul 2006 Autorig
> >> 8.0 Aug 2005 DOPs solvers: rbd,cloth,wire
> >> 7.0 Sep 2004 rigging, takes, bundles, channel groups, pt
> clouds,
> >> 6.1 Dec 2003 pelt sop, inflate (muscle) sop, halo advancements
> >> 6.0 May 2003 digital assets
> >> 5.2 Nov 2002 compositor (Halo) and character (Escape)
> >> 5.1 Aug 2002 VOPS, Apprentice introduced
> >> 5.0 Jan 2002 interactive animatable operator handles,
> >> modelling workflow, new compositor,
> >> mental ray support,
> >> new character and polygon tools
> >> 4.1 Jan 2001 stability
> >> 4.0 Dec 1999 UIoverhaul/RBD/VEX/polystitch/Linux
> support/vmantra
> >> 3.0 Apr 1999 hiddenline/dopesht/HDKnt/IGES/100sbugs/SHOPs
> >> 2.5.3 Jun 1998 CHOPS/POPS/surfsect
> >> 2.5 Mar 1998 NT
> >> 2.0.4 Jan 1998
> >> 2.0 Oct 1997 pasting/GLtransparency/mantramicro
> >> 1.2 Jun 1997
> >> 1.1 Mar 1997 HDK
> >> 1.0 Dec 1996
> >>
> >> Brief PRISMS Release History
> >> 7.0 1998 PRISMS final ship
> >> 6.4 1997 SGI O2 compatibility
> >> 6.3 1997 RenderMan interface
> >> 6.1 1996 optimizations (Houdini 1.0 at SIGGRAPH)
> >> 6.0 Jun 1995 sage
> >> 5.5 Jan 1995 l-systems
> >> 5.4 Jun 1994 moca, tima
> >> 5.3 Dec 1993 mojo, ice, metaballs
> >> 5.2 1992 fpaint added (new C++ UI libs)
> >> 5.1 1991 full-width graph
> >> 5.0 1991 crystal2 renderer eliminated
> >> 4.5 1991 particles
> >> 3.0 1990 mantra raytrace renderer added
> >> 2.0 1989 patch support, deformation sops
> >> 1.5 1988 initial sops, light editor
> >> 1.0 1987 new motion editor and modeler combined to form
> >> action
> >>
> >> * partial list only of changes and enhancements
> >> * E&OE
> >> _____
> >> Kim
> >> www.sidefx.com
Cheers,
tk
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=119161.53511.qm@web56403.mail.re3.yahoo.com&perpage=20&revdate=on [sidefx.com]
> Quoting Kim Davidson :
> >
> >
> >> Something like this:
> >>
> >> Brief Houdini Release History
> >> 9.0 Sep 2007 Workflow/fluid/HOM/Python/PBRm/Toon asset/SOHO
> >> 8.1 Jul 2006 Autorig
> >> 8.0 Aug 2005 DOPs solvers: rbd,cloth,wire
> >> 7.0 Sep 2004 rigging, takes, bundles, channel groups, pt
> clouds,
> >> 6.1 Dec 2003 pelt sop, inflate (muscle) sop, halo advancements
> >> 6.0 May 2003 digital assets
> >> 5.2 Nov 2002 compositor (Halo) and character (Escape)
> >> 5.1 Aug 2002 VOPS, Apprentice introduced
> >> 5.0 Jan 2002 interactive animatable operator handles,
> >> modelling workflow, new compositor,
> >> mental ray support,
> >> new character and polygon tools
> >> 4.1 Jan 2001 stability
> >> 4.0 Dec 1999 UIoverhaul/RBD/VEX/polystitch/Linux
> support/vmantra
> >> 3.0 Apr 1999 hiddenline/dopesht/HDKnt/IGES/100sbugs/SHOPs
> >> 2.5.3 Jun 1998 CHOPS/POPS/surfsect
> >> 2.5 Mar 1998 NT
> >> 2.0.4 Jan 1998
> >> 2.0 Oct 1997 pasting/GLtransparency/mantramicro
> >> 1.2 Jun 1997
> >> 1.1 Mar 1997 HDK
> >> 1.0 Dec 1996
> >>
> >> Brief PRISMS Release History
> >> 7.0 1998 PRISMS final ship
> >> 6.4 1997 SGI O2 compatibility
> >> 6.3 1997 RenderMan interface
> >> 6.1 1996 optimizations (Houdini 1.0 at SIGGRAPH)
> >> 6.0 Jun 1995 sage
> >> 5.5 Jan 1995 l-systems
> >> 5.4 Jun 1994 moca, tima
> >> 5.3 Dec 1993 mojo, ice, metaballs
> >> 5.2 1992 fpaint added (new C++ UI libs)
> >> 5.1 1991 full-width graph
> >> 5.0 1991 crystal2 renderer eliminated
> >> 4.5 1991 particles
> >> 3.0 1990 mantra raytrace renderer added
> >> 2.0 1989 patch support, deformation sops
> >> 1.5 1988 initial sops, light editor
> >> 1.0 1987 new motion editor and modeler combined to form
> >> action
> >>
> >> * partial list only of changes and enhancements
> >> * E&OE
> >> _____
> >> Kim
> >> www.sidefx.com
Cheers,
tk
Technical Discussion » HQUEUE client on OS X
- tkngs
- 105 posts
- Offline
I believe that is due to OS X automatically removing (or unmounting) the Windows share in /Volumes/MainDirectory once you log out from your account on the Mac render nodes. This results in the HQueue client and Houdini not being able to find the MainDirectory share and the hqueue_mac_test.hipnc file.
