Hello
I assigned a couple of objects in stage that are paratend to a character that dance
But a couple of them do not animate and stay in the first frame pose
Doesn anyone know why or encounter similar things?
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Solaris and Karma » In karma my parented object are not following in render
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- ronSimaPaul12
- 8 posts
- Offline
Technical Discussion » VSCode Hython: Invalid Interpreter Selected
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- pixelninja
- 58 posts
- Offline
For some reason I can no longer select hython as my interpreter in VSCode. It's worked fine up until now across both windows and mac and yet today it randomly started throwing an error on mac saying "Invalid Interpreter Selected".
Has anyone else encountered this?
The full output is here for reference:
Has anyone else encountered this?
The full output is here for reference:
> /Applications/Houdini/Houdini19.5.534/Frameworks/Houdini.framework/Versions/19.5/Resources/bin/hython -I ~/.vscode/extensions/ms-python.python-2023.4.0/pythonFiles/get_output_via_markers.py ~/.vscode/extensions/ms-python.python-2023.4.0/pythonFiles/interpreterInfo.py [ERROR 2023-2-6 21:52:13.128]: [Error: Command failed: /Applications/Houdini/Houdini19.5.534/Frameworks/Houdini.framework/Versions/19.5/Resources/bin/hython -I /Users/matt/.vscode/extensions/ms-python.python-2023.4.0/pythonFiles/get_output_via_markers.py /Users/matt/.vscode/extensions/ms-python.python-2023.4.0/pythonFiles/interpreterInfo.py at ChildProcess.exithandler (node:child_process:408:12) at ChildProcess.emit (node:events:526:28) at maybeClose (node:internal/child_process:1092:16) at ChildProcess._handle.onexit (node:internal/child_process:302:5)] { killed: true, code: 143, signal: null, cmd: '/Applications/Houdini/Houdini19.5.534/Frameworks/Houdini.framework/Versions/19.5/Resources/bin/hython -I /Users/matt/.vscode/extensions/ms-python.python-2023.4.0/pythonFiles/get_output_via_markers.py /Users/matt/.vscode/extensions/ms-python.python-2023.4.0/pythonFiles/interpreterInfo.py' }
Technical Discussion » Automatically recache strokes attribute paint
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- tsarim
- 3 posts
- Offline
Hi all! Is there a way to tell the attribute paint node to automatically recache strokes if the point count of it’s first input changes?
I have a dozen attribute paint nodes and the point and primitive count changes somewhat frequently and it’s quite a hassle to press the recache strokes button for all of them each time.
Thanks in advance!
Tarkan
I have a dozen attribute paint nodes and the point and primitive count changes somewhat frequently and it’s quite a hassle to press the recache strokes button for all of them each time.
Thanks in advance!
Tarkan
Technical Discussion » Help with how to set up an RBD sim, influenced by a vortex
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- IainG
- 1 posts
- Offline
Hi, I've never posted on here before, so sorry if this is a bit of a noob question. I'm trying to recreate an effect that I found online in a commercial. The only idea I've had so far is to create an RBD fractured object and then attribute transfer the Position attrib from a vortex simulation using points. I've done some tests but they don't seem to work very well. I was just wondering if anyone on here has any ideas of how to go about doing this, also if you have any youtube tutorial recommendations or a step-by-step guide that would be insanely useful.
I'll drop a link below so you can get a better idea of what I'm talking about. Also a screenshot of what the effect is.
Link to the vid [electrictheatre.tv]
Thanks!
I'll drop a link below so you can get a better idea of what I'm talking about. Also a screenshot of what the effect is.
Link to the vid [electrictheatre.tv]
Thanks!
Technical Discussion » Uvs "expand" for side of Poly extrude
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- Woone
- 1 posts
- Offline
Hey guys !
I was trying to find a solution to reproduce the shell uvs interpolation from 3dsMax in houdini with a poly extrude.
I tried several stuff ( basically checked all the uvs related nodes ), but nothing could get me this kind of result.
Would it be any way to have something similar?
Have a nice day !
Romain
I was trying to find a solution to reproduce the shell uvs interpolation from 3dsMax in houdini with a poly extrude.
I tried several stuff ( basically checked all the uvs related nodes ), but nothing could get me this kind of result.
Would it be any way to have something similar?
Have a nice day !
