it confused me first too but once you get used to it somehow i kind of like it. its easy to tell this way if you're using global or local space. cause whenever you use local you will know you use Z. Therefor Z = up in local! Y = up in global.
changing this would be wrong!
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SI Users » project "Houdini, a great modeler"
- Doudini
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Houdini Indie and Apprentice » Align Sop Dots
- Doudini
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edited:
just made a test and yea these points appear but actually display particle style. and are not actual points. i dont know what they are representing.
however you can just ignore them. add a null and they will be gone
just made a test and yea these points appear but actually display particle style. and are not actual points. i dont know what they are representing.
however you can just ignore them. add a null and they will be gone
SI Users » Recreating ICE's "Modulate by Null"
- Doudini
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Houdini Learning Materials » Newbbie question on missing shelves
- Doudini
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what happens if you change your desktop back to the standard build or some others?
Windows -> Desktop -> Build
Otherwise there is a “Plus” sign in the shelves that will let you add it
“Shelves -> Create” is the one.
if it doesnt help, maybe erase the houdini13 folder might help. its in the users home folder.
edit: i just saw your screenshot and i dont know what it means tbh, but try reset the houdini13 config folder as mentioned above. you can erase it and houdini should make the files once you start it up and set things back to default.
Windows -> Desktop -> Build
Otherwise there is a “Plus” sign in the shelves that will let you add it
“Shelves -> Create” is the one.
if it doesnt help, maybe erase the houdini13 folder might help. its in the users home folder.
edit: i just saw your screenshot and i dont know what it means tbh, but try reset the houdini13 config folder as mentioned above. you can erase it and houdini should make the files once you start it up and set things back to default.
Houdini Learning Materials » Mantra Keeps Crashing.
- Doudini
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hi,
i just wanted to report that i finally fixed the problem. (I realized I was still getting crashes when i had all objects active.)
.
I actually pinned it down after a lot of frustration to a material that had a “2sided” node and after a lot of trial and error i found that it was causing the problem.
I replaced the material with another 2sided material from some user in the forums here and since then everything is working again.
i just wanted to report that i finally fixed the problem. (I realized I was still getting crashes when i had all objects active.)
.
I actually pinned it down after a lot of frustration to a material that had a “2sided” node and after a lot of trial and error i found that it was causing the problem.
I replaced the material with another 2sided material from some user in the forums here and since then everything is working again.
Technical Discussion » foreach loop absolute path?
- Doudini
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Hi,
i have 100 objects grouped separately and texturing them in one go with a for each. it works great but my function in the loop saves an absolute path instead of using a true $HIP/tex.rat. it uses c:\ on windows and hdname/ on linux.
this isnt a big issue but i'd like to save the geo and use it on other machines with relative paths to the material image and therefor i'm having a problem here.
i use this function in the foreach:
$HIP/textures/tex`opdigits(stamps(“..”, “FORVALUE”,“”))`.tif
but it saves an absolute path when i save the bgeo.
is it normal behavior?
should i go back to the old delete copy by $CY trick and assign material outside the foreach?
thanks in advance .
i have 100 objects grouped separately and texturing them in one go with a for each. it works great but my function in the loop saves an absolute path instead of using a true $HIP/tex.rat. it uses c:\ on windows and hdname/ on linux.
this isnt a big issue but i'd like to save the geo and use it on other machines with relative paths to the material image and therefor i'm having a problem here.
i use this function in the foreach:
$HIP/textures/tex`opdigits(stamps(“..”, “FORVALUE”,“”))`.tif
but it saves an absolute path when i save the bgeo.
is it normal behavior?
should i go back to the old delete copy by $CY trick and assign material outside the foreach?
thanks in advance .
Houdini Learning Materials » Mantra Keeps Crashing.
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I just want to report that i got it working with switching from VC-11 to the VC-9 daily build. So far its working and has not crashed.
i think its some bug.
i'm still wondering what do these mantra output messages mean tho.
i think its some bug.
i'm still wondering what do these mantra output messages mean tho.
Houdini Learning Materials » Mantra Keeps Crashing.
- Doudini
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it sure is full but i never had problems before when it got full.
i'm currently testing the .383 VC9 build and so far it seems to work better. but cant say for sure yet. for some reason seems its only using 50% of my cpu when rendering in the preview pane?
what i notice, i got these messages for most my objects:
mantra: /obj/sphere: Procedural generated out of bounds geometry
mantra: /obj/sphere: Procedural generated out of bounds geometry
mantra: /obj/sphere: Procedural generated out of bounds geometry
also this pops up for some of the instances:
mantra: LOD defined by /obj/pinobj/instance27, but /obj/pin is higher quality.
Enable procedural flattening for these objects.
any idea what it means and why its doing it?
i'm currently testing the .383 VC9 build and so far it seems to work better. but cant say for sure yet. for some reason seems its only using 50% of my cpu when rendering in the preview pane?
what i notice, i got these messages for most my objects:
mantra: /obj/sphere: Procedural generated out of bounds geometry
mantra: /obj/sphere: Procedural generated out of bounds geometry
mantra: /obj/sphere: Procedural generated out of bounds geometry
also this pops up for some of the instances:
mantra: LOD defined by /obj/pinobj/instance27, but /obj/pin is higher quality.
Enable procedural flattening for these objects.
any idea what it means and why its doing it?
Houdini Learning Materials » Mantra Keeps Crashing.
