I think you missed the machine specs. The Intel HD3000 is below spec and not supported. I have a HD4000 and nothing has been fixed. I even saw a post today where a developer mentioned that SideFX can not even leverage the new Metal in EL Capitan because it is below their OpenGL spec.
I wonder how C4D and Blender do it, however…? Their viewports work fine.
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Houdini Indie and Apprentice » Weird Viewport Shading in Mac
- Enivob
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Houdini Indie and Apprentice » Need info on rigging mapping characters ?
- Enivob
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In Houdini terms, skinning is called “Capture”. You capture the geometry around a bone. The bone has influence and is weighted by the capture region.
Technical Discussion » How do I save/open image sequence in Houdini?
- Enivob
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Generally you use the OUT network for generating output. Via Mantra node, OpenGL, Wren or any there 3rd party render system. In each of those ROP nodes (Render Output) there is a field for specifying your disk location. Remember to use the $F global variable if you want to output a series of frames. You can also add zero padding to the number in the filename by extending $F to say $F3 or $F4 which will pad the file number the requested number of digits
$HIP\myfile_$F4.exr
$HIP is the location where you have saved your Houdini scene file. If you have not saved the file, $HIP points to some temp folder on your system. So try to save your file before you render.
$HIP\myfile_$F4.exr
$HIP is the location where you have saved your Houdini scene file. If you have not saved the file, $HIP points to some temp folder on your system. So try to save your file before you render.
Houdini Indie and Apprentice » ALT+E not working?
- Enivob
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On OSX, it is not ALT-E but CMD-E instead. ALT-E just makes the expression back tick symbol appear in the text field.
What OS are you using?
Try CTRL-E, maybe that is it?
What OS are you using?
Try CTRL-E, maybe that is it?
Houdini Engine for Unreal » How can I create a procedural bone rig for Houdini Engine?
- Enivob
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Have you tried putting Bone Link nodes in your Legs subnet? The polywires become the representation of the bone in the viewport.
Houdini Lounge » Forum status suggestion
- Enivob
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The creator of the thread can optionally edit their first post and put the word in front of the original title. This is how I do it. I just assume everything is UNSOLVED until someone marks it otherwise.
The BlenderArtist forum has the feature you mention but very few users actually use it.
There was talk a few months back that this forum was going to be updated because it is extremely dated and has width CSS issues with large images.
Still a WIP I guess…
The BlenderArtist forum has the feature you mention but very few users actually use it.
There was talk a few months back that this forum was going to be updated because it is extremely dated and has width CSS issues with large images.
Still a WIP I guess…
Houdini Learning Materials » Please Help With Ocean & Flip
- Enivob
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I would say yes, but scale is very important for realistic matching. So get your units right to start with. If you start off with a model sized ship your fluid will look and respond that same way. Figure out how big your ship is 1st then size your domain around the model, don't scale down the FLIP to the object.
By default a single square on the Houdini grid is 1 meter in size.
By default a single square on the Houdini grid is 1 meter in size.
Houdini Learning Materials » Please Help With Ocean & Flip
- Enivob
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Don't beat yourself up over it too much Richard, fluids are one of the more complicated systems in Houdini. Remember, all you see it a trick. So the infinite part of the ocean is just faked compositing. All the simulation takes place on that small little grid that surrounds the ship.
You can even see the edge of the plane in the example file you are impressed with. So think of it as two planes. One holds the simulation The other is just a material based solution that extends out to the horizon.
I got a lot out of this video on youtube, VFX Pipeline.
https://www.youtube.com/watch?v=YsS6Gn0m1iI [youtube.com]
You can even see the edge of the plane in the example file you are impressed with. So think of it as two planes. One holds the simulation The other is just a material based solution that extends out to the horizon.
I got a lot out of this video on youtube, VFX Pipeline.
https://www.youtube.com/watch?v=YsS6Gn0m1iI [youtube.com]
Houdini Lounge » Is gtx 960m 2gbRAM good enough for Houdini Animation render?
- Enivob
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That message appears when your environment variable HOUDINI_OGL_MAX_GL_VERSION is set/detected too low. Have you messed around in your Houdini.env file?
For instance I can force that error to appear on my machine by simply placing 3.2 as my max GL version inside my Houdini.env file.
