Hi,
i have the same issue. 2nd monitor no input possible. move to first it works.
Not using wacom but driver is installed.
Found 296 posts.
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Technical Discussion » UI dual monitor interactivity issues
- Olaf Finkbeiner
- 323 posts
- Offline
Houdini Learning Materials » Pre calculate fluid
- Olaf Finkbeiner
- 323 posts
- Offline
You should cash/safe the simulation to disc. Then you could start loading at eg. frame 200.
greetings
greetings
Technical Discussion » Scatter points at where objects intersected
- Olaf Finkbeiner
- 323 posts
- Offline
Hi,
Many possibilties to do this. Maybe i would go about it like this:
-Transfer Attributes- is a very cool fast node, you can adjust the distance etc.
You could use it to find the intersection.
Many possibilties to do this. Maybe i would go about it like this:
-Transfer Attributes- is a very cool fast node, you can adjust the distance etc.
You could use it to find the intersection.
Work in Progress » Audio R&D
- Olaf Finkbeiner
- 323 posts
- Offline
Work in Progress » woodtextures
- Olaf Finkbeiner
- 323 posts
- Offline
Hi GOUYENB,
you are welcome. We actually give away 60x80cm samples in full 150dpi (3500x5900 pxl )resolution in our GumroadShopy. Feel free to download.
The full product oak is 60sqm! 7.5GB Data.
I was hopeing for some more feedback here… ;(
greetings
Jo
you are welcome. We actually give away 60x80cm samples in full 150dpi (3500x5900 pxl )resolution in our GumroadShopy. Feel free to download.
The full product oak is 60sqm! 7.5GB Data.
I was hopeing for some more feedback here… ;(
greetings
Jo
Work in Progress » Houdini xTools (xFragmenter and xScatter)
- Olaf Finkbeiner
- 323 posts
- Offline
Hi,
the tools maybe dont make that much sense anymore as most of the stuff can be done with build in Houdini tools.
TIP: Maybe this Masterclass: https://vimeo.com/80840429 [vimeo.com]
kind regards
Olaf
the tools maybe dont make that much sense anymore as most of the stuff can be done with build in Houdini tools.
TIP: Maybe this Masterclass: https://vimeo.com/80840429 [vimeo.com]
kind regards
Olaf
Houdini Indie and Apprentice » Flip and ocean surface merge
- Olaf Finkbeiner
- 323 posts
- Offline
Hi,
the aim is to “sync” the waves from ocean surface (which are purely generated not simulated) with simulated water.
With the wave tank you have without a boad almost the same waves as with ocean surface. This gets distubed by the boat or whatever.
Ocean surce with the ocean surface shader produces foam by displacement. In a wave tank flip simulation the foam is particles.
hope this makes it a bit clearer.
kind regards
Olaf
the aim is to “sync” the waves from ocean surface (which are purely generated not simulated) with simulated water.
With the wave tank you have without a boad almost the same waves as with ocean surface. This gets distubed by the boat or whatever.
Ocean surce with the ocean surface shader produces foam by displacement. In a wave tank flip simulation the foam is particles.
hope this makes it a bit clearer.
kind regards
Olaf
Houdini Indie and Apprentice » Flip and ocean surface merge
- Olaf Finkbeiner
- 323 posts
- Offline
Hi,
It is sort of possible. But not straigh forward at all.
I helped with the setup here: https://vimeo.com/150886395 [vimeo.com]
The issue is that the
ocean waves has a cool procedural shader that uses UV Atttributes and point velocity etc.
A wave layer tank does not have that by default.
It is quite a while ago that i did that, and looking at the old scene i cant fully figure it out what i did.
I made sure that oceanspecturm has the same values both ion the waves and in the wave layer.
And i turned on Point Velocity and UV Attributes in the ocean_render/preview (ocean evaluate) Geometry tab.
Now one issue is that the nice shader from ocean waves does displacements and ocean waves does not need displacement…
It will never 100% fit but it was good enough for us at the time.
I hope this helps. Sorry for being vague but this was over a year ago when i did that.
kind regards
Olaf
It is sort of possible. But not straigh forward at all.
I helped with the setup here: https://vimeo.com/150886395 [vimeo.com]
The issue is that the
ocean waves has a cool procedural shader that uses UV Atttributes and point velocity etc.
A wave layer tank does not have that by default.
It is quite a while ago that i did that, and looking at the old scene i cant fully figure it out what i did.
I made sure that oceanspecturm has the same values both ion the waves and in the wave layer.
And i turned on Point Velocity and UV Attributes in the ocean_render/preview (ocean evaluate) Geometry tab.
Now one issue is that the nice shader from ocean waves does displacements and ocean waves does not need displacement…
It will never 100% fit but it was good enough for us at the time.
