Ello, I was wondering, is it possible to bias the distance ratio uniquely per point in a voronoi fracture?
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Technical Discussion » scale bias for specific voronoi fracture cell points
- NNNenov
- 36 posts
- Offline
Houdini Lounge » UV Image Viewer
- tomtm
- 124 posts
- Offline
Hi,
Do I miss it for years or is it really missing?
If you would like to see your imported texture in Karma Material Builer, I would welcome to have something like
a texture viever in all other programs.
Maybe I really miss it, but I could not find it.
Do I miss it for years or is it really missing?
If you would like to see your imported texture in Karma Material Builer, I would welcome to have something like
a texture viever in all other programs.
Maybe I really miss it, but I could not find it.
News » Houdini 20 Production Build updated to 20.0.688
- chrism
- 2493 posts
- Offline
Hidey ho! The Houdini 20 Production Build has been updated to 20.0.688.
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=653&build_1=688&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=653&build_1=688&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Solaris and Karma » Karma XPU stuck on initialization and geo refuse to load
- Justinngjw
- 7 posts
- Offline
I am having an issue while trying to render a heavy spaceship in USD format using Karma XPU. My setup is unable to render the asset properly, and I am unsure of the cause.
When I first switch to Karma XPU, it takes 20–30 seconds for the spaceship to load in and begin rendering. However, when I move the viewport, the spaceship freezes in the same position and does not recalculate. Additionally, both of my GPUs become stuck during initialization and do not proceed to render.
while it's trying to load, i have no issue moving around the viewport and the UI, but the moment i try to click anything, Houidni will turn strange not responding;(
My system specifications:
AMD Ryzen 9 3900X, 12-core processor
64GB RAM
2 x RTX 2070 Super GPUs
Houdini 20.0.547
things i've tried:
- Updated the drivers
- Loaded the file on another computer, where it worked smoothly without issues
I would greatly appreciate any assistance or advice.
Thank you!
When I first switch to Karma XPU, it takes 20–30 seconds for the spaceship to load in and begin rendering. However, when I move the viewport, the spaceship freezes in the same position and does not recalculate. Additionally, both of my GPUs become stuck during initialization and do not proceed to render.
while it's trying to load, i have no issue moving around the viewport and the UI, but the moment i try to click anything, Houidni will turn strange not responding;(
My system specifications:
AMD Ryzen 9 3900X, 12-core processor
64GB RAM
2 x RTX 2070 Super GPUs
Houdini 20.0.547
things i've tried:
- Updated the drivers
- Loaded the file on another computer, where it worked smoothly without issues
I would greatly appreciate any assistance or advice.
Thank you!
Edited by Justinngjw - today 11:40:17
Houdini for Realtime » SideFX Labs on steam
- unrek3n19ma
- 1 posts
- Offline
Houdini Indie and Apprentice » No Alpha Channel When Compositing
- youngzo34
- 7 posts
- Offline
I rendered this sequence in exr. Sent over to compositing and there's no alpha channel only the AOVs i created
Technical Discussion » How to make realistic honey drop?
- raincole
- 440 posts
- Offline
As thie video shows (start from 1:00 mark), when a honey droplet drops it has this "spring back" effect. No matter how high the viscosity I set for Vellum fluid, when it drops it just drops.
Is Vellum not suitable for this and I need to use FLIP? Or is there some tricks that I've missed?
By "spring back" I meant this:
Edited by raincole - today 10:01:03
Technical Discussion » How to create nested obj level transforms?
- catchyid
- 38 posts
- Offline
Hi!
I want to mimic Maya transforms structure in Houdini, i.e. transform node A, when you dive, you will find another transform node B, when you dive in you find transform C.
Just to clarify, I understand I can flatten this hierarchy by connecting obj level transforms in parent-child relationship (so all nodes will be on top level obj), but I don't want this.
The only way I am to do is by creating obj sub-networks, for example: root obj --contains--> object sub-network A --dive in--> obj sub-network B. Is there any other solution?
Tx
I want to mimic Maya transforms structure in Houdini, i.e. transform node A, when you dive, you will find another transform node B, when you dive in you find transform C.
Just to clarify, I understand I can flatten this hierarchy by connecting obj level transforms in parent-child relationship (so all nodes will be on top level obj), but I don't want this.
The only way I am to do is by creating obj sub-networks, for example: root obj --contains--> object sub-network A --dive in--> obj sub-network B. Is there any other solution?
Tx
Edited by catchyid - today 09:00:23
Solaris and Karma » XPU region render blurry textures
- spektra
- 25 posts
- Offline
I'm trying to render a region of image to save some render time but textures seem to get blurry doing so. Increasing region size makes textures more blurry but it doesn't seem to affect geometry. I have tried disabling mipmapping but it didn't fix it. Tested on Houdini 20.0.653. Everything works correctly in CPU mode.
