I am new to this and wondered about the ray trace myself.
I have only a single output node, the OpenGL.
With that node selected I clicked the Render button inside the parameters panel.
I assumed this would issue a render using the node the button belongs to.
Why else would ray trace show up?
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Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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Houdini Lounge » Houdini 14 Wishlist
- Enivob
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I would like for particles to appear in the viewport on the Mac Mini. Currently, in R13 they do not.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35048 [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35048 [sidefx.com]
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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I found another problem with the display on the Mac Mini. The viewport will not display particles at all.
However, if I use an Open GL output node and configure it for GL2.1, which OSX does support, I see that my render does indeed show particles and shadows while the viewport does not.
It seems that Houdini is too conservative in detecting the capabilities of the OpenGL for the viewport. The Scene Renderer for the 3D Viewport only detects GL 1.1 when it should detect GL2.1.
I think this might be a bug.
However, if I use an Open GL output node and configure it for GL2.1, which OSX does support, I see that my render does indeed show particles and shadows while the viewport does not.
It seems that Houdini is too conservative in detecting the capabilities of the OpenGL for the viewport. The Scene Renderer for the 3D Viewport only detects GL 1.1 when it should detect GL2.1.
I think this might be a bug.
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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Hmm… kind of disturbing.
I am thinking of upgrading to Houdini Indie and was thinking about using it on my Mac mini. I also have a Windows box with a GPU that registers as a GL3 compliant viewport device.
Running Windows on a Mac Mini does not make sense, there will still be no GPU no matter what OS I install on that hardware.
I have not decided if I am going to purchase my single Indie license for Windows or OSX. I am leaning towards OSX, however with this news, I could face the possibility of purchasing Indie and then have it not work when R14 comes out.
The Mac mini can not be upgrade GPU wise, it is what it is.
I guess I am wondering…if I run Indie on a Mac Mini, will it still work when R14 comes out? And by work I mean work as it does now with limited viewport options (i.e. no shadows)?
I am thinking of upgrading to Houdini Indie and was thinking about using it on my Mac mini. I also have a Windows box with a GPU that registers as a GL3 compliant viewport device.
Running Windows on a Mac Mini does not make sense, there will still be no GPU no matter what OS I install on that hardware.
I have not decided if I am going to purchase my single Indie license for Windows or OSX. I am leaning towards OSX, however with this news, I could face the possibility of purchasing Indie and then have it not work when R14 comes out.
The Mac mini can not be upgrade GPU wise, it is what it is.
I guess I am wondering…if I run Indie on a Mac Mini, will it still work when R14 comes out? And by work I mean work as it does now with limited viewport options (i.e. no shadows)?
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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Hi All,
I am running Apprentice on a Mac Mini that uses an Intel HD4000 graphics card. According to the wiki this graphics card has OpenGL 4.0 capabilities, however, Houdini only recognizes this graphics card as Open GL 1.1 capabilities.
Is there any way to make Houdini recognize/use the other OpenGL capabilities of this computer?
Basically I would like to be able to see shadows in my viewport. At this GL1.1 level I do not get that.
I am running Apprentice on a Mac Mini that uses an Intel HD4000 graphics card. According to the wiki this graphics card has OpenGL 4.0 capabilities, however, Houdini only recognizes this graphics card as Open GL 1.1 capabilities.
Is there any way to make Houdini recognize/use the other OpenGL capabilities of this computer?
Basically I would like to be able to see shadows in my viewport. At this GL1.1 level I do not get that.
Houdini Indie and Apprentice » Can I run 1 copy of Indie on OSX and Windows?
- Enivob
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Hmm…no reply?
Can someone at SideFX actually answer this question? It is just a simple sales question.
Can someone at SideFX actually answer this question? It is just a simple sales question.
Houdini Indie and Apprentice » Can I run 1 copy of Indie on OSX and Windows?
- Enivob
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Hi All,
I have been playing around with Apprentice for a while on both OSX and Windows and I am wondering how many copies of Indie do I have to buy to achieve the same results?
I am not using Houdini on two machines at the same time. But I do like having a copy on each machine/OS. My Mac does not have a GPU but my Windows box does.
Does this require two purchases of Indie?
I have been playing around with Apprentice for a while on both OSX and Windows and I am wondering how many copies of Indie do I have to buy to achieve the same results?
I am not using Houdini on two machines at the same time. But I do like having a copy on each machine/OS. My Mac does not have a GPU but my Windows box does.
Does this require two purchases of Indie?
Technical Discussion » [python]Convert Houdini Matrix To Blender Matrix?