I hope this helps. Sorry for being vague but this was over a year ago when i did that.
kind regards
Olaf
Technical Discussion » Deformed object -> fracture -> rdb -> flip (viscous) -> deformed object
- Olaf Finkbeiner
- 323 posts
- Offline
Hi.
you could look at this:
https://www.sidefx.com/tutorials/driving-simulations-with-velocity-fields-in-houdini/ [sidefx.com]
in this great video for houdini advanced beginners,there is a great tip about directing fire/smoke with magnets
https://vimeo.com/175836624 [vimeo.com]
greetings
Olaf
you could look at this:
https://www.sidefx.com/tutorials/driving-simulations-with-velocity-fields-in-houdini/ [sidefx.com]
in this great video for houdini advanced beginners,there is a great tip about directing fire/smoke with magnets
https://vimeo.com/175836624 [vimeo.com]
greetings
Olaf
Houdini Indie and Apprentice » Fast Rendering with Houdini Indie
- Olaf Finkbeiner
- 323 posts
- Offline
re crowds:
Watch this:
https://www.sidefx.com/tutorials/masterclass-crowds-in-houdini-155/ [sidefx.com]
Watch this:
https://www.sidefx.com/tutorials/masterclass-crowds-in-houdini-155/ [sidefx.com]
Houdini Indie and Apprentice » Fast Rendering with Houdini Indie
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Saberraider,
-mantra
Question: Do I need 3 Indie licences if I want to render on 3 PCs?
YES
-octane
-redshift
The right renderer depends so much on your content and willingness to learn a complex renderer.
You could also consider renderman.
All in i would recomend to learn MANTRA first. Its fully integrated and if you learn VEX (you should) its so cool to be able to code your own shaders.
Which path would you recommend? Of course for trying I will buy one i7 PC first or one GTX 1080 PC first. And when I like the experience I will by more PCs or graphiccards.
good idea but get a fast new i7 with 64gb ram better 128gb ram!
i7-6850K can use 128gb
You will need all the ram with houdini when you want to do smoke, fire, water etc.
a GTX1070 is only a tiny bit slower…
http://gpu.userbenchmark.com/Compare/Nvidia-GTX-1080-vs-Nvidia-GTX-1070/3603vs3609 [gpu.userbenchmark.com]
but much cheaper.
What path would you recommend and why? I like the octane option, because I only need one PC (no network to be set up) and the power consumtion could be lower too compared to 3 seperate PCs. And I only need one Houdini Indie license.
TRY for yourself this so much depends on your skills and jobs
Dont buy a cheap slower PC you will need all the power and ram for houdini doing simulations etc.
One more question: The output of houdini Indie is limited to fHD. But there is camerashifting… I mean I could render 4 FullHD sequences and composite together it in After Effects. Would this be allowed? Only to have the 4K option just in case? Of course a workaround with extra work.
I dont think you want to do this. You might get seems etc. If your rendertime per frame at 4k is 1h or more click a button every hour
If you realy need 4k get the full houdini. If your customer needs 4k they have to pay for it!
greetings Olaf
-mantra
Question: Do I need 3 Indie licences if I want to render on 3 PCs?
YES
-octane
-redshift
The right renderer depends so much on your content and willingness to learn a complex renderer.
You could also consider renderman.
All in i would recomend to learn MANTRA first. Its fully integrated and if you learn VEX (you should) its so cool to be able to code your own shaders.
Which path would you recommend? Of course for trying I will buy one i7 PC first or one GTX 1080 PC first. And when I like the experience I will by more PCs or graphiccards.
good idea but get a fast new i7 with 64gb ram better 128gb ram!
i7-6850K can use 128gb
You will need all the ram with houdini when you want to do smoke, fire, water etc.
a GTX1070 is only a tiny bit slower…
http://gpu.userbenchmark.com/Compare/Nvidia-GTX-1080-vs-Nvidia-GTX-1070/3603vs3609 [gpu.userbenchmark.com]
but much cheaper.
What path would you recommend and why? I like the octane option, because I only need one PC (no network to be set up) and the power consumtion could be lower too compared to 3 seperate PCs. And I only need one Houdini Indie license.
TRY for yourself this so much depends on your skills and jobs
Dont buy a cheap slower PC you will need all the power and ram for houdini doing simulations etc.
One more question: The output of houdini Indie is limited to fHD. But there is camerashifting… I mean I could render 4 FullHD sequences and composite together it in After Effects. Would this be allowed? Only to have the 4K option just in case? Of course a workaround with extra work.
I dont think you want to do this. You might get seems etc. If your rendertime per frame at 4k is 1h or more click a button every hour
If you realy need 4k get the full houdini. If your customer needs 4k they have to pay for it!
greetings Olaf
Technical Discussion » Houdini error after Windows update...
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Chris,
the latest stable build did not work.
I usualy dont use daily builds but ok that worked.
thanks
Olaf
the latest stable build did not work.
I usualy dont use daily builds but ok that worked.
thanks
Olaf
Technical Discussion » Houdini error after Windows update...
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there,
updating win10 removes python 2.7.10 bercauseit is not compatible anymore. At least that is what win10 claims.
so my 15.5.523 wont start…
reinstalling it did not help.
15.5.480 started ok
15.5.564 seems to be working too.
kind regards
Olaf
updating win10 removes python 2.7.10 bercauseit is not compatible anymore. At least that is what win10 claims.
so my 15.5.523 wont start…
reinstalling it did not help.