Romain
Houdini Lounge » Houdini and Textures
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- Soothsayer
- 875 posts
- Offline
What are people's experiences with Houdini and textures. I've recently done a bit of work with them and it's not great. For example, certain functions can take super long to load textures to points (that was a bug in the past but it seems to be back), and they are often not updated when the files on disk change. Updating them through the render menu usually makes Karma crash or in the case of SOPs sometimes doesn't do anything at all. I have files that cause Houdini ram usage race to infinity until everything locks up. Cache clearing helps sometimes, but not always. Loading anything in cops is superslow.
Any lookdev, or lighters, here who can share experiences and tricks?
Any lookdev, or lighters, here who can share experiences and tricks?
Edited by Soothsayer - March 5, 2023 10:30:00
Technical Discussion » Labs Flipbook doesn't render any textures of spreading fire
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- vlad_akihabara
- 13 posts
- Offline
Hey, I have a simple fire-spreading setup.
I want to render it as a flipbook but it renders only a Normal map, neither Final Color, nor MDC etc.
Other Pyro setups render fine but I need a spreading fire as well.
Thank you!
I want to render it as a flipbook but it renders only a Normal map, neither Final Color, nor MDC etc.
Other Pyro setups render fine but I need a spreading fire as well.
Thank you!
Work in Progress » Launchripts alacritty Linux desktop/shell
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- NicTanghe
- 237 posts
- Offline
Hello I had some problems setting up a desktop file for houdini.
here are My laucnhscripts ects.
DESKTOP:
l_houdini_1 :
l_houdini_2:
sudo ln -s ~/dev/scripts/l_houdini_shell.sh /usr/bin/houdini
to laucnh from shell with houdini
l_houdini_shell:
here are My laucnhscripts ects.
DESKTOP:
[Desktop Entry] Version=1.1 Name=Houdini 19.5 GenericName=Houdini 19.5 Categories=X-Houdini;Graphics;3D Graphics Exec="/home/*****/dev/scripts/l_houdini_1.sh" %F Icon=/opt/hfs19.5/houdini_logo.png Type=Application Terminal=false Encoding=UTF-8
l_houdini_1 :
alacritty --hold -e /home/nanghe/dev/scripts/l_houdini_2.sh $1
l_houdini_2:
#!/bin/zsh cd /opt/hfs19.5 source ./houdini_setup export PATH="$PATH:*" export OCIO='/home/nanghe/CGI/color/OpenColorIO-Configs/aces_1.2/config.ocio' export __EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/50_mesa.json export HSITE="/home/nanghe/CGI/HSITE" export QTWEBENGINE_CHROMIUM_FLAGS="--single-process" houdini if [ -z "$1" ] then houdini else hvieuw $1 fi exec zsh
sudo ln -s ~/dev/scripts/l_houdini_shell.sh /usr/bin/houdini
to laucnh from shell with houdini
l_houdini_shell:
#!/bin/zsh initdir=$(pwd) cd /opt/hfs19.5 source ./houdini_setup cd $initdir if [ -z "$1" ] then houdini else hvieuw $1 fi
Edited by NicTanghe - March 5, 2023 07:08:42
Technical Discussion » Solaris Husk is slower than Hydra rendering with Arnold
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- AhmedHindy
- 144 posts
- Offline
not sure if Arnold issue or Houdini but rendering in viewport with rendersettings from stage is much faster than rendering with Husk to disk.
things I tried:
- made viewport resolution same rendersettings res
- render everything with a single process (worse)
- double checked the viewport is reading the rendersettings from stage
- tried flipbooking but it wasnt updating the vdb sequence from disk and I was getting the same frame of the smoke for the whole flipbook duration.
things I tried:
- made viewport resolution same rendersettings res
- render everything with a single process (worse)
- double checked the viewport is reading the rendersettings from stage
- tried flipbooking but it wasnt updating the vdb sequence from disk and I was getting the same frame of the smoke for the whole flipbook duration.
Technical Discussion » RBD Sim via Niagara Plugin to Unreal orient issue
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- chf
- 186 posts
- Offline
Hello!
I am struggling to get my rbd sim to have the correct orientation in Unreal 5.1.1
The orientation seems wrong. I am using the niagara ROP and plugin to get the point data to Unreal.
It seems one axis is wrong or something because they almost behave like they should but have a weird wobble.
I recreated the issue inside Houdini with a copy to points sop where it has the same issue.