One simple way is to leave your interactive user session logged on in the Mac render nodes with the Windows share mounted.
The preferred method is to use automount to create a permanent mount point and mount the Windows share for each Mac render node at bootup. You can find some useful tips on using automount in this blog:
http://useyourloaf.com/blog/2011/01/24/using-the-mac-os-x-automounter.html [useyourloaf.com]
Cheers,
tk
One simple way is to leave your interactive user session logged on in the Mac render nodes with the Windows share mounted.
The preferred method is to use automount to create a permanent mount point and mount the Windows share for each Mac render node at bootup. You can find some useful tips on using automount in this blog:
http://useyourloaf.com/blog/2011/01/24/using-the-mac-os-x-automounter.html [useyourloaf.com]
Cheers,
tk
Technical Discussion » HQUEUE client on OS X
- tkngs
- 105 posts
- Offline
Hello,
For HQueue rendering on OS X mantra render clients, trying pointing Target HFS to:
/Library/Frameworks/Houdini.framework/Versions/Current/Resources
This will choose the latest installed version of Houdini to be run by the OS X HQueue client node script.
Hope this helps.
PS. Setting up a shared directory for Houdini distributions will help make Houdini version management for the render farm easier, though it does come at the expense of a longer startup time depending on how heavy the file server is hit.
Cheers,
tk
For HQueue rendering on OS X mantra render clients, trying pointing Target HFS to:
/Library/Frameworks/Houdini.framework/Versions/Current/Resources
This will choose the latest installed version of Houdini to be run by the OS X HQueue client node script.
Hope this helps.
PS. Setting up a shared directory for Houdini distributions will help make Houdini version management for the render farm easier, though it does come at the expense of a longer startup time depending on how heavy the file server is hit.
Cheers,
tk
Technical Discussion » Ocean rendering flat
- tkngs
- 105 posts
- Offline
Hi,
I just tried the same file that Joker386 posted and it rendered flat in my Houdini FX Apprentice too (H13.0.363).
To fix this problem, please dive into the ocean_surface geometry node and change the file extension in “Output File” parameter in the ocean_render node from .pic to .picnc.
Once I did that, the displacements worked in my subsequent test render.
Hope this helps!
Cheers,
tk
I just tried the same file that Joker386 posted and it rendered flat in my Houdini FX Apprentice too (H13.0.363).
To fix this problem, please dive into the ocean_surface geometry node and change the file extension in “Output File” parameter in the ocean_render node from .pic to .picnc.
Once I did that, the displacements worked in my subsequent test render.
Hope this helps!
Cheers,
tk
The Orbolt Smart 3D Asset Store » can't sync my mac houdini to asset store
- tkngs
- 105 posts
- Offline
Lainne
I'm not able to sync the asset browser in my Houdini in my MacbookPro to the Orbolt store. It prompts me for a login to the website but after I log in and “Login confirmed, You will now be sent back to Houdini” nothing happened.
Hi Lainne,
Can you try doing a cmd-tab to switch to your active Houdini session once you see the 'Login confirmed, you will now be sent back to Houdini"?
On my MBP, I need to do a cmd-tab to make Houdini become the active application in the foreground and I can see the assets that I bought appearing in the Sync pane.