- Enivob
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Thanks, I got it to work, but I am still not sure I fully understand the Matrix manipulations.
import bpy, math
from mathutils import Vector,Matrix
def applyTransform(sMatrix, passedOb):
if passedOb != None:
tmp = eval(sMatrix)
mtx = Matrix(tmp)
passedOb.location = [mtx,-mtx,mtx] # Flip Z and Y axis.
mtx.transpose() # From BL Stack user.
rot_x_neg90 = Matrix.Rotation(math.pi/2.0, 4, ‘X’) # From Kastoria.
passedOb.matrix_world = rot_x_neg90 * mtx # From Kastoria.
# Matrix string from Houdini object.
s = "[, , , ]“
ob = bpy.data.objects.get(”Camera")
applyTransform(s,ob)
import bpy, math
from mathutils import Vector,Matrix
def applyTransform(sMatrix, passedOb):
if passedOb != None:
tmp = eval(sMatrix)
mtx = Matrix(tmp)
passedOb.location = [mtx,-mtx,mtx] # Flip Z and Y axis.
mtx.transpose() # From BL Stack user.
rot_x_neg90 = Matrix.Rotation(math.pi/2.0, 4, ‘X’) # From Kastoria.
passedOb.matrix_world = rot_x_neg90 * mtx # From Kastoria.
# Matrix string from Houdini object.
s = "[, , , ]“
ob = bpy.data.objects.get(”Camera")
applyTransform(s,ob)
Technical Discussion » [python]Convert Houdini Matrix To Blender Matrix?
- Enivob
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Thanks for that line of code. It does seem to help but the x axis is still wrong.
Do you know how to rotate a matrix along the x-axis using the world origin as the pivot point?
Here is the code I currently have working.
s = "[, , , ]"
tmp = eval(s)
mtx = Matrix(tmp)
ob_camera.location = [mtx,-mtx,mtx] #Flip Z and Y axis.
mtx.transpose()
ob_camera.matrix_world = mtx
It seems I have to transpose the matrix after I assign the location.
Do you know how to rotate a matrix along the x-axis using the world origin as the pivot point?
Here is the code I currently have working.
s = "[, , , ]"
tmp = eval(s)
mtx = Matrix(tmp)
ob_camera.location = [mtx,-mtx,mtx] #Flip Z and Y axis.
mtx.transpose()
ob_camera.matrix_world = mtx
It seems I have to transpose the matrix after I assign the location.
Technical Discussion » [python]Convert Houdini Matrix To Blender Matrix?
- Enivob
- 2536 posts
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Hi All,
I am trying to convert a Houdini matrix to Blender matrix so that when the matrix is applied in Blender the camera faces the same direction and is in the same place as it was in Houdini.
Does anyone have any python code to achieve such a task?
I am fetching the Houdini matrix like so…
hou.node(“/obj/cam1”).parmTransform()
This produces a string like this.
[,
,
,
]
I can blindly create a matrix out if it in Blender but when I assign that matrix to the Blender camera it just sits at world origin although it does have some rotation applied.
s = "[, , , ]"
ms = eval(s)
mtx = Matrix(ms)
ob_camera.matrix_world = mtx
If I extend that code by manually extracting the location from the Houdini matrix the Blender camera will move to a new location but it does not match the way the Houdini camera looks.
ob_camera.location.x = 5.32776
ob_camera.location.y = 2.57303
ob_camera.location.z = 7.33473
I am looking for some kind of “black-box” python function that will accept a Houdini matrix and return a valid Blender matrix. Like shown in this math image.
I am trying to convert a Houdini matrix to Blender matrix so that when the matrix is applied in Blender the camera faces the same direction and is in the same place as it was in Houdini.
Does anyone have any python code to achieve such a task?
I am fetching the Houdini matrix like so…
hou.node(“/obj/cam1”).parmTransform()
This produces a string like this.
[,
,
,
]
I can blindly create a matrix out if it in Blender but when I assign that matrix to the Blender camera it just sits at world origin although it does have some rotation applied.
s = "[, , , ]"
ms = eval(s)
mtx = Matrix(ms)
ob_camera.matrix_world = mtx
If I extend that code by manually extracting the location from the Houdini matrix the Blender camera will move to a new location but it does not match the way the Houdini camera looks.
ob_camera.location.x = 5.32776
ob_camera.location.y = 2.57303
ob_camera.location.z = 7.33473
I am looking for some kind of “black-box” python function that will accept a Houdini matrix and return a valid Blender matrix. Like shown in this math image.
Houdini Indie and Apprentice » TransformUVs but not displaced uv points?
- Enivob
- 2536 posts
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I got a little bit closer to a solution. In this setup the UV strip moves underneath the geometry and deforms, somewhat. The UVs are no longer stitched together but I have lost the shape of the object. It should be more sphere like.
Does anyone know how to restore the shape of the original object?
Does anyone know how to restore the shape of the original object?
Houdini Indie and Apprentice » TransformUVs but not displaced uv points?
