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Houdini Lounge » Practicing Patience for release 16
- pavelPeh
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I suspect that new surface tension model for flip included in 15.5.673 is a backport from 16's surface tension, so at least now we have something to play with until the real thing is out (:
Edited by pavelPeh - Jan. 4, 2017 10:35:10
Technical Discussion » array return types for Attribute Wrangler SOP
- pavelPeh
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It will accept this:
int findclass(int ptclass; int pt) {
if (ptclass != pt) {
ptclass = findclass(ptclass, pt);
}
return ptclass;
}
but will fail again, because:
int findclass(int ptclass; int pt) {
if (ptclass != pt) {
ptclass = findclass(ptclass, pt);
}
return ptclass;
}
but will fail again, because:
docs
The functions are in-lined automatically by the compiler, so recursion will not work. To write a recursive algorithm, you should use shader calls instead.
Technical Discussion » Attribute Vop in houdini 14
- pavelPeh
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Houdini Indie and Apprentice » Saving asset as OTL
- pavelPeh
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Technical Discussion » RBD Initial State /w Packed Primitives
- pavelPeh
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Netvudu
I´m adding an example hip file so that anyone can check how this indeed works.
I´m on 14.0.243, by the way.
I tested it on 14.0.221 and it seems that it works just fine. As Cameron said you have to set manually the initial pivot to match/be closer to initial P. The problem in your scene is that your SOP object has object level transformation so you must consider this when computing the pivot before simulation. Either that or even easier - just don't use object transformations.
NetvuduIt will just compute the pivot for you, the same as if you add angular velocity after the first frame.
If I animate the deforming attribute so that it´s 1 ONLY during Frames 1 and 2 and then it goes back to 0, it also works as expected BUT without the performance hit of having deforming active all the time. Curious, ain´t it?
Cheers!
Technical Discussion » RBD Initial State /w Packed Primitives
- pavelPeh
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cwhite
Currently, the initial pivot needs to be set to a sensible value (e.g. P) - that's what happens behind the scenes in the RBD Point Object. There's an active RFE to improve this behaviour, though, and make it simpler to correctly set up initial angular velocities.
Hopefully this will fix the behaviour when adding pieces whithot recomputing center of mass too, as this is a real problem right now :cry:
Houdini Indie and Apprentice » How to use geohandle parameter?
- pavelPeh
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Technical Discussion » FLIP: turning water into light-weight, floating foam
- pavelPeh
- 30 posts
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You can volume sample SDF against each foam particle. Then you can get SDF value ant use it as multiplier to drive up vector to make particles go straight up. Now you can multiply this vector by value between 0-1 to decide how fast you want the foam to rise.
Check this for example:
https://www.sidefx.com/index.php?option=com_content&task=view&id=2157&Itemid=132 [sidefx.com]
Check this for example:
https://www.sidefx.com/index.php?option=com_content&task=view&id=2157&Itemid=132 [sidefx.com]
Technical Discussion » POPWrangle - Action after x frames
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
- pavelPeh
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Yes, to the dock.
Sometimes it happenes when switching to another app, for example Safari. Go back to Houdini and the cursor is stuck in the network view. ESC helps most of the times.
Sometimes it happenes when switching to another app, for example Safari. Go back to Houdini and the cursor is stuck in the network view. ESC helps most of the times.
Houdini Lounge » Differences between houdini and houdini fx
- pavelPeh
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I think it is possible to create assets in HFX and use them in non-FX version.
Still you need FX version to create them…
Still you need FX version to create them…
Houdini Lounge » H14 Mac GPU Requirements
- pavelPeh
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twod
It's under Mobile GPUs:AMD Mobility Radeon 5000, 6000, 7000, 8000 series (x700M and up, eg 7740M, 7987M or 8850M)
Unfortunately with the sheer number of models released per generation, and the somewhat arbitrary naming scheme used, it's difficult to list all of them.
Just for clarification:
Does this mean that listed Mobile GPUs are officially supported in combination with OSX? Or only these listed as “Supported Mac GPUs”.
Thanks
Technical Discussion » H14 boot up time on osx
- pavelPeh
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Hi, Mark!
