When I use "Space+f" or "Space+g" on some selected geo on a rigged and posed character, Houdini seems to lose focus. At first I thought it focusses on the selected geo in the neutral pose, but that does not seem to be the case.
I don't know what it focusses on, but its not the selected geo.
Works fine when in the neutral pose.
The only hotkey that seems to work is "Space+z", but that only focusses on what's currently under the mouse cursor.
Yet another bug ? Or should I use a different hotkey for focusing on selected geo on a rigged and posed character ?
Seems silly to me, but hey, this is planet Houdini.
H 20.0.653
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Houdini Indie and Apprentice » Focus on selected posed geo
- toonafish
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Houdini Indie and Apprentice » Bundles and playback speed
- toonafish
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Hey thanks.
I use Redshift, so I add the hair to the forced object list. But the thing is that its several Hair Generate SOPS, so whenever I want to hide a single object from the list its a drag going to the Output Network and dis-and enabling SOP in the list every time.
I also thought about merging all the hair in a single SOP as you say, but then I'm back to square one because I can only hide and unhide all the hair SOPs, and have no easy control over single hair emitters.
Coming from XSI, where one has separate control over render and view visibility of any object using Layers, I was kind of looking for a similar and more user friendly way to separately control render/view visibility of hair geo that actually hides it.
I submitted an RFE for a separate render/viewport toggle for Bundles since theres only a single toggle for both, but I wouldn't bet on that ever happening. Workflow seems to be a at the bottom of the priorities list for Houdini.
I use Redshift, so I add the hair to the forced object list. But the thing is that its several Hair Generate SOPS, so whenever I want to hide a single object from the list its a drag going to the Output Network and dis-and enabling SOP in the list every time.
I also thought about merging all the hair in a single SOP as you say, but then I'm back to square one because I can only hide and unhide all the hair SOPs, and have no easy control over single hair emitters.
Coming from XSI, where one has separate control over render and view visibility of any object using Layers, I was kind of looking for a similar and more user friendly way to separately control render/view visibility of hair geo that actually hides it.
I submitted an RFE for a separate render/viewport toggle for Bundles since theres only a single toggle for both, but I wouldn't bet on that ever happening. Workflow seems to be a at the bottom of the priorities list for Houdini.
Houdini Indie and Apprentice » Bundles and playback speed
- toonafish
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I'm trying to control visibility of Hair / Fur geometry and thus playback speed in the viewport.
But when I use Bundles to control the visibility, it seems to have no effect on playback speed whatsoever.
Looks like I have to actually hide the "Hair Generate" SOP with the Display toggle on every single "Hair_Generate" SOP, and then force it in the Render Output to stop Houdini from calculating the Hair while playing the anim in the viewport.
But that's just a horrible workflow when I then need to hide and unhide certain hair SOPs from the render or not.
According to the manual the only alternative to control the hair visibility seems with the RMB display toggle on every Hair Output separately, but that seems broken for hair, besides that its just a horrible workflow because one can't adjust multiple Hair Outputs at once. So try managing multiple Hair Generators that way.
Is there a more user friendly way to control Viewport visibility and Render visibility separately that also affects calculations / playback speed as well ?
Like layers in XSI, where there's a separate control for Viewport and Render visibility ?
Or should Bundle Visibility affect playback speed as well, and is this yet another bug ?
H 20.0.653
But when I use Bundles to control the visibility, it seems to have no effect on playback speed whatsoever.
Looks like I have to actually hide the "Hair Generate" SOP with the Display toggle on every single "Hair_Generate" SOP, and then force it in the Render Output to stop Houdini from calculating the Hair while playing the anim in the viewport.
But that's just a horrible workflow when I then need to hide and unhide certain hair SOPs from the render or not.
According to the manual the only alternative to control the hair visibility seems with the RMB display toggle on every Hair Output separately, but that seems broken for hair, besides that its just a horrible workflow because one can't adjust multiple Hair Outputs at once. So try managing multiple Hair Generators that way.
Is there a more user friendly way to control Viewport visibility and Render visibility separately that also affects calculations / playback speed as well ?
Like layers in XSI, where there's a separate control for Viewport and Render visibility ?
Or should Bundle Visibility affect playback speed as well, and is this yet another bug ?