Attached the hiplc file.
Any tip would be awesome!
Thanks in advance!
I am struggling to get my rbd sim to have the correct orientation in Unreal 5.1.1
The orientation seems wrong. I am using the niagara ROP and plugin to get the point data to Unreal.
It seems one axis is wrong or something because they almost behave like they should but have a weird wobble.
I recreated the issue inside Houdini with a copy to points sop where it has the same issue.
Attached the hiplc file.
Any tip would be awesome!
Thanks in advance!
Houdini Lounge » Seamlessly stitch two HeightFields
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- Defonten
- 12 posts
- Offline
Hey magicians, how would you seamlessly stitch two different heightfields using Vex (or VOPs)? Any ideas would be hugely welcomed!
I marked areas that need to have perfectly matching relief accordigly:

I marked areas that need to have perfectly matching relief accordigly:

Edited by Defonten - March 3, 2023 11:24:01
Technical Discussion » Hair and fur painting bug
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- AdvLong
- 3 posts
- Offline
I've only been learning this software for one week.
Using Linux. Houdini 19.534
I reopen my file to begin editing fur, and grooming.
I can only use the draw tool. Just an arrow comes up.
I cant get back to the brush, I click on the paint node. If I press the enter key. Code window comes up.
I can only grow hair by using the draw tool.
I attempted to resize the brush, but it maintains a large circumference no matter what.
Using Linux. Houdini 19.534
I reopen my file to begin editing fur, and grooming.
I can only use the draw tool. Just an arrow comes up.
I cant get back to the brush, I click on the paint node. If I press the enter key. Code window comes up.
I can only grow hair by using the draw tool.
I attempted to resize the brush, but it maintains a large circumference no matter what.
Houdini for Realtime » File management at Houdini engine sync
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- gallerykim
- 36 posts
- Offline
I created an HDA in Houdini, put it into Unreal, and then used Engine Sync to fix the problem. When I turned off Engine Sync, all my work in Houdini was lost.
Should I keep the original file open, open a new Houdini, sync it, work on it, and copy the nodes back to the original?
When I turn off engine sync, it doesn't even turn off properly. There are many situations where I have to force quit Unreal or Houdini.
Should I keep the original file open, open a new Houdini, sync it, work on it, and copy the nodes back to the original?
When I turn off engine sync, it doesn't even turn off properly. There are many situations where I have to force quit Unreal or Houdini.
Technical Discussion » Blast Node won't evaluate ad hoc Group driven by channel
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- Knockbox
- 7 posts
- Offline
I'm trying to get Blast to recognize a primitive group driven by a channel, e.g.
@bldgID==ch('soloBldgID')
where the channel is either a custom integer channel created in the Blast node itself , OR a reference to data from a different node, eg
@bldgID==point("../REF_ptnum/","ptnum",0)
where REF_ptnum is just a null nested within a For Each Pt loop running on some scattered points.
If I type in an explicit value, Blast responds as expected, but channels don't seem to evaluate, returning just 0.
Am I doing something wrong, or is there some limitation of the Blast node? Delete node is giving me same results.
Ultimately I'm trying to Copy to Points a variety of objects (read from a sequence of bgeo's) without having to separate out a bunch of objects manually into a Switch. Hope this makes sense. My file is from a paid tutorial unfortunately, but I made a dumbed down version fore reference here.
THANKS!!!
@bldgID==ch('soloBldgID')
where the channel is either a custom integer channel created in the Blast node itself , OR a reference to data from a different node, eg
@bldgID==point("../REF_ptnum/","ptnum",0)
where REF_ptnum is just a null nested within a For Each Pt loop running on some scattered points.
If I type in an explicit value, Blast responds as expected, but channels don't seem to evaluate, returning just 0.
Am I doing something wrong, or is there some limitation of the Blast node? Delete node is giving me same results.
Ultimately I'm trying to Copy to Points a variety of objects (read from a sequence of bgeo's) without having to separate out a bunch of objects manually into a Switch. Hope this makes sense. My file is from a paid tutorial unfortunately, but I made a dumbed down version fore reference here.
THANKS!!!
Technical Discussion » Kyeframing - extending tangents before/after previous key
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- richnosworthy
- 21 posts
- Offline
Something i've just noticed is that you can't extend a keyframes tangent before the previous key. Is this a hard fixed thing or is there an option to allow this. Sometimes its nice to be able to really push an extreme ease in.
