Thanks guys, most helpful.
$COMPUTERNAME was the one. Must have been the only combo I didn't try!
Thanks again,
Rich.
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Technical Discussion » Variable to return machine name
- Richard Costin
- 101 posts
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Technical Discussion » Variable to return machine name
- Richard Costin
- 101 posts
- Offline
Hi all!
I am sure I have done this before a few years back but can't for the life of me remember the syntax.
Is there a way I can get the current machine's name as a variable (to put into either a file path or font sop)?
Will be handy for a render node debug scene I am preparing.
I have memory of it being $MACHINE_NAME or $HOSTNAME, something along those lines but any variation on that theme I try comes up blank.
Thanks,
Rich.
I am sure I have done this before a few years back but can't for the life of me remember the syntax.
Is there a way I can get the current machine's name as a variable (to put into either a file path or font sop)?
Will be handy for a render node debug scene I am preparing.
I have memory of it being $MACHINE_NAME or $HOSTNAME, something along those lines but any variation on that theme I try comes up blank.
Thanks,
Rich.
Edited by Richard Costin - April 25, 2022 03:45:31
Technical Discussion » KineFX and animator friendly promotion of controls?
- Richard Costin
- 101 posts
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Many thanks Hektor, I will check them out.
Hopefully the tools get bolstered with such things for the next release.
Cheers,
Richard.
Hopefully the tools get bolstered with such things for the next release.
Cheers,
Richard.
Technical Discussion » KineFX and animator friendly promotion of controls?
- Richard Costin
- 101 posts
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Hi gang, hope everyone is safe and well.
I am delving into KineFX at the moment and have hit an issue. Hopefully just something simple I am missing.
So I have a basic test rig made in KineFX similar to the hive presentation and it is working as expected. With the rigpose node I can select my controls (set up with the attachconrolgeo node) and so on.
I can't however seem to figure out how to get selection and manipulation of those controls up a few levels. That is to say wrap it all up in an HDA (or even just leave it just in the geo container) and have the controls selectable, manipulatable and animatable at the obj level? I wouldn't want/expect an animator to delve into the node, select the rigpose and get going like that for most base projects.
There are mentions of using the computerigpose node and adding kinefx__rigpose into the HDA's default state box but that doesn't seem to work, either nothing happens or the promote button on the computerigpose nod flags up the error I'll paste below.
Many thanks all,
Richard.
I am delving into KineFX at the moment and have hit an issue. Hopefully just something simple I am missing.
So I have a basic test rig made in KineFX similar to the hive presentation and it is working as expected. With the rigpose node I can select my controls (set up with the attachconrolgeo node) and so on.
I can't however seem to figure out how to get selection and manipulation of those controls up a few levels. That is to say wrap it all up in an HDA (or even just leave it just in the geo container) and have the controls selectable, manipulatable and animatable at the obj level? I wouldn't want/expect an animator to delve into the node, select the rigpose and get going like that for most base projects.
There are mentions of using the computerigpose node and adding kinefx__rigpose into the HDA's default state box but that doesn't seem to work, either nothing happens or the promote button on the computerigpose nod flags up the error I'll paste below.
Many thanks all,
Richard.
Traceback (most recent call last):
File "kinefx:op/computerigpose/promoteparms", line 2, in <module>
File "/Applications/Houdini/Houdini18.5.499/Frameworks/Houdini.framework/Versions/18.5/Resources/packages/kinefx/python2.7libs/kinefx/poseparms.py", line 657, in promoteComputeRigPoseParms
appendPoseParms(t_node, save_to_definition, parmname)
File "/Applications/Houdini/Houdini18.5.499/Frameworks/Houdini.framework/Versions/18.5/Resources/packages/kinefx/python2.7libs/kinefx/poseparms.py", line 650, in appendPoseParms
node.setParmTemplateGroup(ptg)
File "/Applications/Houdini/Houdini18.5.499/Frameworks/Houdini.framework/Versions/18.5/Resources/houdini/python2.7libs/hou.py", line 14346, in setParmTemplateGroup
return _hou.Node_setParmTemplateGroup(self, parm_template_group, rename_conflicting_parms)
OperationFailed: The attempted operation failed.
Reserved parameter 'transformations' already exists
Houdini Lounge » Epic Games Invests in SideFX
- Richard Costin
- 101 posts
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Technical Discussion » spiral a curve around another
- Richard Costin
- 101 posts
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Technical Discussion » Smoke Retime flickering
- Richard Costin
- 101 posts
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Very helpful, just fixed up a shot I am working on with this.
Thanks Omarz.
Richard.
Thanks Omarz.
