Anyone knows how to export object id from Houdini to after effects.
I try using the extra image plane with Op_Id on an exr file but nothing…not so sure if it is a houdini or After effects problem.
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Houdini Indie and Apprentice » objects id for after effects?
- Nicolas Heluani
- 280 posts
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Technical Discussion » Houdini 14 and Wacom | klick problem
- Nicolas Heluani
- 280 posts
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I actually have the same problem with indie 15.5
Sad, I am soo used to work on wacom is unconfortable to go back to the mouse.
Sad, I am soo used to work on wacom is unconfortable to go back to the mouse.
Work in Progress » Fractal Geometry
- Nicolas Heluani
- 280 posts
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Work in Progress » Fractal Geometry
- Nicolas Heluani
- 280 posts
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I am not so sure if what I am doing is going to be of any use but I wanted to play with the for loops and for each subnetworks to do a fractal geometry extrusion. I still have to polish how the inset distance is calculated as the formula that I use (distance to the center point divided by a factor of around 0.3 works well for triangles but not for rectangles shapes. However the major issue is that Houdini crashes if I make the itteration above 3. I was hoping to be able to push it a lot more than that. Right now I hope is a problem with the inset going below 0 or something like that. But as of now I am having fun…
I am putting the hip file here if anyone also wants to play around….
Niconico.
I am putting the hip file here if anyone also wants to play around….
Niconico.
Houdini Indie and Apprentice » HQueue Indie submit job works hqueue open does not
- Nicolas Heluani
- 280 posts
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goldleaf
Hey, not sure what OS you're using, but I found that button doesn't work with the Cinnamon desktop. I logged a bug, and it was because Cinnamon/Muffin (Linux Mint) handled that event different from other Linux desktops.
I've also found it more reliable to add .local. The server is on a different machine of the network, but wrench.local:5000 is the url for the monitor, and the ROPs also point to wrench.local:5000.
I´m using windows 10 (I should have mention this at some point, oops) but like I said everything in my setup is working appropiately is just that the client takes too long opening each individual task inside a job.
And again once the Mantra process starts it runs fast and completes the frame without issues, but it is constantly turning on an off. So it seems the problem is the division of each frame as a different task, even though I only have a single client/server (my current machine) each frame is a single individual task and each time the frame is rendered (which happens fast) there is a lot of wasted time opening the new frame. The same for the preparing the scene task. The task itself is very slow according to how many frames Hqueue have to prepare in individual jobs.
Edited by Nicolas Heluani - May 27, 2016 11:22:16
Houdini Indie and Apprentice » HQueue Indie submit job works hqueue open does not
- Nicolas Heluani
- 280 posts
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rvinluan
Hi Nicolas,
Are the jobs slow to startup? (i.e. slow for the jobs to go from the “waiting for machine” status to “running” status). Or are they slow when rendering?…
Hi Rob, and Madguru.
First a quick note: When I talk about client let me be clear that this is the same machine for Server and client. Later I plan to grow it, but for now I started with one.
The jobs are slow at the preparing the scene task, around 10-16 minutes,and the hython never really uses more than 1% of my CPU. And once it is rendering is about x4 to x5 times slower than just using render to disk option BUT…
Your posts helped me out in guiding me where to dig around for the problem. At first I thought it was the CPU issue, but the Set Number of CPUs Per Job option was properly unchecked. And again once the Mantra process starts it run fast and complete the frame without issues, but it is constantly turning off an on. So the problem it seems is the division of each frame as a different job, even though I only have a single client/server (my current machine) each frame is a single individual task and each time the frame is rendered (which happens fast) there is a lot of wasted time opening the new frame. The same for the preparing the scene task. The task itself is very slow according to how many frames have to prepare in individual jobs.
So all the speed problems goes away once I either increase the Frames per job or check Batch all Frames in One Job.
On a side note this was a very fast render (12 seconds per frame), maybe this dead time becomes negligible in more heavy renders, but I do feel this solution is kind of a work around rather than a solution in itself.
PS: sorry for the long post, I try to be as precise as possible.
Houdini Indie and Apprentice » Why is my RBD sim acting strangely?
- Nicolas Heluani
- 280 posts
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My set up can be easily adapted to use packed objects, I included here the same scene adapted to packed objects.
