Just tried houdini19.5 on ubuntu 18.04 and found this problem.Everything shows correctly in Obj viewport,but just show nothing atfter imported into Solaris,and houdini even crashes sometimes.
Does anyone know how to fix it ?
Thanks!
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Solaris and Karma » Viewport in Solaris doesn't show anything.
- yaohao
- 11 posts
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Solaris and Karma » How to replace the material of the assets created by layout node
- yaohao
- 11 posts
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I have scattered bunch of assets in the scene using layout node,but i want to repalce the material of those assets by new one,is it possible to do that?
Edited by yaohao - April 4, 2023 21:12:47
Technical Discussion » How to make viscous fluid stick onto a flat surface?
- yaohao
- 11 posts
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Hi~I'm trying to make an viscous fluid effect like a jam that can stick on to the collision object,the collision object is a kinda flat surface,just like what you can see in the image below.I've tryed everything that I know,the fluid just can't stick to the bottom of the surface but only the edges area where the surface is a bit curved. I also tryed to modify the velocity of the particles to track the surface but the added velocity where right under the bottom always got eliminated during the viscosity stage.Does anyone know how to fix this problem? thanks.
Houdini Lounge » Problem when import particles to maya through houdini engine
- yaohao
- 11 posts
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Hi~
I've got a problem when I import particle(bgeo or alembic) into maya.I created a OTL which is as simple as containing only a file reader node(or an alembic node for reading almebic file).I used it to load a bgeo file which contained only a particle primitive in maya through houdini engine.It seemed ok ,I saw the particles,then I created a custom attribute to access the attribute that I created in houdini,and used that attribute to set up particle instance.Again I got a fine result when I first played the animation,but once I stopped playing,I lost all the connection between particle shape node and instance node as well as my custom attribute on particle shape node. How did that happen?Is it a bug or I've done something wrong?
I've got a problem when I import particle(bgeo or alembic) into maya.I created a OTL which is as simple as containing only a file reader node(or an alembic node for reading almebic file).I used it to load a bgeo file which contained only a particle primitive in maya through houdini engine.It seemed ok ,I saw the particles,then I created a custom attribute to access the attribute that I created in houdini,and used that attribute to set up particle instance.Again I got a fine result when I first played the animation,but once I stopped playing,I lost all the connection between particle shape node and instance node as well as my custom attribute on particle shape node. How did that happen?Is it a bug or I've done something wrong?
Technical Discussion » houdini LOD questions
- yaohao
- 11 posts
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Hi~
I am working on my first mantra procedural,and want to do some LOD calculation in it.I wrote some code like below to test VRAY_Procedural::getLevelOfDetail method:
UT_BoundingBox box;
box.initBounds(-12,-12,-12);
box.enlargeBounds(12,12,12);
fpreal lod = VRAY_Procedural::getLevelOfDetail(box);
cout<<“the LOD is: ”<<lod<<endl;
the returned “lod” is always a fraction digit as I expanding the bounding box and will suddenly goes to 1000 when it gets too close to my camera. I checked the VRAY_DemoSprite sample and it implied that LOD is not just a fraction digit and will be great than 1 sometimes ,so what is wrong with my code?
I am working on my first mantra procedural,and want to do some LOD calculation in it.I wrote some code like below to test VRAY_Procedural::getLevelOfDetail method:
UT_BoundingBox box;
box.initBounds(-12,-12,-12);
box.enlargeBounds(12,12,12);
fpreal lod = VRAY_Procedural::getLevelOfDetail(box);
cout<<“the LOD is: ”<<lod<<endl;
the returned “lod” is always a fraction digit as I expanding the bounding box and will suddenly goes to 1000 when it gets too close to my camera. I checked the VRAY_DemoSprite sample and it implied that LOD is not just a fraction digit and will be great than 1 sometimes ,so what is wrong with my code?
Technical Discussion » query mantra settings during a procedural
- yaohao
- 11 posts
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Each shadow map is rendered as a separate frame. You can see this if you inspect the .ifd file. If your procedural is close to one light source, but far from another, it will be rendered with different level of detail for each shadow map (see the getLevelOfDetail [sidefx.com] method
but my procedural is very time consuming and will generate a large quantity of detail , calculate it for each light is really a nightmare,how to avoid this problem,I really need these shadow maps to get soft shadows.
Technical Discussion » query mantra settings during a procedural
- yaohao
- 11 posts
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markyaohao
Hey everyone!I am try to build a mantra procedural these days.I want to add some mantra properties checks to my procedural ,and I don't know how to query them through “VRAY_Procedural::import()” method.I looked up in the document ,it only mentions how to query cam or object properties using “object:**” or “camera:**” but nothing about the renderer,so could anyone tell me how to get it .
oh~ BTW,there is a example on querying object property in the document like this “object:shadingquality” ,however,the corresponding property is named as “vm_shadingquality” in object parameters list.I'm little confused about the two names. how can i get the right name when using “import” method?
Try creating a .ifd file with the lines
ray_show global
ray_show object
Then run:
mantra < show.ifd
These are the mantra settings. The “vm_shadingquality” is the name of the Houdini parameter, which gets mapped by SOHO to the proper mantra setting.
Thanks mark! That is exactly what I want, really helpful! And here comes another problem ,when I compiled my procedural shader and made some test by output some informations to houdini console,I found my procedural get calculated for several times if I have multiple lights in the scene with each of them casts a shadow map shadow.why did this happen?
Technical Discussion » query mantra settings during a procedural
- yaohao
- 11 posts
- Offline
Hey everyone!I am try to build a mantra procedural these days.I want to add some mantra properties checks to my procedural ,and I don't know how to query them through “VRAY_Procedural::import()” method.I looked up in the document ,it only mentions how to query cam or object properties using “object:**” or “camera:**” but nothing about the renderer,so could anyone tell me how to get it .
oh~ BTW,there is a example on querying object property in the document like this “object:shadingquality” ,however,the corresponding property is named as “vm_shadingquality” in object parameters list.I'm little confused about the two names. how can i get the right name when using “import” method?
oh~ BTW,there is a example on querying object property in the document like this “object:shadingquality” ,however,the corresponding property is named as “vm_shadingquality” in object parameters list.I'm little confused about the two names. how can i get the right name when using “import” method?
Technical Discussion » how do i know if a cloth object is clolliding
- yaohao
- 11 posts
- Offline
i want to get the collision state of a cloth object,but unlike the RBD,there is no subdata like “Impacts” that i can detect during cloth sim.so,how should i do?
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