Edited by spektra - today 06:51:43
Technical Discussion » Karma render use DCM (Deep Camera Map) as matte for Effect
- AAaronLi
- 7 posts
- Offline
I've found that Karma can render DCM(Deep Camera Map) output. This is a good feature.
But I didn't found how can I use DCM as matte for Effect, Instead of importing the scene and then setting the Holdout Mode to matte in the geometry render settings.
It's like rendering with Mantra and setting the camera parameters in the SOP.
Does Karma have this feature?
Any help would be greatly appreciated.
- Aaron
But I didn't found how can I use DCM as matte for Effect, Instead of importing the scene and then setting the Holdout Mode to matte in the geometry render settings.
It's like rendering with Mantra and setting the camera parameters in the SOP.
Does Karma have this feature?
Any help would be greatly appreciated.
- Aaron
PDG/TOPs » How to access current cook value of an attribute in Python?
- alexmajewski
- 3 posts
- Offline
I would like to check current cook value of a wedge attribute in a Python expression.
The same way that we use `@pdg_index` in string parameters etc. but this time we'd like to grab that value in a script. How can I do that?
The same way that we use `@pdg_index` in string parameters etc. but this time we'd like to grab that value in a script. How can I do that?
Technical Discussion » Questions about the future development of the KARMA renderer
- fmz123123
- 1 posts
- Offline
Does XPU rendering have plans to support AMD Gpus in the future?
I am now using AMD 7900XTX graphics card, does not support XPU rendering, will there be future development plans, support AMD GPU?
I am now using AMD 7900XTX graphics card, does not support XPU rendering, will there be future development plans, support AMD GPU?
Technical Discussion » Error Black Boxing HDAs with Material VOPs or Material X
- sharanvaswani93
- 13 posts
- Offline
Hi everyone,
I am getting an error whenever I try to blackbox HDAs.
--------------------------
Traceback (most recent call last):
File "<stdin>", line 17, in <module>
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 39, in create_instance return _create_vop_instance(node_type)
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 105, in _create_vop_instance
assert not "Could not determine the VOP context for this VOP asset"
AssertionError
--------------------------
This happens for some HDAs and some blackbox correctly. I am not sure if it is because these HDAs are Material X nodes & Material VOPs (guess I saw the same thing happen randomly with Vex VOPs in shaders as well) or is it because I had previously saved the HDAs as a different name and did a "Save As" to rename the HDAs and format the names correctly or is it some other issue?
Any information or help would be really helpful!
Thanks!
I am getting an error whenever I try to blackbox HDAs.
--------------------------
Traceback (most recent call last):
File "<stdin>", line 17, in <module>
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 39, in create_instance return _create_vop_instance(node_type)
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 105, in _create_vop_instance
assert not "Could not determine the VOP context for this VOP asset"
AssertionError
--------------------------
This happens for some HDAs and some blackbox correctly. I am not sure if it is because these HDAs are Material X nodes & Material VOPs (guess I saw the same thing happen randomly with Vex VOPs in shaders as well) or is it because I had previously saved the HDAs as a different name and did a "Save As" to rename the HDAs and format the names correctly or is it some other issue?
Any information or help would be really helpful!
Thanks!
Technical Discussion » [libpng error] Karma | Substance Painter - Houdini [SOLVED]
- AnimGraphLab
- 49 posts
- Offline
This is a solved issue. I want to document it for someone who possibly encounters it in the future.
SideFX team, if there's an option to improve the error message, it would be a blessing
Context:
- Substance Painter to Houdini USD workflow
- UDIMs
- Karma render
Error messages:
- libpng error: bad adaptive filter value
- libpng error: IDAT: invalid block type
Writing error message and a picture since it will better be indexed in Google search.
Solution:
- delete exported textures from Substance Painter
- export textures again
- optional: Render menu at the top -> update textures [www.sidefx.com] | Perspective -> Reset Karma XPU (or Shift+P)
I somehow understood that it's related to textures after reading through this and searching occurrences of libpng: https://www.sidefx.com/docs/hdk/png_8h_source.html [www.sidefx.com]
Why it happened (my guess)
Substance Painter exported 1 UDIM tile texture cropped i.e. half of the texture was black and only half of the top part was with texture. And Karma didn't know what to do about it. Although the Painter export message said, "export finished successfully".
All the best
SideFX team, if there's an option to improve the error message, it would be a blessing
Context:
- Substance Painter to Houdini USD workflow
- UDIMs
- Karma render
Error messages:
- libpng error: bad adaptive filter value
- libpng error: IDAT: invalid block type
Writing error message and a picture since it will better be indexed in Google search.