Richard.
omarz
…Half frame offsets are in a sense the most difficult to interpolate (the minimum distance between input frames is maximized right in the middle). So your settings are giving the retimer a really difficult job here–it constantly switches between the “nicest” (integer frame) and “worst” (half frame) volumes. If you change your start frame to 1.25 instead, then you'll get a fairly consistent level of blurring throughout (since it'll compute frames 1.25, 1.75, 2.25, etc.), and the flickering should be eliminated.
…
Technical Discussion » Volume retime strobing or stuttering problem
- Richard Costin
- 101 posts
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An additional follow up, I was specifically getting this with Redshift. I reported the bug and it is hopefully fixed for the next release…
Hi,
I think that I’ve found why this happens, and it is related to the fact that in your scene the velocity grids are the first ones in the primitives list and they have a variable grid resolution among the frames. I’ve have added a fix for this issue to the next Redshift 3.0 build that hopefully should resolve this problem.
Thanks for reporting this issue!
-Juanjo
Technical Discussion » Juddery volumes with Retime SOP
- Richard Costin
- 101 posts
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An additional follow up, I was specifically getting this with Redshift. I reported the bug and it is hopefully fixed for the next release…
Hi,
I think that I’ve found why this happens, and it is related to the fact that in your scene the velocity grids are the first ones in the primitives list and they have a variable grid resolution among the frames. I’ve have added a fix for this issue to the next Redshift 3.0 build that hopefully should resolve this problem.
Thanks for reporting this issue!
-Juanjo
Technical Discussion » Juddery volumes with Retime SOP
- Richard Costin
- 101 posts
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As goat suggests, this seems to be an issue with the bounds.
Putting a volume resize node in after the volume (before my convert to vdb) and inputting a regular bounds node (with some decent padding) into the second input fixed it up for me (rendering in redshift).
Putting a volume resize node in after the volume (before my convert to vdb) and inputting a regular bounds node (with some decent padding) into the second input fixed it up for me (rendering in redshift).
Edited by Richard Costin - Nov. 21, 2019 07:10:10
Technical Discussion » Volume retime strobing or stuttering problem
- Richard Costin
- 101 posts
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As ouroboros1221 suggests, this seems to be an issue with the bounds.
Putting a volume resize node in after the volume (before my convert to vdb) and inputting a regular bounds node (with some decent padding) into the second input fixed it up for me (rendering in redshift).
See attached screengrab.
Putting a volume resize node in after the volume (before my convert to vdb) and inputting a regular bounds node (with some decent padding) into the second input fixed it up for me (rendering in redshift).
See attached screengrab.
Edited by Richard Costin - Nov. 21, 2019 07:10:35
Technical Discussion » Custom .env file at command line launch?
- Richard Costin
- 101 posts
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Hi all!
Does anyone know how/if you would fire up Houdini from the command line to point to a custom houdini.env file of your own choosing rather than the one in the default path on the current system. I am assuming/hoping that it is just a flag on the end of the command.
Note this is for a windows environment.
Many thanks guys and gals,
Rich.
Does anyone know how/if you would fire up Houdini from the command line to point to a custom houdini.env file of your own choosing rather than the one in the default path on the current system. I am assuming/hoping that it is just a flag on the end of the command.
Note this is for a windows environment.
Many thanks guys and gals,
Rich.
Edited by Richard Costin - July 10, 2019 05:08:36
Technical Discussion » Distributed alembic write or alternative?
- Richard Costin
- 101 posts
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Thanks Sadjad, will keep my ear to the ground on that!
If poss I like to keep everything inside houdini but not always viable!
Cheers,
Rich.
If poss I like to keep everything inside houdini but not always viable!
Cheers,
Rich.
Technical Discussion » Distributed alembic write or alternative?
- Richard Costin
- 101 posts
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Thanks guys, appreciated.
I know we couldn't get them to read in soft or maya, but the arnold proxy loader could work for some scenes where all it needs is to render in place.
I have rendered out .ass files from houdini before that render super quickly in maya/arnold at the expense of a slower export time for some elements, although that can be offloaded to the farm. Really helped out on a super heavy geometry rbd cache.
Oh to simply stay in Houdini…….
Cheers,
Rich.
I know we couldn't get them to read in soft or maya, but the arnold proxy loader could work for some scenes where all it needs is to render in place.
I have rendered out .ass files from houdini before that render super quickly in maya/arnold at the expense of a slower export time for some elements, although that can be offloaded to the farm. Really helped out on a super heavy geometry rbd cache.
Oh to simply stay in Houdini…….
Cheers,
Rich.
Technical Discussion » Distributed alembic write or alternative?
- Richard Costin
- 101 posts
- Offline
Hi all.
I have some very heavy geometry going out of Houdini to (shudders) Maya and I we set up the gubbins so that it can bring in all the attributes I desire for use in Arnold and render them out fine.
