If I turn down the spread value in the karma tab of the light the specular of the objects gets weird and kind of black.
Does anybody know whats going on here? Seems like a bug and I am gonna file a bug report but wanted to doublecheck if somebody has a solution to this.
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Solaris and Karma » Strange behavior of rectangle lght spread
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- Marco Fontan
- 9 posts
- Offline
Houdini Lounge » Missing documentation for grow/shrink selection (Shift+G)?
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- raincole
- 687 posts
- Offline
In Houdini, Shift+G and Shift+S grows/shrinks the selection in viewport, respectively.
However, surprisingly this feature seems to be completely undocumented? I checked this [www.sidefx.com] documentation page and it doesn't mention we can grow/shrink selection this way?
However, surprisingly this feature seems to be completely undocumented? I checked this [www.sidefx.com] documentation page and it doesn't mention we can grow/shrink selection this way?
Technical Discussion » [H20] OpenCL: Topology binding (Solved)
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- alexwheezy
- 326 posts
- Offline
Hi,
Reading the documentation I don't see how this can be used in the code itself.
https://www.sidefx.com/docs/houdini/vex/ocl.html#topology-and-group-binding-names [www.sidefx.com]
I tried writing it this way, but it doesn't work.
Maybe there is some good example that demonstrates how this should work?
Update: It's very strange that the correct form of the entry doesn't take the type name into account.
Reading the documentation I don't see how this can be used in the code itself.
https://www.sidefx.com/docs/houdini/vex/ocl.html#topology-and-group-binding-names [www.sidefx.com]
#bind point topo:pointneighbours int[] #bind point &neighs int[] name=topo:pointneighbours #bind point neighs int[] name=topo:pointneighbours read
Maybe there is some good example that demonstrates how this should work?
Update: It's very strange that the correct form of the entry doesn't take the type name into account.
#bind point neighs int[] name=topo:neighbours
Edited by alexwheezy - Nov. 29, 2023 11:26:28
Technical Discussion » Anyone use a 2019 Mac Pro (Intel) for Houdini?
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- litote
- 255 posts
- Offline
I am considering getting a 2019 Mac Pro (Intel) to run Houdini on. The graphics card for the model I am looking at is a AMD Radeon Pro 580X, which is not on the supported list. Does this mean Houdini would not run at all, or would it just be subject to more crashes? I am currently using a 2018 MacBook laptop and althiugh the graphics card is also not on the list, it does run, although some of the functions like the advanced viewport lighting don't work.
Can anyone share their experience with using a 2019 Mac Pro (Intel) and share their configuration (especially graphics card)? Do you experience many crashes running sins like FLIP and RBD? If so, how often?
Houdini lists SSE 4.2 as a requirement, but this model has Intel® AVX-512. Would this still work? Can someone confirm?
Can anyone share their experience with using a 2019 Mac Pro (Intel) and share their configuration (especially graphics card)? Do you experience many crashes running sins like FLIP and RBD? If so, how often?
Houdini lists SSE 4.2 as a requirement, but this model has Intel® AVX-512. Would this still work? Can someone confirm?
Technical Discussion » film / vellum cloth sticking to an object
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- pitfiorno
- 1 posts
- Offline
The goal is to recreate the effect of a film sticking to the lens; it must adhere perfectly and easily. I found a tutorial on peeling between two fabrics that come off each other (
) and I should do a similar thing but in reverse. Is there any way to do it?
Thank you!
Thank you!
PDG/TOPs » Python Script node hou.hipFile.merge not working
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- timkarlo
- 2 posts
- Offline
Hi there
I made test and looks like
the procedure: hou.hipFile.merge
not working in Python Script node
in python Script node:
import hou
import os
network = hou.node("/stage/").
asset_file_name = "path to file"
hou.hipFile.merge(asset_file_name, node_pattern="*", overwrite_on_conflict=True, ignore_load_warnings=False)
Error
Python error: Traceback (most recent call last):
File "<stdin>", line 6, in <module>
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.640/houdini/python3.9libs\houpythonportion\ui.py", line 1119, in decorator
return func(*args, **kwargs)
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.640/houdini/python3.9libs\hou.py", line 52202, in merge
return _hou.hipFile_merge(self, *args, **kwargs)
hou.OperationFailed: The attempted operation failed.
Node cook is in progress: /stage/pythonscript1
What I am doing wrong?
