yeah, been dealing with workarounds, also the unity UI looks really cool, UE4 needs more love
any ETA from Epic on that new mesh component?
thank you
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Houdini Engine for UE4 » Asset interaction is slow
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- varomix
- 436 posts
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Houdini Engine for UE4 » Modifying Blend Mode
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- varomix
- 436 posts
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Houdini Engine for UE4 » Modifying Blend Mode
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- varomix
- 436 posts
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oooh damn, reading the docs again, seems like that is only for UE4 Material Instances, not for materials that come from Houdini, I'm I wrong?
could that be done? modify the Blend Mode for a material that comes from Houdini?
thanks
could that be done? modify the Blend Mode for a material that comes from Houdini?
thanks
Houdini Engine for UE4 » Modifying Blend Mode
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- varomix
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Hi
so I'm trying to modify the blend mode as described here http://sidefx.com/docs/unreal/_materials.html#MaterialsInstances [sidefx.com]
like this
but is not working, is this a bug? am I doing it wrong?
I'm creating a detail attribute as the note says and making it a string, there's no change in the created material un UE4

Using UE4 4.18.3 and Houdini FX 16.5.359
thank you
so I'm trying to modify the blend mode as described here http://sidefx.com/docs/unreal/_materials.html#MaterialsInstances [sidefx.com]
like this
To change the “Blend Mode” parameter from the default “Opaque” value, to “Additive”, add a unreal_material_parameter_blendmode detail attribute to your asset, and set its value to either “additive” (String attribute) or 3. (Float or Integer attribute).
but is not working, is this a bug? am I doing it wrong?
I'm creating a detail attribute as the note says and making it a string, there's no change in the created material un UE4

Using UE4 4.18.3 and Houdini FX 16.5.359
thank you
Edited by varomix - Jan. 19, 2018 21:16:28
Technical Discussion » Houdini 16 on fedora26
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- varomix
- 436 posts
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To solve that python issue I set Houdini to use the internal python version instead of Fedora version
like this in the houdini.env file
HOUDINI_USE_HFS_PYTHON=1
like this in the houdini.env file
HOUDINI_USE_HFS_PYTHON=1
Technical Discussion » Houdini and Fedora 26
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- varomix
- 436 posts
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To solve that python issue I set Houdini to use the internal python version instead of Fedora version
like this in the houdini.env file
HOUDINI_USE_HFS_PYTHON=1
like this in the houdini.env file
HOUDINI_USE_HFS_PYTHON=1
Houdini Lounge » Introduction to Fluid Dynamics in Houdini
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- varomix
- 436 posts
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Yeah is really old
some stuff might be useful but not something you want to follow step by step
also, is a cmivfx training not digital tutors
this is the correct video https://cmivfx.com/houdini-fluid-effects-for-td [cmivfx.com]'s
some stuff might be useful but not something you want to follow step by step
also, is a cmivfx training not digital tutors

this is the correct video https://cmivfx.com/houdini-fluid-effects-for-td [cmivfx.com]'s
Technical Discussion » stamps faster than compiled sops? lies!
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- varomix
- 436 posts
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This are my results from that new Scene
the new block example Jeff added it's almost exactly the same as the stamp version, which is nice cause I like the stamp way, used to that and the new way is a little complex for new people.
So what's the magic ingredients that makes it faster?
this is on a 32 threads machine
the new block example Jeff added it's almost exactly the same as the stamp version, which is nice cause I like the stamp way, used to that and the new way is a little complex for new people.
So what's the magic ingredients that makes it faster?
this is on a 32 threads machine
Edited by varomix - April 18, 2017 14:03:45
Technical Discussion » stamps faster than compiled sops? lies!
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- varomix
- 436 posts
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Technical Discussion » stamps faster than compiled sops? lies!
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- varomix
- 436 posts
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Hi everybody
been testing and yes, the old copy stamping is faster then the compile
I'm using 2 Intel Xeon E5-2630 v3 Processors for a total of 32 threads, not latest gen but still good, or so I thought.
another user with a Intel i7-5930K Processor with 12 threads, is getting way faster speeds, like 10x
so not sure what to say, downgrade to one processor?
been testing and yes, the old copy stamping is faster then the compile
I'm using 2 Intel Xeon E5-2630 v3 Processors for a total of 32 threads, not latest gen but still good, or so I thought.
another user with a Intel i7-5930K Processor with 12 threads, is getting way faster speeds, like 10x
so not sure what to say, downgrade to one processor?