For example in c4d (sorry, i know)
https://dl.dropboxusercontent.com/s/82tb9h2dpbc8yal/Cinema_4D_W43dnzwB1b.gif [dl.dropboxusercontent.com]
Houdini
https://dl.dropboxusercontent.com/s/kt2p8khgluo1tol/houdinifx_zM35P24Htd.gif [dl.dropboxusercontent.com]
Thanks all
For example in c4d (sorry, i know)
https://dl.dropboxusercontent.com/s/82tb9h2dpbc8yal/Cinema_4D_W43dnzwB1b.gif [dl.dropboxusercontent.com]
Houdini
https://dl.dropboxusercontent.com/s/kt2p8khgluo1tol/houdinifx_zM35P24Htd.gif [dl.dropboxusercontent.com]
Thanks all
Technical Discussion » Houdini Engine for ARM & UE5.1
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- vsamusenko
- 8 posts
- Offline
Good evening,
Since tech demo forums are closed, reopening topic here. When can we expect HE for macOS ARM version, I assume release is very close considering 5.1 drop and M1 version going prod?
Best wishes,
Vadym
Since tech demo forums are closed, reopening topic here. When can we expect HE for macOS ARM version, I assume release is very close considering 5.1 drop and M1 version going prod?
Best wishes,
Vadym
Houdini Engine for Unreal » Custom Baked Map defaulting to Grayscale compression in UE
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- P0LYV0RE
- 5 posts
- Offline
In my HDA I have an altered Labs Maps Baker node that packs three of my maps into one (AO,Roughness,Thickness). However, when I reference this map in Houdini or Unreal it defaults to a grayscale version. The exported PNG displays correctly. If I manually change the compression settings in unreal to default it displays as expected. Admittedly, I am new to COPs and I'm sure there is likely another step I need to do or switch to flip in order to have it display as default (linear RGB). Any help or suggestions is appreciated!
Technical Discussion » Oceans with Karma XPU
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- mike.battcock
- 27 posts
- Offline
Houdini Indie and Apprentice » popping particles and position back
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- BlueMoose
- 4 posts
- Offline
So I have been trying to wrap my head around how Albin Merle made this.
I have downloaded his blender file and followed along the best I can with my very limited knowledge of Houdini. I have been learning a lot from trying to recreate this. I am attaching my file here hoping that someone with way more knowledge can give me some pointers. I have my object popping from color and it reattaches back to where it started with its point positions.
My problem is that not all popping is coming out circle shaped like it is exploding out. some areas are going in weird directions. and the reattachment is kinda got this springy effect. I would like it more to bounce around the other particles as it's reattaching. any ideas?
Thanks for any help in advance!
Kyle
I have downloaded his blender file and followed along the best I can with my very limited knowledge of Houdini. I have been learning a lot from trying to recreate this. I am attaching my file here hoping that someone with way more knowledge can give me some pointers. I have my object popping from color and it reattaches back to where it started with its point positions.
My problem is that not all popping is coming out circle shaped like it is exploding out. some areas are going in weird directions. and the reattachment is kinda got this springy effect. I would like it more to bounce around the other particles as it's reattaching. any ideas?
Thanks for any help in advance!
Kyle
Solaris and Karma » Time shifting payloads later
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- IsStuff
- 238 posts
- Offline
So I am making a set of explosions with a volume, frame by frame changing spark geometry and point instanced chunks. I have made the proxy geometry for each of the 3 elements and made 9 different versions of the explosion.
I am trying to make an asset that can be placed down have its variants switched on its 3 elements and be time shifted. I have vdb’s for the pyro and usd’s for all the other elements. I have made a version that can variant switch and be duplicated. As for time shifting that isn’t working as I expected. I am trying to write the asset to disk and re load it in with mixed results. There will be 1-5 explosions per shot used so it is ok to be a bit inefficient.
How can I time offset it. How should I structure it?
I am trying to make an asset that can be placed down have its variants switched on its 3 elements and be time shifted. I have vdb’s for the pyro and usd’s for all the other elements. I have made a version that can variant switch and be duplicated. As for time shifting that isn’t working as I expected. I am trying to write the asset to disk and re load it in with mixed results. There will be 1-5 explosions per shot used so it is ok to be a bit inefficient.
How can I time offset it. How should I structure it?
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