I made test and looks like
the procedure: hou.hipFile.merge
not working in Python Script node
in python Script node:
import hou
import os
network = hou.node("/stage/").
asset_file_name = "path to file"
hou.hipFile.merge(asset_file_name, node_pattern="*", overwrite_on_conflict=True, ignore_load_warnings=False)
Error
Python error: Traceback (most recent call last):
File "<stdin>", line 6, in <module>
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.640/houdini/python3.9libs\houpythonportion\ui.py", line 1119, in decorator
return func(*args, **kwargs)
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.640/houdini/python3.9libs\hou.py", line 52202, in merge
return _hou.hipFile_merge(self, *args, **kwargs)
hou.OperationFailed: The attempted operation failed.
Node cook is in progress: /stage/pythonscript1
What I am doing wrong?
Technical Discussion » SOLARIS - Create new materials from mesh in a scene graph?
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- PWel
- 34 posts
- Offline
Hello all,
is it possible to select a couple of meshes in a SOLARIS scene graph and create new materials for them from there?
Like an easy way?
Thanks so much,
Philipp.
is it possible to select a couple of meshes in a SOLARIS scene graph and create new materials for them from there?
Like an easy way?
Thanks so much,
Philipp.
Houdini Lounge » Need community help for a simple test
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- HGaal
- 102 posts
- Offline
Can different users try to repeat the test as in the video, from a file or on their own. knife and clip - rotate the green axis, click on the box and again on the clip. Or press the space bar twice.
The axes change their position. So ? Or not ?
The axes change their position. So ? Or not ?
Edited by HGaal - Nov. 28, 2023 01:58:17
Technical Discussion » Pyro Solver (Sparse ) node question
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- litote
- 255 posts
- Offline
In the Pyro Solver (Sparse) node in its Flames tab, under Smoke parameters, what does Flame Range do?
I know it affects how smoke is generated from flame, but am unsure of how it functions. Does it only create smoke based on the flame value between the two range values? Is the incoming flame value set between 0 to 1?
I know it affects how smoke is generated from flame, but am unsure of how it functions. Does it only create smoke based on the flame value between the two range values? Is the incoming flame value set between 0 to 1?
Houdini Engine for Unreal » Houdini Engine Makes UE Response Time Slower
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- indexicor-cg
- 1 posts
- Offline
Hey!
Recently, I bought Houdini Indie from Steam and started exploring HDA workflows with Unreal Engine. Plugin shows up in UE 5.3, works as expected. I can import HDA files and use them in the Unreal, it's all good. The problem I'm experiencing is that, after entering and exiting game mode, if the Houdini Engine Session is active, I need to wait for 7-10 seconds before Unreal Engine becomes responsive again. UE log is clear, no warning or error message. My project isn't that heavy. I've tested it with Houdini Engine Session deactivated and it's way faster and feels normal. Perhaps, this might be about Steam though. One thing I should add is that I had been using Houdini Apprentice up until recently, and once I switched to the Steam version, I noticed launches got slower compared to the SideFX version. Other than that, Houdini works normal. Thanks in advance.
PC Specs;
GTX 1660Super
Ryzen 3500x
32 GB Ram
M.2 SSD
Recently, I bought Houdini Indie from Steam and started exploring HDA workflows with Unreal Engine. Plugin shows up in UE 5.3, works as expected. I can import HDA files and use them in the Unreal, it's all good. The problem I'm experiencing is that, after entering and exiting game mode, if the Houdini Engine Session is active, I need to wait for 7-10 seconds before Unreal Engine becomes responsive again. UE log is clear, no warning or error message. My project isn't that heavy. I've tested it with Houdini Engine Session deactivated and it's way faster and feels normal. Perhaps, this might be about Steam though. One thing I should add is that I had been using Houdini Apprentice up until recently, and once I switched to the Steam version, I noticed launches got slower compared to the SideFX version. Other than that, Houdini works normal. Thanks in advance.
PC Specs;
GTX 1660Super
Ryzen 3500x
32 GB Ram
M.2 SSD
Houdini Lounge » How to push away curve tree branches (lsystem) using vellum?
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- azada903ab05f0c24648
- 1 posts
- Offline
Technical Discussion » Parameters Editor Scroll Position returns 0,0
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- javadsadeghi
- 14 posts
- Offline
Hey everyone!
I am currently working on a HDA that requires scroll position data on the Parameters panel. To achieve this, I have created a Python module function that is called when user interacts with certain parameters. However, I am facing an issue where the code always returns 0,0, even when the scroll position is not at 0%.
here is the code:
scrollpos = hou.ui.curDesktop().paneTabUnderCursor().scrollPosition()
any help would be greatly appreciated!