Cheers,
tk
Technical Discussion » I have a problem houdini12 fluid emission rate
- tkngs
- 105 posts
- Offline
pwquint
At some point Sidefx were going to reach an arrangement to put my videos up on a Chinese site. I guess that hasn't happened. If there is an easy way to make them available in China I'd be happy to look at it.
Hi Peter,
I am working on that still. The transcribing is going to take a while due to limited resources and next up will be the hosting and bandwidth issues.
Cheers,
tk
Houdini Indie and Apprentice » stupid problem but no solution
- tkngs
- 105 posts
- Offline
Other question..I?m working on a small model and the wieport clips me when I zoom too close to the model..How can I change the clipping settings? I tried on the display panel but nothing happened..One method is to add a camera to the scene and lock the camera to the view (by selecting the ‘Tie View To Camera/Light’ option in the camera selection/options drop down list at the top right hand corner of the 3D viewport).
You can interactively set the near and far clipping parameters of the camera object in its View tab to allow you to zoom in closer to your model.
Cheers,
tk
Houdini Indie and Apprentice » HDRI in houdini11
- tkngs
- 105 posts
- Offline
Yes, ^ means ‘NOT’. So essentially, we are telling the arealight1 object to ignore or exclude the light_dome as an occluder when casting the shadow rays.
The Shadow Mask parameter is essentially our Cast Shadow & Receive Shadows equivalent in each light object.
Cheers,
tk
The Shadow Mask parameter is essentially our Cast Shadow & Receive Shadows equivalent in each light object.
Cheers,
tk
Houdini Indie and Apprentice » HDRI in houdini11
- tkngs
- 105 posts
- Offline
Seems like your light_dome object is casting shadows onto the teapot. Once it's removed from arealight1's ‘Shadow Mask’ by adding ‘^light_dome’, the teapot does get rendered brightly lit by arealight1.
Cheers,
tk
Cheers,
tk
Houdini Indie and Apprentice » why groups are not created in Copy SOP? [SOLVED]
- tkngs
- 105 posts
- Offline
Hi oat,
You're most welcome. To have the random pattern animated with time, you can insert a $F in the ‘height’ stamp variable. $F is the current ‘frame’ number.
I have attached the animated version of the file for reference.
Cheers,
tk
You're most welcome. To have the random pattern animated with time, you can insert a $F in the ‘height’ stamp variable. $F is the current ‘frame’ number.
I have attached the animated version of the file for reference.
Cheers,
tk
Houdini Indie and Apprentice » why groups are not created in Copy SOP? [SOLVED]
- tkngs
- 105 posts
- Offline
Hi,
You will need to use copyGroup$PT instead of the default copyGroup$CY to get each box that is copied to be in its own group.
To vary the height of the boxes being copied in a random way, you can make use of copy-stamping in the Copy SOP to do so. I have attached a modified hip file for your reference.
Cheers,
tk
You will need to use copyGroup$PT instead of the default copyGroup$CY to get each box that is copied to be in its own group.
To vary the height of the boxes being copied in a random way, you can make use of copy-stamping in the Copy SOP to do so. I have attached a modified hip file for your reference.
Cheers,
tk
Technical Discussion » No module named _multiprocessing
- tkngs
- 105 posts
- Offline
Hi Patrick,
I have tried importing the multiprocessing module successfully within H11's python shell in both Linux (Fedora 14) and OS X 10.6.6. Both OS and Houdini installations are default and nothing needs to be added to the Python lib directories.
From google searches, it seems that the multiprocessing module has problems working in Windows within an interactive Python console.
Perhaps you can try using a Mac or Linux-based PC instead if it is feasible?
Cheers,
tk
I have tried importing the multiprocessing module successfully within H11's python shell in both Linux (Fedora 14) and OS X 10.6.6. Both OS and Houdini installations are default and nothing needs to be added to the Python lib directories.
From google searches, it seems that the multiprocessing module has problems working in Windows within an interactive Python console.
Perhaps you can try using a Mac or Linux-based PC instead if it is feasible?
Cheers,
tk
Houdini Indie and Apprentice » Tutorials For Huodini 11
- tkngs
- 105 posts
- Offline
Hi J,
I have posted a H11 version of the text breaking with RBD demo and a short description of the changes here: http://forums.cgsociety.org/showthread.php?f=77&t=947533 [forums.cgsociety.org]
My hip file is in the work-in-progress section for reference: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21888 [sidefx.com]
You may want reference Peter Quint's tutorials to get started. They can be found at: http://www.vimeo.com/user2030228 [vimeo.com]
Hope this is what you are looking for.
