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Houdini Indie and Apprentice » OpenGL Lights- Spotlights not rendering
- BradASchreiber
- 117 posts
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Houdini Indie and Apprentice » OpenGL Lights- Spotlights not rendering
- BradASchreiber
- 117 posts
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I have a scene with animated spotlights I am trying to render in OpenGL. The lights are keyframes but only "activate" if I manipulate the transform handle. I set them up and know they are hitting the geometry the way I want but when I save, close down and reopen- I cannot see them in the viewport. How do I fix this? Thank you in advance.
Technical Discussion » Can't render the background image from an Environment Light with openGL
- BradASchreiber
- 117 posts
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I have spoken with SideFX support and unfortunately Environment light is not supported as BG render with OpenGL.
Technical Discussion » Can't render the background image from an Environment Light with openGL
- BradASchreiber
- 117 posts
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Technical Discussion » PolyExtruded Text- Bad Geometry
- BradASchreiber
- 117 posts
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Technical Discussion » PolyExtruded Text- Bad Geometry
- BradASchreiber
- 117 posts
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I have some poly extruded text that I am trying to import into another application but the geometry looks wrong when I export it out.The meshes look fine in Houdini. I have tried using the clean and polydoctor nodes but the results are not what I would like.
Thank you
Thank you
Technical Discussion » Changing large number of file paths
- BradASchreiber
- 117 posts
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Technical Discussion » Exporting Instances-Unable to get an export
- BradASchreiber
- 117 posts
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Technical Discussion » Exporting Instances-Unable to get an export
- BradASchreiber
- 117 posts
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I have an instanced asteroid field and want to export the instance SOP as Geometry. I have tried ROP and fbx and alembic export with no luck. It keeps exporting the single Sphere only and not the entire instanced field.
How do I get this out as the full asteroid field (and not just the base sphere)?
Scene attached.
How do I get this out as the full asteroid field (and not just the base sphere)?
Scene attached.
Houdini Indie and Apprentice » Render Error
- BradASchreiber
- 117 posts
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I'm getting some sort of polygonal error when I render this mesh. What causes this and how can I fix it?
Technical Discussion » Syntheyes to Houdini 18.5
- BradASchreiber
- 117 posts
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FBX camera export from Syntheyes to Houdini has always been flawless but now when I import the FBX the camera is always improperly aligned. What has changed in Houdini's FBX import system? This is the same version of Syntheyes I have been using for 5 months, but after updating Houdini the problem has occurred. Any ideas?
Alembic imports flawlessly, but the markers do not have scene coordinates.
Alembic imports flawlessly, but the markers do not have scene coordinates.
Houdini Indie and Apprentice » maskbyfeature group bug
- BradASchreiber
- 117 posts
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I have noticed a bug (or is this operator error?) where maskbyfeature will not register a group node. A material node that branches off sees the group name, but maskbyfeature does not. Sample scene attached.
Edited by BradASchreiber - Oct. 30, 2020 19:36:09
Technical Discussion » Normal not adding Normals
- BradASchreiber
- 117 posts
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I have a mesh and have used a Primitive Wrangle to place a point at the center of each primitives. I then add a Normal SOP but it is not adding any normals. Why is this?
The old Point SOP is gone so I cannot use that.
The old Point SOP is gone so I cannot use that.
Technical Discussion » Heightfield Visualize Node
- BradASchreiber
- 117 posts
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I am trying to export my heightfield visualize node as a texture but I cannot find the correct way to do this. How can this be achieved?
Thank you
Thank you
Technical Discussion » Fur Guide Brush unusable
- BradASchreiber
- 117 posts
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I am trying to groom a fur sim and every time I try and use it the vdbfrompolygons calculation is interminably slow. Is there another alternative to doing this? I have turned down the hair thickness and density so that i would be grooming a small amount, but it's still unusable.
Technical Discussion » Rigged Character- Rigging Bug when moving in World Space
- BradASchreiber
- 117 posts
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Thank you malbrecht, yes I meant the master ctl node. I am still getting pinching deformation at the elbows when I reposition in Y-space (positive or neagtive) using the master ctl node. I'm not sure how the bug is not recreating on your end, I will try merging into a fresh project and see if that corrects the error.
Technical Discussion » Rigged Character- Rigging Bug when moving in World Space
- BradASchreiber
- 117 posts
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Hello, I have a character which is rigged and is working, but when I move the Primary Null up more than 10 units in Y space, the rig has an error on the arms and they collapse down. I have tried recaching and cannot determine what is causing the problem.
This is very frustrating to have spent quite a long time adjusting the weight painting on this character to have this problem. If you could point out what is causing this please let me know. I tried putting the character into a subnet but the problem occurs there as well.
I have included a link to he scene and mesh below.
https://www.dropbox.com/sh/2ozbb31v4isv9mk/AACit8mJ7bdMP1HRqv_unLvsa?dl=0 [www.dropbox.com]
This is very frustrating to have spent quite a long time adjusting the weight painting on this character to have this problem. If you could point out what is causing this please let me know. I tried putting the character into a subnet but the problem occurs there as well.
I have included a link to he scene and mesh below.
https://www.dropbox.com/sh/2ozbb31v4isv9mk/AACit8mJ7bdMP1HRqv_unLvsa?dl=0 [www.dropbox.com]
Edited by BradASchreiber - June 16, 2020 18:33:12
Technical Discussion » Animating two obejcts together
- BradASchreiber
- 117 posts
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I have two SOP objects I am trying to animate together at the Network level. A rigged character and a vehicle he is riding. I have parented the Rigged character Network level node to the vehicle, but they don't move in unison. What could cause this?
Technical Discussion » Capture Layer Paint
- BradASchreiber
- 117 posts
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I'm having trouble adjusting the weight painting on a piece of geometry. The capturelayerpaintbrush does not get the entire geometry selection, there are some small polygons behind others I cannot seem to get painted. I have set the Brush Depth to 10 and the Opacity to 1.
Any idea how I can address this?
Any idea how I can address this?
Technical Discussion » Retexturing imported Object
- BradASchreiber
- 117 posts
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I have a model with several shaders I am having to rebuild for my render engine, which does not use Principled Shaders.
The model imports with several Principled shaders. These shaders import with the correct texture file. I need to rebuild shaders to match these Principled shaders.
The work is easy enough, but I cannot find a way to determine which specific Principled Shaders are assigned to my individual geos. The file is a GLTF, and I have a comprehensive node tree with all geos, but the Material tab on each geo is empty.
Is there a list or breakdown I can create to see what Principled Shader is supposed to be applied to each individual geo?
The model imports with several Principled shaders. These shaders import with the correct texture file. I need to rebuild shaders to match these Principled shaders.
The work is easy enough, but I cannot find a way to determine which specific Principled Shaders are assigned to my individual geos. The file is a GLTF, and I have a comprehensive node tree with all geos, but the Material tab on each geo is empty.
Is there a list or breakdown I can create to see what Principled Shader is supposed to be applied to each individual geo?
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