Maybe something external slows the starting process down? Do you load many otls or packages?
You could copy your preferences folder to another location and see if it starts faster with an empty userfolder.
// Is your Houdini located on an SSD? If it's on an old HDD or external Server that could also be the issue.
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Technical Discussion » Houdini takes forever to start.
- Xue_Yue
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Technical Discussion » Filling large container with thousands of vellum objects
- Xue_Yue
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Just to be sure: Did you do the point deform with the equally scaled mesh versions? It sounds like there is an issue with an offset of these meshes which will be kept when using this node. You could also use the xyzdist function in VEX to be sure the meshes are snapped onto each other.
Technical Discussion » Best way to get attribute paint to ignore some geometry
- Xue_Yue
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My bad, just tested it. One way is to use a group (point) and refere to this group in the attribpaint. If you want you could combine it with the visibility SOP to only see the object you wish to paint. I made a demo if it is interesting for you.
Technical Discussion » Best way to get attribute paint to ignore some geometry
- Xue_Yue
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Hey, I can't test it right now but I think if you use a visibility SOP before the paint SOP you could 'solo' your objects for painting. Deactivate/change the node when you are done.
Technical Discussion » Need Help with Precise Vellum Cloth Simulation for a Falling
- Xue_Yue
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Hey, this is a small setup i hacked together. I didn't think of the issues that occur while having a high damping from the start. So I decided to animate the strength of the constraint and the damping ratio in the vellum solver. It works, but I think the best way to get a nice transition might be to use something like this blend setup in the sim, so that you get close to your target geo, and then do a smooth position blend after the sim. Hope it helps a bit.
Edited by Xue_Yue - July 27, 2023 12:04:21
Technical Discussion » Need Help with Precise Vellum Cloth Simulation for a Falling
- Xue_Yue
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Glad if it helps you. Most of the time you can get rid of the jiggle in vellum by increasing the damping ratio or via a simple pop drag in your dynamics network.
Technical Discussion » Need Help with Precise Vellum Cloth Simulation for a Falling
- Xue_Yue
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I'm struggling to control the end result with the precision that I need.
Hey,
what exactly is the issue with pin to target? Have you tried animating the constraints? So one idea could be to start with a super loose pin constraint and straighten it during the end of the sim to force it to the desired endframe.
Technical Discussion » How do I preserve geometry when using copy to points?
- Xue_Yue
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Oh no wait, that was very unclear and bad explained from me.
I just described two ways. In the first way, with the merge, the spikes are objects (polygon meshes) and a sphere. nothing is connected if you merge them.
By using the way with the polybevel on the points you modify one (closed) geo, and that way it stays one object. You'll get a direct extrusion on the sphere and there is no gap between spikes and the sphere. See attached hip.
I just described two ways. In the first way, with the merge, the spikes are objects (polygon meshes) and a sphere. nothing is connected if you merge them.
By using the way with the polybevel on the points you modify one (closed) geo, and that way it stays one object. You'll get a direct extrusion on the sphere and there is no gap between spikes and the sphere. See attached hip.
Edited by Xue_Yue - July 20, 2023 16:05:33
Technical Discussion » How do I preserve geometry when using copy to points?
- Xue_Yue
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Hi, that's nomal behaviour. If you want to have the sphere mesh and your spikes togehter use a merge SOP and bring your sphere and the spikes together in one geo stream.
However, be aware that this is not one closed mesh. If you want that, take your points, add a polybevel (on points) and peak the group of points.
However, be aware that this is not one closed mesh. If you want that, take your points, add a polybevel (on points) and peak the group of points.
Technical Discussion » Flipbook to MPlay issue
- Xue_Yue
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Are you able to open MPlay as standalone? It is called "Image Viewer 19.*" in the windows start menue or you can find it under "...\Side Effects Software\Houdini 19.5.569\bin\mplay.exe" .
Edited by Xue_Yue - July 20, 2023 07:16:45
Houdini Indie and Apprentice » Solved: Houdini Indie on Steam | Windows 11 | Instant Crash
- Xue_Yue
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Hello,
yesterday I installed Windows 11 and today I wanted to open Houdini Indie via Steam but it crashes instantly. Not even a splash screen is showing. I had no old files on disk (and no 19.5 folder / database in the documents folder) and did a fresh Houdini install via Steam. Everything worked with Windows 10 and other Steam Apps work.