HOUDINI_OGL_MAX_GL_VERSION = 3.2
Maybe you had an older graphics card in your system and you recently installed a new one?
Currently H14.474 requires a minimum of OpenGL 4.0 support to run, which your nVidia card does support.
Check out the contents of your Houdini.env file typically located here on Windows.
C:\Users\YOUR_USER_NAME\Documents\houdini14.0
For instance I can force that error to appear on my machine by simply placing 3.2 as my max GL version inside my Houdini.env file.
HOUDINI_OGL_MAX_GL_VERSION = 3.2
Maybe you had an older graphics card in your system and you recently installed a new one?
Currently H14.474 requires a minimum of OpenGL 4.0 support to run, which your nVidia card does support.
Check out the contents of your Houdini.env file typically located here on Windows.
C:\Users\YOUR_USER_NAME\Documents\houdini14.0
Houdini Engine for Unreal » How can I create a procedural bone rig for Houdini Engine?
- Enivob
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The Houdini Engine had better support bone based animation or it is pretty useless as a game support system. Wouldn't you say? So with that in mind lets assume that bones will work. No need to re-invent the wheel.
You can create bone based animations using python but the way it is typically handled is from a set of specifications that are provided by the runtime engine that will finally drive the animation (i.e. Unity, Unreal etc.) So look at those runtime engine specs. You may even find some pre-fabricated rigs that you can just bring into Houdini.
You may want to separate rigging from animation of the rig at the python level. It is probably easier to create the bone rig from the user interface rather than code. But it might be easier to animate your insect legs via python.
Do a search on insect locomotion to get started.
http://www.mindcreators.com/insectlocomotion.htm [mindcreators.com]
You can create bone based animations using python but the way it is typically handled is from a set of specifications that are provided by the runtime engine that will finally drive the animation (i.e. Unity, Unreal etc.) So look at those runtime engine specs. You may even find some pre-fabricated rigs that you can just bring into Houdini.
You may want to separate rigging from animation of the rig at the python level. It is probably easier to create the bone rig from the user interface rather than code. But it might be easier to animate your insect legs via python.
Do a search on insect locomotion to get started.
http://www.mindcreators.com/insectlocomotion.htm [mindcreators.com]
Houdini Indie and Apprentice » Replacing particles with geometry in AutoDOPNetwork
- Enivob
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Inside your location_particle node you are importing the result from the AutoDop network. At that point you are at the SOP level and have points. That is where you can leverage the copy. The object merge is bringing in whatever geometry you want to use for the particle representation, in this case the box you have one level up.
There are also instance methods as well. Do a search.
There are also instance methods as well. Do a search.
Houdini Indie and Apprentice » Replacing particles with geometry in AutoDOPNetwork
- Enivob
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Technical Discussion » Can I transfer Houdini L-system to another software?
- Enivob
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Cinema4D has a L-System as well, you could transfer your rules to that system and try to render there.
Technical Discussion » How can I solve OpenGL fatal error? :roll:
- Enivob
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Your computer may not meet the required minimum specifications for viewport operation. Go ahead and check the link for minimum requirements and post your specs in your signature.
Technical Discussion » Any solutions to speed up the rendering time?
- Enivob
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Speed vs. Quality.
It depends upon how low/noisy you are willing to accept as your final output.
In the Mantra node, under the Rendering TAB and under the Sampling TAB I generally set my SamplesX,Y to 2 and set the Min Ray Sample to 2 as well. I also increase the Tile Size from 16 to 48. This gives me a little speed up from the default settings of the Mantra node.
Try using only one light. If you have multiple lights solo each one and determine if any one light might be slowing down the render more than another.
If you have glass and or reflection materials in the scene set their bounce values as low as possible, generally 3 is a safe low number, Mantra defaults to 10.
If you still have Ray Variance Antialiasing turned on go ahead and increase the Noise Level from 0.01 to 0.1. This is the chance a ray might need to sample again.
It depends upon how low/noisy you are willing to accept as your final output.
In the Mantra node, under the Rendering TAB and under the Sampling TAB I generally set my SamplesX,Y to 2 and set the Min Ray Sample to 2 as well. I also increase the Tile Size from 16 to 48. This gives me a little speed up from the default settings of the Mantra node.