I am currently working on a HDA that requires scroll position data on the Parameters panel. To achieve this, I have created a Python module function that is called when user interacts with certain parameters. However, I am facing an issue where the code always returns 0,0, even when the scroll position is not at 0%.
here is the code:
scrollpos = hou.ui.curDesktop().paneTabUnderCursor().scrollPosition()
any help would be greatly appreciated!
Edited by javadsadeghi - Nov. 27, 2023 06:13:38
Solaris and Karma » Render Gallery Image Paths
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- stheo
- 19 posts
- Offline
The images in the render gallery db are saved wth absolute paths.
Is there a way to set it to use relative paths (based on $HIP or $JOB)?
Is there a way to set it to use relative paths (based on $HIP or $JOB)?
Houdini Indie and Apprentice » vellum post process "apply weld" uv issue
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- soulcage_dpt
- 57 posts
- Offline
hi,
i have a cloth that has UDIMs...
when applying the welds in a vellum post process and exporting the cloth as alembic (for using in maya) the uv UDIMs are gone and no uvs appear in maya...
but when NOT applying the welds, then the alembic has uv UDIMs...the same applies when having only one uv (range 0-1)...
does anybody know whats going on and what "apply welds" exactly does under the hood? it seems to change something on how uvs are then handeled and maya doesnt like it...
i have a cloth that has UDIMs...
when applying the welds in a vellum post process and exporting the cloth as alembic (for using in maya) the uv UDIMs are gone and no uvs appear in maya...
but when NOT applying the welds, then the alembic has uv UDIMs...the same applies when having only one uv (range 0-1)...
does anybody know whats going on and what "apply welds" exactly does under the hood? it seems to change something on how uvs are then handeled and maya doesnt like it...
Houdini Indie and Apprentice » vellum solver sop - external collision friction
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- soulcage_dpt
- 57 posts
- Offline
hi,
i want to change the friction of the animated collision object and i dont know where to adjust these property directly on the vellum sop solver...
do i have to dive inside the dopnet (static object?)? or is there another way of doing this?
and is the friction of collision objects also paintable (to have only some areas having different friction)
i want to change the friction of the animated collision object and i dont know where to adjust these property directly on the vellum sop solver...
do i have to dive inside the dopnet (static object?)? or is there another way of doing this?
and is the friction of collision objects also paintable (to have only some areas having different friction)
Edited by soulcage_dpt - Nov. 25, 2023 05:29:07
Technical Discussion » Texture mask paint bug?
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- lucas_rodrigo
- 13 posts
- Offline
Hello everyone! I'm doing a groom with h20 and I was all crazy about tex mask paint node, but I found out when switching between 2d and 3d mode sometimes the node freaks out and vanish with all my paint
.
And no I didn't hit the clear button even tough the 2d and clear button are close friends.
I'm on a Ryzen 7 1700 / Rtx 3060 Studio driver 546.01 / Houdini 20.0.533 (daily).

And no I didn't hit the clear button even tough the 2d and clear button are close friends.
I'm on a Ryzen 7 1700 / Rtx 3060 Studio driver 546.01 / Houdini 20.0.533 (daily).
Technical Discussion » Velocity Orient in RBD simulation by using poplookat
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- JIAYIZHAO
- 20 posts
- Offline
Hello guys, I'd like to have the orientation of each packed object in my simulation follow my attribute "v" (align the z-axis and velocity of each piece). Therefore, I wrote "target=@v;" in the poplookat's vex setting, but I found that if I randomize the orientation of my packed objects before simulating, the previous "target=@v;"setup cannot make each piece's z-axis follow my v. It seems that the poppookat will only work when the z-direction of each piece align with the z-axis of the world coordinate. I'd like to ask how to use the randomized orientation attribute I set in the initial state to align the orientation with velocity of each piece in Poplookat.
Edited by JIAYIZHAO - Nov. 24, 2023 09:44:48
Technical Discussion » houdini particle load display
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- zuoyuanle
- 12 posts
- Offline
Does Houdini have a way of displaying particles like Thinkbox Krakatoa PRT downgrade the display ?
The Orbolt Smart 3D Asset Store » orbolt down?
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- Sirvoxelot
- 75 posts
- Offline
is orbolt down? didn't work yesterday, and doesn't seem to be up today,
edit: it's back!
edit2: it's back down again!
edit: it's back!
edit2: it's back down again!
Edited by Sirvoxelot - Nov. 23, 2023 16:07:11
Technical Discussion » where's the group parameter in flip solver?
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- 910297565
- 12 posts
- Offline
Hi there, i found that there's a 'group' parameter which was mentioned in flip solver instruction page, but in the real flip solver node i can't find it at all! So, was there something wrong with the instruction page? If so, how can i do some 'group' work in flip sim?
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