- Enivob
- 2536 posts
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Hi All,
I am still trying to figure out how to use UVs to do what I want. I can't seem to find a way to have unified UV coordinates that I can move around but not mangle the displacement.
I want to use one image for displacement, and another for diffuse colorization. I want both images to use the same UV source so if I make a UV edit it affects both rendering and displacement.
As soon as I promote the UVs from Vertex to Points (to use in the VOPSOP) the points become linked and stretching occurs.
The image and attached file demonstrate the error. Two spheres UV mapped with the UVColor.rat file. Both have an animated UVTransform. The sphere without the VOPSOP demonstrates what I am trying to achieve. Simply move the image map around on the surface of the sphere.
In the second, closer sphere, you can see the problem. I want the displace to still displace by the value in the image but not translate it's coordinates by the UV coordinates. The BAD result can be seen in the image as I move the UVs they twist the model instead of just deforming along the surface normal as I want.
I hope that is enough explanation. Pull down the HIP file and press Play to observe the animated result and the error.
I am still trying to figure out how to use UVs to do what I want. I can't seem to find a way to have unified UV coordinates that I can move around but not mangle the displacement.
I want to use one image for displacement, and another for diffuse colorization. I want both images to use the same UV source so if I make a UV edit it affects both rendering and displacement.
As soon as I promote the UVs from Vertex to Points (to use in the VOPSOP) the points become linked and stretching occurs.
The image and attached file demonstrate the error. Two spheres UV mapped with the UVColor.rat file. Both have an animated UVTransform. The sphere without the VOPSOP demonstrates what I am trying to achieve. Simply move the image map around on the surface of the sphere.
In the second, closer sphere, you can see the problem. I want the displace to still displace by the value in the image but not translate it's coordinates by the UV coordinates. The BAD result can be seen in the image as I move the UVs they twist the model instead of just deforming along the surface normal as I want.
I hope that is enough explanation. Pull down the HIP file and press Play to observe the animated result and the error.
Houdini Indie and Apprentice » Can UVPelt Create UV Box Mapping?
- Enivob
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Hi All,
I am searching all through the Houdini tools trying to find a way to layout UV coordinates so they flow correctly and are not stuck to one another. Even if I get a nice looking UV layout, I discover that they are actually bound to one another and twist when subdivded and displaced.
Is there any way to code something that will follow an active quad around a mesh? Like a sphere or cube?
Can UV Pelt perform such operations?
I am searching all through the Houdini tools trying to find a way to layout UV coordinates so they flow correctly and are not stuck to one another. Even if I get a nice looking UV layout, I discover that they are actually bound to one another and twist when subdivded and displaced.
Is there any way to code something that will follow an active quad around a mesh? Like a sphere or cube?
Can UV Pelt perform such operations?
Houdini Indie and Apprentice » Displace Geometry By Image?
- Enivob
- 2536 posts
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Thanks circus monkey,
The grid works as expected and looks nice with matching displace and AO textures.
Jeff,
Your file works well too. Although I do get some warning message that I don't understand when I try to save it locally from within Houdini Apprentice.
The grid works as expected and looks nice with matching displace and AO textures.
Jeff,
Your file works well too. Although I do get some warning message that I don't understand when I try to save it locally from within Houdini Apprentice.
Houdini Indie and Apprentice » Displace Geometry By Image?
- Enivob
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I have added a vopsop to the end of my UV textured sphere object.
When I insert a texture inside the vosop, followed by a displace, I do get geometry displacement. However, there does not appear to be a mechanism for relaying the UV coordinates to the texture node inside the vopsop.
How is that handled?
Do I need to use more than one input on the vopsop?
NOTE: I am using two images, one a baked displace map and the other a companion version of the same map with AO baked into the texture. So I want one map to be used for the rendered diffuse surface and the other map for displacing the surface geometry.
As you can see in the image the displace version of the map has no link to the UVs so it can not synchronize with the AO version of the map.
When I insert a texture inside the vosop, followed by a displace, I do get geometry displacement. However, there does not appear to be a mechanism for relaying the UV coordinates to the texture node inside the vopsop.
How is that handled?
Do I need to use more than one input on the vopsop?
NOTE: I am using two images, one a baked displace map and the other a companion version of the same map with AO baked into the texture. So I want one map to be used for the rendered diffuse surface and the other map for displacing the surface geometry.
As you can see in the image the displace version of the map has no link to the UVs so it can not synchronize with the AO version of the map.
Houdini Indie and Apprentice » Displace Geometry By Image?
- Enivob
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@circusmonkey: Thanks for the file, I am still not sure where the surface of the far left cube gets the displacement information from. It looks like noise but I can't seem to find the noise generator.