My idea is that rather than driving the simulation by erasing the glue network and keeping glue island you can just define the glue island and activate the pieces that you want them to start falling.
My idea is that rather than driving the simulation by erasing the glue network and keeping glue island you can just define the glue island and activate the pieces that you want them to start falling.
Houdini Indie and Apprentice » HQueue Indie submit job works hqueue open does not
- Nicolas Heluani
- 280 posts
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Hi Madguru,
thanks for the webpage…I actually had the problem with the IFD files and Indie that you mention so it was of great help. I was wondering if you have problems of render speeds on Hqueue as I do. It feel the Hqueue renders like x5 times slower than rendering directly from Houdini on my set up. Everything else works great. just very slow the render and the hython preparation of the scene (maybe this is an Indie issue?)
thanks for the webpage…I actually had the problem with the IFD files and Indie that you mention so it was of great help. I was wondering if you have problems of render speeds on Hqueue as I do. It feel the Hqueue renders like x5 times slower than rendering directly from Houdini on my set up. Everything else works great. just very slow the render and the hython preparation of the scene (maybe this is an Indie issue?)
Houdini Indie and Apprentice » Why is my RBD sim acting strangely?
- Nicolas Heluani
- 280 posts
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Your set up seems to me a bit chaotic. It may be better to simply specify the islands of glued fracture pieces and just animate the pieces activation. I justset up a quick such scene in the sample file I gave you.
But I have to warn you, this depends on how realistic the breack you need it to be.
As even with this solution you will have the problem that the island will not fall naturally, as it will only fall once the entire pieces are active.
But I have to warn you, this depends on how realistic the breack you need it to be.
As even with this solution you will have the problem that the island will not fall naturally, as it will only fall once the entire pieces are active.
Houdini Indie and Apprentice » batch rendering... (newbie question)
- Nicolas Heluani
- 280 posts
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So it seems that HqueueServer and Client in the same machine is the way to go…. and it was surprisingly rather easy to set up, once I learn that I have to uncheck Generate IFD files since I am using Indie. So if anyone out there having the same problem there you go.
Now the issue I have is that for some reason Hqueue is very slow rendering compared to when I render directly from Houdini. :?
Now the issue I have is that for some reason Hqueue is very slow rendering compared to when I render directly from Houdini. :?
Edited by Nicolas Heluani - May 17, 2016 17:21:44
Houdini Indie and Apprentice » batch rendering... (newbie question)
- Nicolas Heluani
- 280 posts
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is there a way to do batch renders of multiple hip files inside houdini?
Hqueue maybe?
I've being looking on the web and all I can find is command line instruction to render outside of houdini.
Hqueue maybe?
I've being looking on the web and all I can find is command line instruction to render outside of houdini.
Work in Progress » FEM Cushions and Dirt mask
- Nicolas Heluani
- 280 posts
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Niall Cochrane
That looks amazing ! If I didn't know it was a sim I wouldn't thing it was anything except real.
Thanks
I started Houdini a few month ago and I am impress with pretty much everything Mantra seems very robust! but the simulations are amazingly flexible.
Houdini Indie and Apprentice » learning vopsop
- Nicolas Heluani
- 280 posts
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Wow, I am quite surprise you are having a hard time finding good tutorial on the basics. they are so many out there.
I will recommend Ben Wats melting angel:
https://vimeo.com/122217238
[vimeo.com]
Or check out basic training on Digital Tutors.
They are really basic but give good explanation on the fundamentals.
Good luck.
I will recommend Ben Wats melting angel:
https://vimeo.com/122217238
[vimeo.com]
Or check out basic training on Digital Tutors.
They are really basic but give good explanation on the fundamentals.
Good luck.
Houdini Indie and Apprentice » [SOLVED]Triggering Dynamics by Collision
- Nicolas Heluani
- 280 posts
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Hi,
Just in case you still want to achieve activating rbd object based on collision on a prefractured object here is a technique I am using so far. I kno this is not really collision perse. But it will allow you to decide when and what gets active, so it could be useful.
Basically everything in controlled in the DOP network through a activateValue node. This node basically tells the sim if the piece is active or not. I link the value to a color attribute I create on the fractured object, and set it to setAllways.
See the example for more details…
If anyone has a better method I will be curious to hear it. but this one seems pretty reliable.