Try using only one light. If you have multiple lights solo each one and determine if any one light might be slowing down the render more than another.
If you have glass and or reflection materials in the scene set their bounce values as low as possible, generally 3 is a safe low number, Mantra defaults to 10.
If you still have Ray Variance Antialiasing turned on go ahead and increase the Noise Level from 0.01 to 0.1. This is the chance a ray might need to sample again.
Houdini Indie and Apprentice » [SOLVED]Crash On Unattended OpenGL Render (nVidia TDR)
- Enivob
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Did you try setting TdrLevel to Zero? I have disabled TDR and have not had a crash since. But I don't use Alembic yet.
Houdini Indie and Apprentice » Weird Viewport Shading in Mac
- Enivob
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Don't expect much in the way of viewport support on OSX. It looks like you are running Houdini on unsupported hardware. The Intel Graphics Chip has been abandoned.
Try playing around with some of the Display (D key when mouse is in viewport) settings, however. Especially the Effects tab.
Try playing around with some of the Display (D key when mouse is in viewport) settings, however. Especially the Effects tab.
Technical Discussion » Splitting panes causes segmentation fault?
- Enivob
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You should list your hardware in your signature. Perhaps your machine does not meet the minimum specs to run Houdini?
But you can aways try the basics like turning off all features of the viewport. Try disabling Materials and Lighting under the Effects TAB of the Display panel.
But you can aways try the basics like turning off all features of the viewport. Try disabling Materials and Lighting under the Effects TAB of the Display panel.
Technical Discussion » Multiple shaders on an Agent
- Enivob
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I am still struggling with how to apply multiple shaders to a multi-mesh FBX file. So I am wondering about multiple materials on complex agents as well.
You can drop down a PopWrangle and use VEX code to directly fetch groups, names and really any attribute that is applied to the agents.
string handle_path = “opobj/crowd_sim:crowdobject/Geometry”;
int agent_count = npoints(handle_path);
string my_group = point(handle_path,“agentgroup”,@id);
for (int i = 0; i < agent_count; i++) {
string candiate_group = point(handle_path,“agentgroup”,i);
candidate_location = point(handle_path,“P”,i);
candidate_distance = length(candidate_location - @P);
It is also possible to go the other way and write directly to the attributes of each agent.
setpointattrib(geoself(), “sf_enemy_id”, i@id, i, “set”);
setpointattrib(geoself(), “sf_enemy_distance”, i@id, candidate_distance, “set”);
setpointattrib(geoself(), “sf_enemy_location”, i@id, candidate_location, “set”);
This approach kind of turns the attributes into a multi-global variable sheet.
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Ah, check this out.
https://www.sidefx.com/docs/houdini14.0/nodes/sop/unpack [sidefx.com]
You can apply material stylesheets when unpacking the agents. Do you have an Unpack node in your sim?
You can drop down a PopWrangle and use VEX code to directly fetch groups, names and really any attribute that is applied to the agents.
string handle_path = “opobj/crowd_sim:crowdobject/Geometry”;
int agent_count = npoints(handle_path);
string my_group = point(handle_path,“agentgroup”,@id);
for (int i = 0; i < agent_count; i++) {
string candiate_group = point(handle_path,“agentgroup”,i);
candidate_location = point(handle_path,“P”,i);
candidate_distance = length(candidate_location - @P);
It is also possible to go the other way and write directly to the attributes of each agent.
setpointattrib(geoself(), “sf_enemy_id”, i@id, i, “set”);
setpointattrib(geoself(), “sf_enemy_distance”, i@id, candidate_distance, “set”);
setpointattrib(geoself(), “sf_enemy_location”, i@id, candidate_location, “set”);
This approach kind of turns the attributes into a multi-global variable sheet.
.
.
.
Ah, check this out.
https://www.sidefx.com/docs/houdini14.0/nodes/sop/unpack [sidefx.com]
You can apply material stylesheets when unpacking the agents. Do you have an Unpack node in your sim?
Edited by - Oct. 2, 2015 13:16:02
Technical Discussion » Python Expression on Button Running Twice
- Enivob
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I am thinking it might be because you have a keyframe on the button, right? So you click the button and it runs then the scene has to update and the key framed button fires off another run. Have you tried not keying the button?
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