I think I really want to try to solve this via modeling, not materials. At the end of there day I want a real mesh with real faces displaced by an image map. I guess it would be like a height field. Can Houdini do that?
Here is my simple example node setup. If I could get an image map to drive the group #s and the strength for those groups it might work how I imagine.
Hmmm…this looks promising but it is only for a grid, not a box or other geometry.
http://www.sidefx.com/exchange/display.php?author=adam_glazier [sidefx.com]
I think I really want to try to solve this via modeling, not materials. At the end of there day I want a real mesh with real faces displaced by an image map. I guess it would be like a height field. Can Houdini do that?
Here is my simple example node setup. If I could get an image map to drive the group #s and the strength for those groups it might work how I imagine.
Hmmm…this looks promising but it is only for a grid, not a box or other geometry.
http://www.sidefx.com/exchange/display.php?author=adam_glazier [sidefx.com]
Houdini Indie and Apprentice » Displace Geometry By Image?
- Enivob
- 2536 posts
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Thanks for the replies. I am getting back to solving this problem and I want to try out circus monkey solution.
Sorry for being an ultra noob but I don't understand any of the steps.
•Create a new user N
I have my cube selected and I type the N-Key while mouse is over the Network area? I see the labels change…
Is a new user simply a copy of the node? or is it like an instance of the node?
Sorry for being an ultra noob but I don't understand any of the steps.
•Create a new user N
I have my cube selected and I type the N-Key while mouse is over the Network area? I see the labels change…
Is a new user simply a copy of the node? or is it like an instance of the node?
Houdini Indie and Apprentice » Best Way To Filter Geometry Parts?
- Enivob
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I tried the same task again in a new scene and I got better results. It seems I don't really need to make groups at all. The primitives index can be used to filter .eps or vector logo parts via the built-in group filter field in the Edit node.
I created a dual chain with two edits each one followed up by an extrude with a different depth. These flowed back into merge.
I created a dual chain with two edits each one followed up by an extrude with a different depth. These flowed back into merge.
Houdini Indie and Apprentice » Using The Hole Node?
- Enivob
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Hi All,
I am trying to make a couple of holes in my cube mesh but the Hole node does not seem to work.
I am attaching an image of my setup. What am I doing wrong?
NOTE: I have tried adjusting the distance and angle parameters but they seem to have no effect.
I am trying to make a couple of holes in my cube mesh but the Hole node does not seem to work.
I am attaching an image of my setup. What am I doing wrong?
NOTE: I have tried adjusting the distance and angle parameters but they seem to have no effect.
Houdini Indie and Apprentice » Best Way To Filter Geometry Parts?
- Enivob
- 2536 posts
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Hi All,
I have imported an EPS file in the shape of the Coca Cola logo. I want to extrude the logo but I want the registration mark extrusion to be much less than the main logo part.
So I assumed I needed Groups and proceeded down that path. I select the logo parts and use the Groups button in the interface to convert my selection to a group node. I repeat the process with the Circle R mark only selected to create a separate group just for that portion of the logo.
Initially all looks well however the two groups are flowing into one another and that will not do. The concept is to have each group flow into it's own extrude node and then out to a merge to present the final geometry for the object.
So I shake one of the group nodes to break all connections and drop it back down. Now begins the part that I call “fighting with auto connections”. I right click on the bottom arrow of the eps source node to connect it back to my free group node and it will connect, but then auto routes itself back to the other groups node input. So the fight continues for a while and the final out keeps jumping around and even looping back at certain times. All these auto and then broken connections must mess up Houdini because it just crashes.
Am I going crazy here?
What is the best way to filter parts of geometry?
Are Groups still valid?
Is there another way?
Does everyone scream at these auto connection features? (Or is it just me)
Thanks
I have imported an EPS file in the shape of the Coca Cola logo. I want to extrude the logo but I want the registration mark extrusion to be much less than the main logo part.
So I assumed I needed Groups and proceeded down that path. I select the logo parts and use the Groups button in the interface to convert my selection to a group node. I repeat the process with the Circle R mark only selected to create a separate group just for that portion of the logo.
Initially all looks well however the two groups are flowing into one another and that will not do. The concept is to have each group flow into it's own extrude node and then out to a merge to present the final geometry for the object.
So I shake one of the group nodes to break all connections and drop it back down. Now begins the part that I call “fighting with auto connections”. I right click on the bottom arrow of the eps source node to connect it back to my free group node and it will connect, but then auto routes itself back to the other groups node input. So the fight continues for a while and the final out keeps jumping around and even looping back at certain times. All these auto and then broken connections must mess up Houdini because it just crashes.
Am I going crazy here?
What is the best way to filter parts of geometry?
Are Groups still valid?
Is there another way?
Does everyone scream at these auto connection features? (Or is it just me)
Thanks
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