I click on "Launch", it shows "Synchronizing Cloud" then "Launching Executable" then it just stops and the "Launch"-Button is green again.
Does anyone have the same issue? How can I get more informations with the steam version? Or a log with informations where the process stops.
Thanks
edit:
I now installed Houdini Apprentice with an installer from the SideFX website and it worked fine. After that my Indie Steam version worked as well. Maybe there were some files missing or so. So in case you have the same issue, installing the official apprentice fixed the steam version for me.
yesterday I installed Windows 11 and today I wanted to open Houdini Indie via Steam but it crashes instantly. Not even a splash screen is showing. I had no old files on disk (and no 19.5 folder / database in the documents folder) and did a fresh Houdini install via Steam. Everything worked with Windows 10 and other Steam Apps work.
I click on "Launch", it shows "Synchronizing Cloud" then "Launching Executable" then it just stops and the "Launch"-Button is green again.
Does anyone have the same issue? How can I get more informations with the steam version? Or a log with informations where the process stops.
Thanks
edit:
I now installed Houdini Apprentice with an installer from the SideFX website and it worked fine. After that my Indie Steam version worked as well. Maybe there were some files missing or so. So in case you have the same issue, installing the official apprentice fixed the steam version for me.
Edited by Xue_Yue - June 23, 2023 06:01:11
Technical Discussion » Using an attribute to drive a color ramp color
- Xue_Yue
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Ah, I have to say I didn't fully understand what you wanted to achieve. If you use the point expression like that you can directly access the elements of a vector attribute ("attr" is a vector point attribute in this case):
So you don't have to split it with vex before your ramp.
So you don't have to split it with vex before your ramp.
Edited by Xue_Yue - June 13, 2023 12:40:31
Technical Discussion » Using an attribute to drive a color ramp color
- Xue_Yue
- 56 posts
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You can do it like Enivob says. Or if it has to be a vop you could just drive your ramp with the attribute of your choice.
Technical Discussion » How to get rid of jitter when adding fur on Vellum?
- Xue_Yue
- 56 posts
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Technical Discussion » viewing actual Particle size within pop net
- Xue_Yue
- 56 posts
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Technical Discussion » Vellum - geo flipping upward for no known reason
- Xue_Yue
- 56 posts
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@Tamte
Can you give any insights why you'd prefer the high stiffness soft pin over stopped? Thanks.
- try to use high stiffness soft pin constraints instead of permanent or stopped
Can you give any insights why you'd prefer the high stiffness soft pin over stopped? Thanks.
Edited by Xue_Yue - May 17, 2023 11:13:31
Technical Discussion » Vellum - geo flipping upward for no known reason
- Xue_Yue
- 56 posts
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Hard to say withou an example, but are the feathers moving/ do you have enough substeps? Also how do you fix the feathers position? A simple pin? Maybe the stopped attrib works as it can prevent rotation.
-> Vellum Attribs | state [www.sidefx.com]
-> Vellum Attribs | state [www.sidefx.com]
Technical Discussion » Transfrom Geometry Until Collision?
- Xue_Yue
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Hey, not sure if I get your question. Can you give an example or show what you have so far? You can get the positon of an intersection with the intersect() function in VEX or maybe a Ray-SOP is a good enough solution for you?
Edited by Xue_Yue - May 16, 2023 07:57:10
Technical Discussion » Duplicate object on curve
- Xue_Yue
- 56 posts
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Hello, do you mean like this?
Here you can set whatever vector you want for the scaling. I used @curveu.
Here you can set whatever vector you want for the scaling. I used @curveu.
scale(@transform, set(@curveu));
Edited by Xue_Yue - May 11, 2023 04:29:03
Technical Discussion » Houdini normal node issue.
- Xue_Yue
- 56 posts
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When these spikes appear after you apply a normal node, then it is a viewport issue (because the normal node won't displace your vertices).
My first suspect would be the driver for your graphics card. Is it the latest version? Or if you have the latest you could try the latest stable driver before that.
My first suspect would be the driver for your graphics card. Is it the latest version? Or if you have the latest you could try the latest stable driver before that.
Edited by Xue_Yue - Nov. 7, 2022 03:06:00
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