Cheers,
tk
I have posted a H11 version of the text breaking with RBD demo and a short description of the changes here: http://forums.cgsociety.org/showthread.php?f=77&t=947533 [forums.cgsociety.org]
My hip file is in the work-in-progress section for reference: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21888 [sidefx.com]
You may want reference Peter Quint's tutorials to get started. They can be found at: http://www.vimeo.com/user2030228 [vimeo.com]
Hope this is what you are looking for.
Cheers,
tk
Work in Progress » Text letters breaking apart using simple RBD Glue Object
- tkngs
- 105 posts
- Offline
Just did a H11 version of this tutorial for sharing:
http://download.sidefx.com/images/stories/blogs/houdini9_blog/UI_Intro/ui_intro.mov [download.sidefx.com]
Cheers,
tk
http://download.sidefx.com/images/stories/blogs/houdini9_blog/UI_Intro/ui_intro.mov [download.sidefx.com]
Cheers,
tk
Houdini Lounge » Fixing slow selection problem with ATI cards
- tkngs
- 105 posts
- Offline
craiglhoffmanHi Craig,
I just updated my Win7 laptop with 11.2 (latest) drivers and made the fix to the reversed normals that was told to me on the Houdini Mailing List and the occasional crashing is bugging me.
I was getting a number of crashes on a few machines with the Catalyst 11.2 driver and after reinstalling with the Catalyst 10.9 driver, the systems were stable so far.
Hope this helps.
Cheers,
tk
Houdini Lounge » history of houdini
- tkngs
- 105 posts
- Offline
Hi Patrick,
I got this historical summary of various Houdini releases over the years from odforce's wiki page. There are much more interesting information in the wiki page which I left out in this summary below:
http://odforce.net/wiki/index.php/WhatIsHoudini%3F [odforce.net]
I got this historical summary of various Houdini releases over the years from odforce's wiki page. There are much more interesting information in the wiki page which I left out in this summary below:
http://odforce.net/wiki/index.php/WhatIsHoudini%3F [odforce.net]
- Houdini 11.0 (2010)
Houdini 10.0 (2009)
Houdini 9.0 (2007)
Houdini 8.0 (2005)
Houdini 7.0 (2004)
Houdini 6.0 (2003)
Houdini 5.5 (2002)
Houdini 5.0 (2002)
Houdini 4.0 (2000)
Houdini 3.0 (1999)
Houdini 2.5 (1998)
Houdini 1.0 (1996)
PRISMS 7.0
PRISMS 6.0 - Introduction of Sage, the node-based package for modeling. This was the prototype of Houdini.
Houdini has always been a commercial software from the beginning. Not sure about the patents though but the prior art certainly goes back a long way for the dataflow/node-based approach.
Hope this helps.
Cheers,
tk
Houdini Lounge » how houdini work with Unreal Engine
- tkngs
- 105 posts
- Offline
Hi freesign,
I believe the Unreal Development Kit (UDK) from March 2010 onwards support FBX. So the commercial and education version of Houdini 10 should be able to export the models and animations in FBX (you can try using FBX version 2006.11) into the UDK/Unreal Editor.
There is some documentation in the UDK about importing FBX models and animations here: http://udn.epicgames.com/Three/FBXImporterUserGuide.html [udn.epicgames.com]
Cheers,
tk
I believe the Unreal Development Kit (UDK) from March 2010 onwards support FBX. So the commercial and education version of Houdini 10 should be able to export the models and animations in FBX (you can try using FBX version 2006.11) into the UDK/Unreal Editor.
There is some documentation in the UDK about importing FBX models and animations here: http://udn.epicgames.com/Three/FBXImporterUserGuide.html [udn.epicgames.com]
Cheers,
tk
Houdini Indie and Apprentice » Houdini in Chinese
- tkngs
- 105 posts
- Offline
Hi David,
Try setting your input language back to “English (United States)” when you are using Houdini and see if it works?
Hope this helps.
Cheers,
tk
Try setting your input language back to “English (United States)” when you are using Houdini and see if it works?
Hope this helps.
Cheers,
tk
Houdini Lounge » product advice
- tkngs
- 105 posts
- Offline
cherm
Can H10 run on Rhel 5?
Yes, H10 will run on RHEL5 or CentOS 5.3.
However if you intend to run HQueue in RHEL5, you will need to keep in mind that RHEL5/CentOS 5.3 comes pre-installed with Python 2.4. HQueue requires Python 2.5 to work.
So you will need to download and install the Python 2.5 RPMs for RHEL5.
Cheers,
tk
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