Technical Discussion » HDK Crash help
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- varomix
- 436 posts
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Hi everyone
need some help
trying to do a renderer and when I try to initialize it
I get a crash
here's the log
not really sure what I'm doing wrong, seems like threads are colliding, to be honest this is way over my head
any help would be much appreciated
Cheers!!
need some help
trying to do a renderer and when I try to initialize it
I get a crash
here's the log
Uptime 12 seconds
Sat Feb 18 00:18:21 2017
Caught signal 11
Traceback from 10282 ThreadId=0x7f76943de700
AP_Interface::si_CrashHandler::handledSignal(UTsignalHandlerArg) <libHoudiniUI.so>
signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
UT_Signal::UT_ComboSignalHandler::operator()(int, siginfo*, void*) const <libHoudiniUT.so>
UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so>
_L_unlock_13 <libpthread.so.0>
__GI___pthread_mutex_lock <libpthread.so.0>
boost::detail::make_ready_at_thread_exit(boost::shared_ptr<boost::detail::shared_state_base>) <libboost_thread-gcc48-mt-1_55.so.1.55.0>
boost::detail::make_ready_at_thread_exit(boost::shared_ptr<boost::detail::shared_state_base>) <libboost_thread-gcc48-mt-1_55.so.1.55.0>
ccl::Session::load_kernels() <libcycles_render.so>
ccl::Session::run() <libcycles_render.so>
ccl::thread::run(void*) <libcycles_util.so>
start_thread <libpthread.so.0>
__clone <libc.so.6>
Traceback from 10282 ThreadId=0x7f770654ab80
AP_Interface::coreDumpChaser(UTsignalHandlerArg) <libHoudiniUI.so>
AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) <libHoudiniUI.so>
signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
UT_Signal::UT_ComboSignalHandler::operator()(int, siginfo*, void*) const <libHoudiniUT.so>
UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so>
_L_unlock_13 <libpthread.so.0>
__poll_nocancel <libc.so.6>
qt_safe_poll(pollfd*, unsigned long, timespec const*) <libQt5Core.so.5>
QEventDispatcherUNIX::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) <libQt5Core.so.5>
QXcbGlIntegrationPlugin::qt_metacall(QMetaObject::Call, int, void**) <libQt5XcbQpa.so.5>
QT_GeneratorThread::waitForRawEvents() <libHoudiniUI.so>
UI_Queue::waitForGenerators(int) <libHoudiniUI.so>
UI_Queue::waitForEvents() <libHoudiniUI.so>
UI_Queue::generateEvents(bool, bool) <libHoudiniUI.so>
UI_Queue::eventLoop() <libHoudiniUI.so>
main <libHoudiniUI.so>
__libc_start_main <libc.so.6>
_start <houdini-bin>
not really sure what I'm doing wrong, seems like threads are colliding, to be honest this is way over my head
any help would be much appreciated
Cheers!!
Technical Discussion » Process SohoGeometry faster, tips
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- varomix
- 436 posts
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Technical Discussion » Process SohoGeometry faster, tips
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- varomix
- 436 posts
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Yeah is for my Cycles ROP
looping the geometry is the slowest part not really writing to disk
that's what I want to make faster
right now having issues with matrix stuff
damn camera doesn't match
thanks
looping the geometry is the slowest part not really writing to disk
that's what I want to make faster
right now having issues with matrix stuff