- Doudini
- 333 posts
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why ?
its a big scene so i cant upload the file. approx 500 objects. i've setup all alembic files and import all object except a few procedural ones.
if i remove 50% of the objects from the scene sometimes it works.
could it be a bug? or do i have too less ram? i put most objects on disk in alembic file and load them back but still the renderer keeps crashing. in the viewport i have all objects visible and no problem
system spec:
ram 12gb, windows 7 with all updates, houdini 13.0.376
Houdini Learning Materials » Redering tutorials
- Doudini
- 333 posts
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1) Write all your geometry to disk, right now your scene cooks all your poly modelling. Thats one big no no .its fun i just realized i was doing this wrong too the whole time. didnt realize how fast alembic and packed prims are.
2) Explore instancing and packed primitives
my mantra seems on speed now
4) Is your ray tracing bias set correctly for your scene size ? Put a bound over the scene ie 70000 unit scene size x 0.01 .
is it possible you could explain this in more detail? i never played with this parameter and i dont fully understand what you mean by x 0.01?
5 Why have you set 2 diffuse bounces on the mantra ROP and set min ray samples to 5 ? with pixel samples 7 x 7 with PBR. What was your thinking ?
could you explain what is wrong with this? sorry i'm really new to all this. i was playing with these parameters too but takes time to realize what you're actually doing.
thanks in advance!
I would also love to see a subforum here for rendering since as a newbie its hard to find good examples and discussion about the topic.
Technical Discussion » snap question
- Doudini
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♥ thats great! i just saw the new production build !
sry for my english in the previous post
sry for my english in the previous post
Technical Discussion » snap question
- Doudini
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make sure you have display flag on for points if you want to snap to points. if you want to snap to template or selected, make sure in display settings its turned on too.
its a bug in current version i think. it used to work but snap was always being buggy in Houdini i felt. Sometimes It can also help create a new scene view if snapping glitched out and wont work at all.
i heard sidefx is rewriting snap engine for the next major update. hopefully soon with H13.5
its a bug in current version i think. it used to work but snap was always being buggy in Houdini i felt. Sometimes It can also help create a new scene view if snapping glitched out and wont work at all.
i heard sidefx is rewriting snap engine for the next major update. hopefully soon with H13.5
Houdini Indie and Apprentice » New to Houdini - couple of questions/issues..
- Doudini
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#2 sometimes there is a box outside the monitor view blocking the other houdini ui. try use windows key plus arrow left/right to move it around. or try windows tab and see if there is some dialog box. i think this happens when working with 2 monitors and the first monitor is in negative space.
SI Users » How do I see procedural textures in the viewport?
- Doudini
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Technical Discussion » Op_Id confusion
- Doudini
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thanks for your answer.
i'm just trying to get some quick alpha masks from them later to be used for grading.
I have now setup a custom ID Parameter in a Mantra Shader and use this one which just seems more flexible, artist friendly.
anyway is there a way to reset the ID after a long session to avoid high numbers?
Also is there a way to disable both the Op_Id and Prim_Id Passes if you dont need them?
i'm just trying to get some quick alpha masks from them later to be used for grading.
I have now setup a custom ID Parameter in a Mantra Shader and use this one which just seems more flexible, artist friendly.
anyway is there a way to reset the ID after a long session to avoid high numbers?
Also is there a way to disable both the Op_Id and Prim_Id Passes if you dont need them?
Technical Discussion » Op_Id confusion
- Doudini
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hi,
currently working first time with the Op_Id. Got it working but had a few questions.
I am working on a Project which has lots of Elements and when I read out the Op_Id in the viewport i get a different Result (ID) than in the render.
Also my objects range over 50000 ids and i dont really know why. is there some way to reset the Object ID's?
Its not a big issue as i get it working in the comp but its a bit frustrating finding the Id's atm. Maybe I do something wrong?
Before I was using my own shader with a custom MaterialID pass with color code i rendered out as a seperated pass. Might this be a better faster option?
any suggestion?
thanks in advance.
currently working first time with the Op_Id. Got it working but had a few questions.
I am working on a Project which has lots of Elements and when I read out the Op_Id in the viewport i get a different Result (ID) than in the render.
Also my objects range over 50000 ids and i dont really know why. is there some way to reset the Object ID's?
Its not a big issue as i get it working in the comp but its a bit frustrating finding the Id's atm. Maybe I do something wrong?
Before I was using my own shader with a custom MaterialID pass with color code i rendered out as a seperated pass. Might this be a better faster option?
any suggestion?
thanks in advance.
Work in Progress » essentials work - rnd houdini
- Doudini
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SI Users » UI click down drag behavior when connecting nodes
- Doudini
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Houdini Lounge » Node Placement
- Doudini
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Technical Discussion » Unable to Point Snap in houdini 13
- Doudini
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houdini is great! it just has a few problems sometimes. i'm sure snapping will be improved further soon.
some additional notes for snapping to template:
if you template something and want to snap to the points, you will in most cases have to change settings in the display options so it shows the points of templated geometry. You can do it in the Display Settings (Shortcut: D while hovering mouse over viewport), After that in Markers Tab:
Set Display Options for: Template Model Geometry. activate markers for points and on the little eye icon you can switch it to your needs. (i have set it to area around pointer atm for some testing and so far been happy )
some additional notes for snapping to template:
if you template something and want to snap to the points, you will in most cases have to change settings in the display options so it shows the points of templated geometry. You can do it in the Display Settings (Shortcut: D while hovering mouse over viewport), After that in Markers Tab:
Set Display Options for: Template Model Geometry. activate markers for points and on the little eye icon you can switch it to your needs. (i have set it to area around pointer atm for some testing and so far been happy )
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