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Technical Discussion » how to export OpenVDB from cloud rig?
- cgbeige
- 99 posts
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Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
- cgbeige
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Technical Discussion » houdini on mac 10.10.1 yosemite, a complete nightmare?
- cgbeige
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I don't see that in particular but I am being asked to reinstall the license frequently in OS X 10.10.1 and 10.10.2
Houdini 13 works in Yosemite. They fixed the license manager errors.
Houdini 13 works in Yosemite. They fixed the license manager errors.
Houdini Indie and Apprentice » v14 release – Render to Mantra doesn't work
- cgbeige
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running that doesn't launch anything and typing “houdini” gives me this:
houdini: command not found
pwd:
/Library/Frameworks/Houdini.framework/Versions/14.0.201.13/Resources
houdini: command not found
pwd:
/Library/Frameworks/Houdini.framework/Versions/14.0.201.13/Resources
Houdini Indie and Apprentice » is OpenCL supported in OS X for Houdini 14 and Flip/Pyro?
- cgbeige
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ah - ya, that's working. with 60 uniform subdivisions I get 15FPS for OpenCL and 9.5 for 12-core/24-thread CPUs. Nice
But are you using both GPUs?
But are you using both GPUs?
Houdini Indie and Apprentice » HiDPI mode is huuuuuge
- cgbeige
- 99 posts
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I just launched the HiDPI UI and it's kind of crazy large. On a retina MacBook Pro, a Sharp 4K and even a retina iMac with higher setting than default, the menu bars and icons consume too much space. See attached screenshot – keep in mind that this is a 32-inch screen.
You can also see that the resolution isn't as sharp as the OS X UI so I don't think it's working right
You can also see that the resolution isn't as sharp as the OS X UI so I don't think it's working right
Houdini Indie and Apprentice » Interested in Houdini Indie, license question
- cgbeige
- 99 posts
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jt_uk
Thanks for replying, mostly what I thought but wanted to confirm. I've noticed that the video tutorials are being run on Macs rather than PC's. Does Houdini run well on Macs then, is there a specific version that runs best. I'm still a fan of Snow Leopard as its simply rock solid!
Snow Leopard would be too old since OpenGL 3 requires Mountain Lion or later. Mavericks and Yosemite are working fine in my experience.
Houdini Indie and Apprentice » v14 release – Render to Mantra doesn't work
- cgbeige
- 99 posts
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OS X 10.10.1 and multiple machines. Can't get Mantra render to start. Render to Mplay works so maybe this is correct behavior?
Houdini Indie and Apprentice » is OpenCL supported in OS X for Houdini 14 and Flip/Pyro?
- cgbeige
- 99 posts
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I'm on OS X 10.10.1 (Yosemite). Is there some log I can check for errors or confirmation that it's working?
Houdini Indie and Apprentice » is OpenCL supported in OS X for Houdini 14 and Flip/Pyro?
- cgbeige
- 99 posts
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I'm wondering if OpenCL is supported for OS X for Houdini 14 and Flip/Pyro – it's in the settings for flip solver and pyro solver but I get the same frame rate when
I enable it on 12-core Mac Pro with dual FirePro D700
I enable it on 12-core Mac Pro with dual FirePro D700
Houdini Indie and Apprentice » crop region render is wrong size (issue with retina Macs?)
- cgbeige
- 99 posts
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Houdini Indie and Apprentice » crop region render is wrong size (issue with retina Macs?)
- cgbeige
- 99 posts
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I'm seeing this problem with crop renders in Houdini and it's consistent across other machines with retina screens in OS X 10.10.1
Technical Discussion » Laptop for Houdini
- cgbeige
- 99 posts
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Technical Discussion » do script at frame with Python?
- cgbeige
- 99 posts
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I'm wondering if there's a way to spit out content to a text file whenever you hit a particular frame. So any time you hit frame 200, for example, it writes say a time stamp to the file.
Technical Discussion » how to force playback while setting frame in a Python loop?
- cgbeige
- 99 posts
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Technical Discussion » how to force playback while setting frame in a Python loop?
- cgbeige
- 99 posts
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Technical Discussion » how to force playback while setting frame in a Python loop?
- cgbeige
- 99 posts
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I have this script that I want to use as a benchmark tool and the same format works in Maya but in Houdini, it simply goes to the last frame without drawing the runup. How would I force Houdini to draw each frame for hou.setFrame ?
import time
runcount = 5
resultTime = {}
totalTime = 0
for n in range(0, runcount):
start = time.time()
for i in range(1, 100):
hou.setFrame(i)
end = time.time()
resultTime = end - start
print resultTime
totalTime = resultTime + totalTime
print totalTime
average = totalTime / runcount
print “average is ” + str(average)
import time
runcount = 5
resultTime = {}
totalTime = 0
for n in range(0, runcount):
start = time.time()
for i in range(1, 100):
hou.setFrame(i)
end = time.time()
resultTime = end - start
print resultTime
totalTime = resultTime + totalTime
print totalTime
average = totalTime / runcount
print “average is ” + str(average)
Houdini Indie and Apprentice » getting self-collision for geometry copied to particles?
- cgbeige
- 99 posts
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that doesn't seem to work for self collision. If I set the volume offset to something high, it's obvious that it's using that for the RGB object but not for self-collision, which doesn't happen at all
Houdini Indie and Apprentice » getting self-collision for geometry copied to particles?
- cgbeige
- 99 posts
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Houdini Indie and Apprentice » getting self-collision for geometry copied to particles?
- cgbeige
- 99 posts
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I'm trying to figure out a way to get geometry that's copied to particles to collide with other RBD objects and themselves but my knowledge of this stuff or packed primitive workflows isn't very good. Is it possible?
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