thanks
Technical Discussion » Process SohoGeometry faster, tips
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- varomix
- 436 posts
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Hi
I'm writing a renderer and exporting the geo to the format I need takes
the most time specially with geometry with millions of points of course
I think there was a post a while back about this, to process the geometry faster
can't find it
any tips?
use numpy maybe?
an external C++ parser maybe?
any tips are welcome
thanks
I'm writing a renderer and exporting the geo to the format I need takes
the most time specially with geometry with millions of points of course
I think there was a post a while back about this, to process the geometry faster
can't find it
any tips?
use numpy maybe?
an external C++ parser maybe?
any tips are welcome
thanks
Technical Discussion » HDK Parameters Guide Somewhere?
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- varomix
- 436 posts
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so I found it 
https://www.sidefx.com/docs/hdk/_h_d_k__op_basics__overview__parameters.html#HDK_OpBasics_Overview_Parameters_Types [sidefx.com]
still, needs some pictures

https://www.sidefx.com/docs/hdk/_h_d_k__op_basics__overview__parameters.html#HDK_OpBasics_Overview_Parameters_Types [sidefx.com]
still, needs some pictures

Edited by varomix - Feb. 3, 2017 18:55:10
Technical Discussion » HDK Parameters Guide Somewhere?
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- varomix
- 436 posts
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Hi
I know read the docs right, but I need a little help
well the parameters are not that documented, as far as I've seen, HDK Newbie here
so I'm just trying to figure it out by searching the samples, building and failing a lot
any reference would be great
or maybe there is and I just missed it.
Just a note, by parameters I mean, making the UI of an operator, camera selector, float and integer sliders, combo boxes etc, all that stuff that is really simple to do for HDAs.
thank you for your help
I know read the docs right, but I need a little help
well the parameters are not that documented, as far as I've seen, HDK Newbie here
so I'm just trying to figure it out by searching the samples, building and failing a lot
any reference would be great
or maybe there is and I just missed it.
Just a note, by parameters I mean, making the UI of an operator, camera selector, float and integer sliders, combo boxes etc, all that stuff that is really simple to do for HDAs.
thank you for your help
Edited by varomix - Feb. 3, 2017 18:36:05
Houdini Lounge » Using Houdini as an aspiring indie artist
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- varomix
- 436 posts
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wow that is a long post
only thing I can say is I'm a freelance artist using Houdini and Only Houdini doing all sorts of jobs, all that with the Indie version, been doing that for 5 years now, so can it be done? yes I'm doing it right now
and I have so much work that I shouldn't be responding to forum posts
Cheers!!
final note: I have so much work because I use HOUDINI, that's why people come to me.
final note 2: I have a wife and a daughter so, is not like I'm a student living of this
and 2 dogs
only thing I can say is I'm a freelance artist using Houdini and Only Houdini doing all sorts of jobs, all that with the Indie version, been doing that for 5 years now, so can it be done? yes I'm doing it right now
and I have so much work that I shouldn't be responding to forum posts

Cheers!!
final note: I have so much work because I use HOUDINI, that's why people come to me.
final note 2: I have a wife and a daughter so, is not like I'm a student living of this

Edited by varomix - Jan. 25, 2017 12:51:23
Houdini Learning Materials » Renderman for Houdini Quick Start Guide
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- varomix
- 436 posts
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Thank you
It was just about getting you started, I guess the reasons why you use it are up to your preference and/or pipeline environment.
It was just about getting you started, I guess the reasons why you use it are up to your preference and/or pipeline environment.
Houdini Learning Materials » Renderman for Houdini Quick Start Guide
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- varomix
- 436 posts
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Hey Guys
I created a simple Quick start video so everyone can get started with Renderman for Houdini
hope you like it
Thank you
I created a simple Quick start video so everyone can get started with Renderman for Houdini
hope you like it
Thank you
Houdini Engine for UE4 » Asset interaction is slow
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- varomix
- 436 posts
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chrisgreb
A workaround that speeds up static mesh cooking is to disable the triangle-order-cache-optimization step.r.TriangleOrderOptimization=2
This variable must be set before the MeshUtilities module loads. Humorously, It's actually commented out in the last line of Engine\Config\ConsoleVariables.ini
We'll continue to optimize the cooking performance, but hopefully this helps a bit.
edit: Be sure to un-set this variable before doing a final cook because you want the mesh to be optimized.
Haven't had a chance to test but just did and don't see a real speed up
my best option right now is doing a simple prototyping geometry for interaction and just toggle to full when done.
you can see what I did in this video
http://www.gridmarkets.com/varomix.html [gridmarkets.com]
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