However, the .abc files are single files and need to cook in one strait hit which can take some considerable time pending what you are doing.
Is there a way to get either….
Does the Houdini engine integration with Maya bring through all these Attributes on geometry? Haven't played with that yet to be fair. Might be the answer but then that would mean more licenses to pay for.
Many thanks all,
Rich.
I have some very heavy geometry going out of Houdini to (shudders) Maya and I we set up the gubbins so that it can bring in all the attributes I desire for use in Arnold and render them out fine.
However, the .abc files are single files and need to cook in one strait hit which can take some considerable time pending what you are doing.
Is there a way to get either….
- An Alembic to cook on a farm (deadline) in a distributed way?
- A 1 file per frame alternative that can pass attributes through when read in maya reliably?
Does the Houdini engine integration with Maya bring through all these Attributes on geometry? Haven't played with that yet to be fair. Might be the answer but then that would mean more licenses to pay for.
Many thanks all,
Rich.
Edited by Richard Costin - May 17, 2019 07:15:47
Houdini Lounge » New website ready
- Richard Costin
- 101 posts
- Offline
Houdini Indie and Apprentice » How to get an obj's world pos in a nice expression-friendly way (say for driving a particle source from a null)?
- Richard Costin
- 101 posts
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This….. Just changed my life.
Many thanks!
Many thanks!
friedasparagus
Hi howiem,
Have you checked out the RMB menu on a parameter? Try going to Reference->Scene Data and then in the selection dialog find your target obj and look under Transforms->World. This will populate the parameter with a bunch of expressions (that you probably wouldn't want to type by hand )
Houdini Jobs » Houdini Generalists needed, London.
- Richard Costin
- 101 posts
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Morning all!
We here at Lola Post London [www.lola-post.com] are looking for mid to senior level Houdini generalists to start very soon on a few projects.
Applicants will need to be able to take a brief and work on shots as part of a team as well as taking shots to a finished standard individually under the guidance of the directors. Work will be on a freelance basis and very near to Oxford Circus and will involve asset creation, previz, shading and rendering as well as some simulation work of varying complexities.
Please send reels and CVs to richard@richardcostin.com
Many thanks,
Rich.
We here at Lola Post London [www.lola-post.com] are looking for mid to senior level Houdini generalists to start very soon on a few projects.
Applicants will need to be able to take a brief and work on shots as part of a team as well as taking shots to a finished standard individually under the guidance of the directors. Work will be on a freelance basis and very near to Oxford Circus and will involve asset creation, previz, shading and rendering as well as some simulation work of varying complexities.
Please send reels and CVs to richard@richardcostin.com
Many thanks,
Rich.
Houdini Lounge » Are we going to see updates in the autorigging system in Houdini 17, Michael?
- Richard Costin
- 101 posts
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Hi! Ah does indie not support 3rd party?
For smaller setups Redshift would definitely be the way to go for a lot of shots imho!
For smaller setups Redshift would definitely be the way to go for a lot of shots imho!
harryabreu
Hi Costin.
I use Houdini like a freelancer and to be honest the most slow render in my test is Mantra.
If Houdini Indie not have third party render it will be impossible to use Houdini(my opinion).
Houdini Indie bring new life to SideFX, people like me that can buy only a single core I7 but not exactaly a renderfarm or two processor in one machine had difficult to work.
Mantra is good! Mantra is beautifull! Mantra is integrate…. I know it all.
But if I can not render my jobt in time I will not make money… but we had a talk about it in “thoughts about mantra” and SideFX probably read it a lot…
I think here is not necessary to open this speech again
Today I am focus in character rigging in Houdini like I can do in Maya.
Now I am study to teach Houdini in Brazil at São Paulo and render and rigging will be a very delicate talk with my students in the future.
Because when a lot of us started in Houdini we want an alternative to other package for character animation and if possible render too
That was only a comment only it.
Houdini Lounge » Are we going to see updates in the autorigging system in Houdini 17, Michael?
- Richard Costin
- 101 posts
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Out of curiosity Harry, what do you see in Mantra that is a weakness?
We have full access to Arnold here and have been choosing Mantra for most projects as it is very flexible (especially with regards to it's houdini attribute intergration of course).
Rich.
We have full access to Arnold here and have been choosing Mantra for most projects as it is very flexible (especially with regards to it's houdini attribute intergration of course).
Rich.
harryabreu
The two areas that Houdini need to be more strong is a Render Engine and Character Animation.
If character rigging and animation became more friendly more user come to Houdini especially if we think the big advantage that SideFx bring to us with Houdini Indie ;-)
It is not a criticizes but I am a little tired to see FX at ever Houdini showreel all the time.
But it is my fault too :-)
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