Solution:
- delete exported textures from Substance Painter
- export textures again
- optional: Render menu at the top -> update textures [www.sidefx.com] | Perspective -> Reset Karma XPU (or Shift+P)
I somehow understood that it's related to textures after reading through this and searching occurrences of libpng: https://www.sidefx.com/docs/hdk/png_8h_source.html [www.sidefx.com]
Why it happened (my guess)
Substance Painter exported 1 UDIM tile texture cropped i.e. half of the texture was black and only half of the top part was with texture. And Karma didn't know what to do about it. Although the Painter export message said, "export finished successfully".
All the best
Edited by AnimGraphLab - today 01:25:12
Technical Discussion » How to dynamic load custom "Dynamic Simulations" plugins?
- DlPF
- 1 posts
- Offline
Hi all,
I wrote a plugin. The plugin's code referenced houdini HDK, Dynamic Simulations plugin example, see this page: https://www.sidefx.com/docs/hdk/_h_d_k__intro__creating_plugins.html [www.sidefx.com]
Now I want to implement dynamic loading for this plugin. But there were some problems.
First, I tried to use python API to load it.
Since its registration function is initializeSIM () and not newDopOperator (). Therefore the load fails.
Then, I tried to use _ctypes to load it.
The handle is not None. But I can't create the node in Dop Network. I think I missed some operations like registering it in houdini. But I don't know how to do it.
Due to my SOP plugins can be loaded by
Maybe I can use a SOP to load Dynamic Simulations plugins! I made the following attempts in a SOP plugin C++ code.
I think the dll is loaded, but it still not create node in dop network.
Another idea is to dynamic update the HOUDINI_DSO_PATH, and rescan this path.
The python code like:
But I can't find the rescan command.
My expectation is that when this plugin is not in the dso folder, it can be loaded and used without restarting houdini.
Is there any solution for this problem?
Thank you very much!
I wrote a plugin. The plugin's code referenced houdini HDK, Dynamic Simulations plugin example, see this page: https://www.sidefx.com/docs/hdk/_h_d_k__intro__creating_plugins.html [www.sidefx.com]
Now I want to implement dynamic loading for this plugin. But there were some problems.
First, I tried to use python API to load it.
hou.nodeTypeCategories()['Dop'].loadDSO('--dll path--')
Then, I tried to use _ctypes to load it.
import _ctypes handle = _ctypes.LoadLibrary('--dll path--')
Due to my SOP plugins can be loaded by
hou.nodeTypeCategories()['Sop'].loadDSO('--dll path--')
static UT_DSOHandle* dsoHandle; UT_DSO dso; UT_String* errorOutput = NULL; const char dsoFile[] = "--dll path--"; dsoHandle = dso.loadDSO(dsoFile, false, errorOutput ); const char symbolName[] = "initializeSIM"; UT_StringHolder* errorOutput1 = NULL; UT_StringHolder fileName = dso.getFilePath(dsoHandle, *errorOutput1); bool result = dso.run(dsoFile, symbolName);
Another idea is to dynamic update the HOUDINI_DSO_PATH, and rescan this path.
The python code like:
import hou current_dso_path = hou.getenv("HOUDINI_DSO_PATH") my_plugin_path = "/path/to/my/custom/plugins" new_dso_path = current_dso_path + ";" + my_plugin_path hou.putenv("HOUDINI_DSO_PATH", new_dso_path)
My expectation is that when this plugin is not in the dso folder, it can be loaded and used without restarting houdini.
Is there any solution for this problem?
Thank you very much!
Solaris and Karma » SOP Intrinsic: usdViewportPurpose
- cdordelly
- 119 posts
- Offline
Hi!
I noticed that the usdViewportPurpose intrinsic attribute is an array of the USD purpose of an usd imported geometry using the SOP Modify LOP. The thing is that I think that maybe this should be an string attribute instead with the primitive purpose because right now the usdViewportPurpose intrinsic attribute is the same array for Proxy or Render geometries as you can see here:
On that example is very easy to see which prim has a Proxy purpose or the Render purpose because it is created with the Component Builder setup so the purposes are also on the primpath, but on a non-component builder prims, it can be more difficult to check which is the purpose from each one:
So, there is another method to select in SOP the purpose of the prims?
Thanks!
I noticed that the usdViewportPurpose intrinsic attribute is an array of the USD purpose of an usd imported geometry using the SOP Modify LOP. The thing is that I think that maybe this should be an string attribute instead with the primitive purpose because right now the usdViewportPurpose intrinsic attribute is the same array for Proxy or Render geometries as you can see here:
On that example is very easy to see which prim has a Proxy purpose or the Render purpose because it is created with the Component Builder setup so the purposes are also on the primpath, but on a non-component builder prims, it can be more difficult to check which is the purpose from each one:
So, there is another method to select in SOP the purpose of the prims?