H 20.0.653
Houdini Indie and Apprentice » UI resetting every time I open a saved file
- toonafish
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You can send an RFE here: https://www.sidefx.com/bugs/submit/ [www.sidefx.com] as well as reporting bugs.
Its a Request For Enhancement
Its a Request For Enhancement
Edited by toonafish - April 26, 2024 07:34:38
Houdini Indie and Apprentice » UI resetting every time I open a saved file
- toonafish
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Yes, I'd like that option as well, among other things.
But unfortunately the Houdini GUI is a bit outdated, to put it mildly...
Did you send support an RFE ?
But unfortunately the Houdini GUI is a bit outdated, to put it mildly...
Did you send support an RFE ?
Houdini Indie and Apprentice » using value ladder without mouse
- toonafish
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Yes, the value ladder.
Whoever came up with that idea should be punished ;-)
Or at least give us a useable slider besides the value ladder, that automatically adjusts the range when typing a larger or smaller value then the default.
Whoever came up with that idea should be punished ;-)
Or at least give us a useable slider besides the value ladder, that automatically adjusts the range when typing a larger or smaller value then the default.
Houdini Indie and Apprentice » Render Voronoi Piece Colors
- toonafish
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Hey thanks.
Really weird, I tried this before and at first I could not get this to work.
But it started rendering the colors of the pieces in Redshift after adding an RBDCluster SOP and toggeling the "Piece Visualisation" on top of adding the Color SOP.
But after it "woke up" I could remove the RBDCluster and it rendered the colors just fine.
The magical world of Houdini.....
Really weird, I tried this before and at first I could not get this to work.
But it started rendering the colors of the pieces in Redshift after adding an RBDCluster SOP and toggeling the "Piece Visualisation" on top of adding the Color SOP.
But after it "woke up" I could remove the RBDCluster and it rendered the colors just fine.
The magical world of Houdini.....
Houdini Indie and Apprentice » Render Voronoi Piece Colors
- toonafish
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Maybe a very basic question, but when I fracture an object using "voronoifracture" and use the "rbdcluster" SOP to adjust the colors for every piece, I can see a different color for every piece in the viewport, but how can I pipe these colors into a shader for Redshift ?
Color attribute doesn't seem to work, it seems I can't even see the colors in the geometry spreadsheet point attributes ?
Thanks.
Color attribute doesn't seem to work, it seems I can't even see the colors in the geometry spreadsheet point attributes ?
Thanks.
Technical Discussion » Issues with multiple UV maps
- toonafish
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Hey, thanks for checking.
This doesn't happen all the time, but different issues on different imported files.
When I use some simple geo in an FBX or separate OBJ's, it works fine. But unfortunately I can't share the files and I don't have the time to figure out how and what currently.
That's the thing with Houdini, little bugs and quirks all over the place.
Like just now where I try to edit some UV's in the UVView : I select some polys, hit "t" to move them....nothing happens when I try to move the selection. I try hitting enter, and some other stuff, nothing, nada.
Then I check the Perspective View, and find out that when I move the mouse in the UVView, I'm actually moving geo in the Perspective View, like magic.
An "Edit" SOP was added instead of an "UVEdit"...
As if Houdini doesn't realize I'm working in the UVView.
But thanks again.
This doesn't happen all the time, but different issues on different imported files.
When I use some simple geo in an FBX or separate OBJ's, it works fine. But unfortunately I can't share the files and I don't have the time to figure out how and what currently.
That's the thing with Houdini, little bugs and quirks all over the place.
Like just now where I try to edit some UV's in the UVView : I select some polys, hit "t" to move them....nothing happens when I try to move the selection. I try hitting enter, and some other stuff, nothing, nada.
Then I check the Perspective View, and find out that when I move the mouse in the UVView, I'm actually moving geo in the Perspective View, like magic.
An "Edit" SOP was added instead of an "UVEdit"...
As if Houdini doesn't realize I'm working in the UVView.
But thanks again.
Technical Discussion » Issues with multiple UV maps
- toonafish
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I've been trying to bake some texture maps from one UVset to the other today, and I don't know if its me or if I keep running from one bug into the other.
But whenever I try to merge several imported objects with the merge SOP I lose UV sets.
And when I use the UV_Layout SOP with an imported FBX that has 2UVsets and several parts ( like body and clothing ) I lose the UV's of the clothing after using UV_Layout.