Just in case you still want to achieve activating rbd object based on collision on a prefractured object here is a technique I am using so far. I kno this is not really collision perse. But it will allow you to decide when and what gets active, so it could be useful.
Basically everything in controlled in the DOP network through a activateValue node. This node basically tells the sim if the piece is active or not. I link the value to a color attribute I create on the fractured object, and set it to setAllways.
See the example for more details…
If anyone has a better method I will be curious to hear it. but this one seems pretty reliable.
Houdini Indie and Apprentice » wacom issues
- Nicolas Heluani
- 280 posts
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Hi I am experiencing some weird issues with wacom tablet on windows 10… Before posting it as a bug I wanted to ask if anyone else has experienced the same thing.
Basically there are 3 issues.
Basically there are 3 issues.
- Click a node will not select it, I have to draw a box on the node to select them properly
Click in in the top “address bar” to jump to an upper level from inside a node will also not respond properly. it will behave as if the LMB is continuosly pressing.
And a minor one is that on 2 screen I need to restart the wacom driver for the tablet to map the monitor correctly on Houdini, all other programs work fine.
All this are minor inconveniences so I was wondering if anyone out there also experienced this and if any solution or maybe setting fix is known.
Work in Progress » sand and particle size
- Nicolas Heluani
- 280 posts
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Hi, here is my experimentation with houdini sand and noises…
https://vimeo.com/163435798 [vimeo.com]
I started this experiment in order to get me used to the environment of grains in Houdini and also just for fun And it was fun, a little surprise is that at first I manage to get the point so small it was like very thin sand, not really the look i wanted) so (for the first time in my life, I think ) I actually had to dial back on particle number :shock: It felt weird.
But something I notice by this accident is that the clumpiness did not seem translate in smaller particle size sims. When the particle size was small the sand behaved more dry than when it was bigger. I haven't done enough test to check this but it got me wondering about the relation between pSize and clump behavior.
https://vimeo.com/163435798 [vimeo.com]
I started this experiment in order to get me used to the environment of grains in Houdini and also just for fun And it was fun, a little surprise is that at first I manage to get the point so small it was like very thin sand, not really the look i wanted) so (for the first time in my life, I think ) I actually had to dial back on particle number :shock: It felt weird.
But something I notice by this accident is that the clumpiness did not seem translate in smaller particle size sims. When the particle size was small the sand behaved more dry than when it was bigger. I haven't done enough test to check this but it got me wondering about the relation between pSize and clump behavior.
Technical Discussion » huge geometry files!
- Nicolas Heluani
- 280 posts
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Actually I found something in the convert vdb that helped a lot:
adaptivity! this reduced dramatically the numbers of polygons without any loss in quality so far… the files are still big 50 meg in bgeo.gz per file but manageable.
adaptivity! this reduced dramatically the numbers of polygons without any loss in quality so far… the files are still big 50 meg in bgeo.gz per file but manageable.
Technical Discussion » huge geometry files!
- Nicolas Heluani
- 280 posts
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Hi guys and girls!
I have been playing around with animated organic geometry creation and I am quite happy with a result, the only problem is that the resulting bgeo file is huge. 1.3 gig per frame. Which in itself would not be a problem but in a 150 frames animations it is not insignificant.
Is there anyway to reduce this files?
bgeo.gz still gives me 600 mb.
Bests,
Nico.
I have been playing around with animated organic geometry creation and I am quite happy with a result, the only problem is that the resulting bgeo file is huge. 1.3 gig per frame. Which in itself would not be a problem but in a 150 frames animations it is not insignificant.
Is there anyway to reduce this files?
bgeo.gz still gives me 600 mb.
Bests,
Nico.
Edited by - April 13, 2016 19:56:20
Work in Progress » Illustrator Cleaner and a basic extrussion tool.
- Nicolas Heluani
- 280 posts
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Thank you guys! glad you like them. But like I said in the post this are really simple tools meant to improve day to day life for the motion artist and to be honest the extrude tool could use some extra love, that's why i left them open for everyone to play around with it, so go nuts!
PS: after I developed the tools I haven't had one project that involved illustrator (typical! )
PS: after I developed the tools I haven't had one project that involved illustrator (typical! )
Work in Progress » FLIP dynamics test
- Nicolas Heluani
- 280 posts
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Very nice…but I am a bit confused…is it really necessary to mistreat your teapots like that?
:wink:
:wink:
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