15.5.480 started ok
15.5.564 seems to be working too.
kind regards
Olaf
Edited by Olaf Finkbeiner - Aug. 10, 2016 17:45:06
Houdini Learning Materials » Mantra Quantisation
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Mark,
next time something confuses me i know where to look!
Thx for the great help and support.
Olaf
next time something confuses me i know where to look!
Thx for the great help and support.
Olaf
Houdini Learning Materials » Mantra Quantisation
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Mark,
cool. Thx.
Has this changed lately? I tested this a while ago …
This makes sense now.
kind regards
Olaf
cool. Thx.
Has this changed lately? I tested this a while ago …
This makes sense now.
kind regards
Olaf
Houdini Learning Materials » Mantra Quantisation
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Edward,
thanks for your answer.
Sure exr is a great format and for my normal jobs i use it. I would normaly never output to 8bit directly and convert afterwards.
Now the question stays is the behaviour with png as designed or is it a bug? Do you have the same result?
Could you please try to render to png 16bitfloat? Do you get a 8bit png too?
thanks
Olaf
thanks for your answer.
Sure exr is a great format and for my normal jobs i use it. I would normaly never output to 8bit directly and convert afterwards.
Now the question stays is the behaviour with png as designed or is it a bug? Do you have the same result?
Could you please try to render to png 16bitfloat? Do you get a 8bit png too?
thanks
Olaf
Houdini Indie and Apprentice » Mantra Surface recipes
- Olaf Finkbeiner
- 323 posts
- Offline
HI eco_bach,
have you tried the principledshader? It a lot easier to setup materials with it.
greetings
Olaf
have you tried the principledshader? It a lot easier to setup materials with it.
greetings
Olaf
Technical Discussion » Learning Resources for CUDA + Houdini
- Olaf Finkbeiner
- 323 posts
- Offline
https://www.sidefx.com/forum/topic/44718/ [sidefx.com]
not cuda but opencl
have a look at this opelcl wrangle node
greetings
Olaf
not cuda but opencl
have a look at this opelcl wrangle node
greetings
Olaf
Houdini Learning Materials » Mantra Quantisation
- Olaf Finkbeiner
- 323 posts
- Offline
google drive links to the renders and my test scene:
images:
https://drive.google.com/file/d/0B5Hj67_lrrlkUi12dUVfOTIwdDA/view?usp=sharing [drive.google.com]
scene:
https://drive.google.com/file/d/0B5Hj67_lrrlkRmVzUU5jUk9qLVU/view?usp=sharing [drive.google.com]
images:
https://drive.google.com/file/d/0B5Hj67_lrrlkUi12dUVfOTIwdDA/view?usp=sharing [drive.google.com]
scene:
https://drive.google.com/file/d/0B5Hj67_lrrlkRmVzUU5jUk9qLVU/view?usp=sharing [drive.google.com]
Houdini Learning Materials » Mantra Quantisation
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there,
in the docu i read:
—–
"Quantization “
The storage type for the main image. The type of quantization used will affect image quality and size. If you need to adjust the image’s dynamic range in compositing, you should normally leave this value at the default of 16-bit floating point.
The default is ”float16“ for the first plane, and ”float" for secondary planes. You can override the first plane’s value with the -b command line argument to mantra.
“Gamma”
—–
now we can choose:
8bit integer
16bit integer
16bit float
32bit float
when writing png files i get:
8bit integer => an 8 bit png
16bit integer => a 16 bit png
16bit float => an 8 bit png
32bit float => an 8 bit png
but
8bit integer => an 8 bit tif
16bit integer => a 16 bit tif
16bit float => an 32 bit tif
32bit float => an 32 bit tif
I am confused….
In use: Houdini Version 15.5.523
Bug? Feature?
Tif almost behaves as expected appart from 16bit that creates a 32 bit file. And tif is able to save 16bit…
Can somebody please explain this.
I also have the feeling that this behauvior is not persistent…
Apart from that in the help there is nothing about Gamma.
thanks for your help.
Olaf
in the docu i read:
—–
"Quantization “
The storage type for the main image. The type of quantization used will affect image quality and size. If you need to adjust the image’s dynamic range in compositing, you should normally leave this value at the default of 16-bit floating point.
The default is ”float16“ for the first plane, and ”float" for secondary planes. You can override the first plane’s value with the -b command line argument to mantra.
“Gamma”
—–
now we can choose:
8bit integer
16bit integer
16bit float
32bit float
when writing png files i get:
8bit integer => an 8 bit png
16bit integer => a 16 bit png
16bit float => an 8 bit png
32bit float => an 8 bit png
but
8bit integer => an 8 bit tif
16bit integer => a 16 bit tif
16bit float => an 32 bit tif
32bit float => an 32 bit tif
I am confused….
In use: Houdini Version 15.5.523
Bug? Feature?
Tif almost behaves as expected appart from 16bit that creates a 32 bit file. And tif is able to save 16bit…
Can somebody please explain this.
I also have the feeling that this behauvior is not persistent…
Apart from that in the help there is nothing about Gamma.
thanks for your help.
Olaf
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