Thanks for the tip.I switched to nVidia only and the slowdown after shutdown is gone.
Probably there is nothing you can do aboit it. Not a big deal.
Thanks for the tip.I switched to nVidia only and the slowdown after shutdown is gone.
Probably there is nothing you can do aboit it. Not a big deal.
Houdini Indie and Apprentice » Incorrect bounce behaviour of bullet solver
- pavelPeh
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This is not a feature, but a side effect of the parallel solver. You can check the documetation:
Instead try to play with physical parameters of the ball and the ground. There is a bounce parameter.
However, the multi-threaded constraint solver behaves differently than the single-threaded constraint solver in several ways:
The Split Impulse and Penetration Threshold parameters are not supported.
Objects tend to lose less energy in collisions versus the single-threaded constraint solver.
Instead try to play with physical parameters of the ball and the ground. There is a bounce parameter.
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
- pavelPeh
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The user experience is much better now but still there is one critical bg that I'm having with my build (14.0.236). Sometimes when minimizing/maximizig houdini, it stops to take any feedback from the mouse. In most of the cases the cursor is stuck inside node view area and behaves like I'm holding Space. After hitting ESC I can no longer do anything with it.I have to use CMD+Q and navigate with keyboard to save my scene and quit. I can move the floating windows but anything else does not respond.
Unfortunately no idea how to reproduce it.
Unfortunately no idea how to reproduce it.
Technical Discussion » H14 boot up time on osx
- pavelPeh
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The boot time is ok for me - at least I didn't noticed anything unusual.
I can confirm that the web browser is still a little bit slower when loading a page, but MUCH better than it was before (production build for example).
On the other hand my system freezes for a couple of seconds after houdini quits.
OSX 10.10.2
I can confirm that the web browser is still a little bit slower when loading a page, but MUCH better than it was before (production build for example).
On the other hand my system freezes for a couple of seconds after houdini quits.
OSX 10.10.2
SI Users » project "Houdini, a great modeler"
- pavelPeh
- 30 posts
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I think if they start to use double click as separate command it may speedup everything.
Double click on poligon -> select connected pieces
Double click on edge->select loop
Double click on border edge -> select border
Shift + Double click to do partial loop/ring selection
etc.
Yeah, I know its AD again…
This will free several hotkeys also
Double click on poligon -> select connected pieces
Double click on edge->select loop
Double click on border edge -> select border
Shift + Double click to do partial loop/ring selection
etc.
Yeah, I know its AD again…
This will free several hotkeys also
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
- pavelPeh
- 30 posts
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mtucker
@SreckoM: I have replicated the opacity map hang on my Macbook with the 650M (Grid SOP into UV PRoject, apply a Mantra Surface, and set the Diffuse map to one of the $HH/pic/butterfly images). The hang happens deep inside the video driver, and for me it only happened with “Transparency” set to “Medium Quality” (both Low and High Quality seemed fine). This option is set on the Display Options dialog Effects tab in the Material area. Hopefully this workaround can get you past this problem for now? Which version of OSX are you running?
Mark
Just found the same thing trying to track the problem with shelf Dry Sand tool - 100% CPU/Not responding. It is caused by POP Sprite/POP Color node. When transparency is set to Low or High its OK. Tested on 14.0.223 and 10.0.228 - behaviour is the same. There is no such problem on 14.0.201.13
Platform: darwin-x86_64-clang5.1-MacOSX10.9
Operating System: Mac OS X Version 10.10.2 (Build 14C109)
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: NVIDIA GeForce GT 750M OpenGL Engine
OpenGL Version: 4.1 NVIDIA-10.2.1 310.41.15f01
Houdini Lounge » Houdini 15 Wishlist
- pavelPeh
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DaJuiceprotozoanViewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
Agreed, obfuscation is not the Houdini way. If I'm really concerned what a box or cylinder first looks like I'll go ahead and add normals.
Well..there is a flat shaded viewport mode that does not show proper normals, and is in fact really heplful (I use it as default). Can`t see why another option bother you so much.
Houdini Indie and Apprentice » Indie Render Limitations
- pavelPeh
- 30 posts
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