I've been banging my head for a few hours at this, and it starts to drive me nuts to be honest.
Is this a known issue, or does anyone know a solution ?
So far Houdini is the most buggy and crashy app I've ever used. I run into stuff like this every day, and most of the time it's just too much of a hassle to report a bug and I can work around it.
Thanks.
But whenever I try to merge several imported objects with the merge SOP I lose UV sets.
And when I use the UV_Layout SOP with an imported FBX that has 2UVsets and several parts ( like body and clothing ) I lose the UV's of the clothing after using UV_Layout.
I've been banging my head for a few hours at this, and it starts to drive me nuts to be honest.
Is this a known issue, or does anyone know a solution ?
So far Houdini is the most buggy and crashy app I've ever used. I run into stuff like this every day, and most of the time it's just too much of a hassle to report a bug and I can work around it.
Thanks.
Houdini Indie and Apprentice » Object Merge drag+drop
- toonafish
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Houdini Indie and Apprentice » Object Merge drag+drop
- toonafish
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Houdini Lounge » What do you guys think about sora?
- toonafish
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Wow, that looks amazing, and its here sooner then I expected.
We need some AI in Houdini asap, so one could use prompts instead of having to learn scripting. I expect that will be a thing of the past very soon the way things are going currently.
We need some AI in Houdini asap, so one could use prompts instead of having to learn scripting. I expect that will be a thing of the past very soon the way things are going currently.
Houdini Indie and Apprentice » Houdini smart extrude
- toonafish
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Modeling in Houdini, like eating soup with a toothpick…
The Modeler addon by Alex Vanzhula is a huge improvement, but still its so much faster to model in another app and import then to try doing everything in Houdini.
It’s just too slow and frustrating.
The Modeler addon by Alex Vanzhula is a huge improvement, but still its so much faster to model in another app and import then to try doing everything in Houdini.
It’s just too slow and frustrating.
Houdini Indie and Apprentice » Object Merge drag+drop
- toonafish
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In 19.5 it was possible to drag and drop an object from the Operator Tree into the Network View and it would automagically create an Object Merge SOP.
But this no longer seems to work in H 20.0.547, which is very unfortunate because it make merging multiple objects into a new Geo node so much easier.
Is there some secret trickery to make this work again, or can I add it to the list of broken features in H 20 ?
Thanks.
But this no longer seems to work in H 20.0.547, which is very unfortunate because it make merging multiple objects into a new Geo node so much easier.
Is there some secret trickery to make this work again, or can I add it to the list of broken features in H 20 ?
Thanks.
Houdini Indie and Apprentice » Clear texture cache
- toonafish
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Just in case someone else runs into this issue, one needs to use " Render > Update Textures" or "Display Options > Material > Update" to force Houdini to update the textures.
Houdini Indie and Apprentice » Clear texture cache
- toonafish
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Houdini Indie and Apprentice » Clear texture cache
- toonafish
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Thanks, but same difference.
Also "clear All" doesn't make Houdini replace the texture with the updated file in the Quickmaterial.
Yet another bug ??
Also "clear All" doesn't make Houdini replace the texture with the updated file in the Quickmaterial.
Yet another bug ??
Houdini Indie and Apprentice » Clear texture cache
- toonafish
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How does one clear the texture cache ?
When using the Quick Material, or UV Quick Shade there seems to be no other way to reload a replaced texture then to rename it in the file explorer, and then replace it.
The "Clear Texture Cache" button in the Texture shelf seems to be there just for show, nothing happens when clicked.
Using H 20.0.547
When using the Quick Material, or UV Quick Shade there seems to be no other way to reload a replaced texture then to rename it in the file explorer, and then replace it.
The "Clear Texture Cache" button in the Texture shelf seems to be there just for show, nothing happens when clicked.
Using H 20.0.547
Houdini Indie and Apprentice » Houdini crashes to desktop
- toonafish
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Same here, switched back again to ancient XSI for most of the basic work. It hasn’t been updated for almost 10 years, and hardly crashes at all, what a relief…no more cursing at the screen.
Also gave up on reporting most of the bugs I encountered lately in Houdini, it just takes way too much time.
Also gave up on reporting most of the bugs I encountered lately in Houdini, it just takes way too much time.
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