Thanks!
Technical Discussion » Static Point Deform for Simulated FEM Mesh ?
- _Christopher_
- 766 posts
- Offline
I have this scene that when I play the simulation the attributeWrangler19 within the dopnet > sopSolver I want it to keep it's point deform. Instead it moves; I know in this wrangler I'm applying the variable two to the point position @P so because it's within a SOPSolver it will move but what I want it to do is keep its position but just deform based on the parameters I set in this wrangler ?
I've tried applying it to the fiberstiffness attribute and removing the @P += two.y but that doesn't fix this issue either. As well, the back of the mesh when simulating collapses within itself and the back points of the mesh are not effected by the point deform parameters ?
I've tried applying it to the fiberstiffness attribute and removing the @P += two.y but that doesn't fix this issue either. As well, the back of the mesh when simulating collapses within itself and the back points of the mesh are not effected by the point deform parameters ?
Houdini Indie and Apprentice » Need help to create a shower water simulation
- damojan
- 1 posts
- Offline
Im trying to recreate this shower water siumualtion
https://ibb.co/Y2N8z8B [ibb.co]
i Made a grid to use its points as your particle sources
connected a pop net to it
In the pop net i mainly edited the POP Source
Source Tab: changed geometry source to "use first Context Geometry" to use grid points as sources
Birth Tab: Crank your "Const Birth Rate" a little up and change the "Jitter Birth Time" to negative. This made the points fall a little more unperfect
Attributes Tab: "Initial Velocity" gets setted to Set innitial v and than adjust the variance slightly of x and z. The points will not fall straight downward but a little left and right.
i added an additonal nodes like "popinteract" to get them a bit together if they are close or add some forces to mak their movement a little more random like a small "pop wind" or so
Outside the Popnet i added some additional nodes so the points get geometry.
added a "attributeadjustfloat" with a operation as "set initial" and Pattern Type as "Random" with Min/Max values to my likeing (this randomly changed the size of the "droplets")
added a "vdb from particles" node with quiet a small point radius and smaller voxel size.
added a convert vdb and set it to polygon to get the final geometry.
https://ibb.co/TPxDzsr [ibb.co]
what am i missing, are there any better tips to make it look better
https://ibb.co/Y2N8z8B [ibb.co]
i Made a grid to use its points as your particle sources
connected a pop net to it
In the pop net i mainly edited the POP Source
Source Tab: changed geometry source to "use first Context Geometry" to use grid points as sources
Birth Tab: Crank your "Const Birth Rate" a little up and change the "Jitter Birth Time" to negative. This made the points fall a little more unperfect
Attributes Tab: "Initial Velocity" gets setted to Set innitial v and than adjust the variance slightly of x and z. The points will not fall straight downward but a little left and right.
i added an additonal nodes like "popinteract" to get them a bit together if they are close or add some forces to mak their movement a little more random like a small "pop wind" or so
Outside the Popnet i added some additional nodes so the points get geometry.
added a "attributeadjustfloat" with a operation as "set initial" and Pattern Type as "Random" with Min/Max values to my likeing (this randomly changed the size of the "droplets")
added a "vdb from particles" node with quiet a small point radius and smaller voxel size.
added a convert vdb and set it to polygon to get the final geometry.
https://ibb.co/TPxDzsr [ibb.co]
what am i missing, are there any better tips to make it look better
Technical Discussion » Saving filecache operators in HDAs problem
- TubeSmokeGuy
- 21 posts
- Offline
Hi!
Whenever I make a new HDA from a subnet with a bunch of ops inside, with at least one filecache op, the HDA brings up a pop-up message on pressing the "apply" or "accept" button in the type-properties window.
The only solution to get rid of this is to delete the filecache ops from the HDA after it is created and replace them with newly created filecache ops and relink the files.
I think this shouldn't be, because nothing is wrong with the original filecache ops. I assume this is just an annoying bug or at least a misfunctionality?
Or is here something to set what I don't see?
Thank you!
Whenever I make a new HDA from a subnet with a bunch of ops inside, with at least one filecache op, the HDA brings up a pop-up message on pressing the "apply" or "accept" button in the type-properties window.
The only solution to get rid of this is to delete the filecache ops from the HDA after it is created and replace them with newly created filecache ops and relink the files.
I think this shouldn't be, because nothing is wrong with the original filecache ops. I assume this is just an annoying bug or at least a misfunctionality?
Or is here something to set what I don't see?
Thank you!
Houdini Lounge » How to create Different Rotation each uv tile?
- habernir
- 85 posts
- Offline
Hello
I have tiled uv
But I want to create different Rotation each uv tile in vop , how do I do it?
I have tiled uv
But I want to create different Rotation each uv tile in vop , how do I do it?
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