I have a pretty simple simulation. A sphere dropping and shattering on the floor.
I turns out once the sim is cached and is playing it seems to cache again and use more RAM every time it plays the already cached sim until the system runs out of memory and houdini crashes.
Am I missing something or is it really yet another bug? Literally every time I open Houdini and test something I stumble over at least one of those issues.
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Technical Discussion » Simulation Cache issue in H14
- OneBigTree
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Technical Discussion » Viewport Nurbs Flatshading Headlight Issue
- OneBigTree
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Joker386
it should be a BUG , But I think you can solve this temporary .
Just select your NURBS sphere and turn on Display Normals button in the viewport and turn off this again !
Oh boy, those display normals…
Thanks anyway.
Technical Discussion » Viewport Nurbs Flatshading Headlight Issue
- OneBigTree
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It seem that nurbs flatshading in the viewport is broken.
When I create a nurbs sphere and set dispplay to flatshading and set the orientation of the sphere to Z in the properties, the headlight moves relative to the sphere orientation. See images.
If I then duplicate the sphere geo and set the second sphere to Y, the headlight stops working alltogether for all nurbs objects.
Meshes still display normally.
When I create a nurbs sphere and set dispplay to flatshading and set the orientation of the sphere to Z in the properties, the headlight moves relative to the sphere orientation. See images.
If I then duplicate the sphere geo and set the second sphere to Y, the headlight stops working alltogether for all nurbs objects.
Meshes still display normally.
Houdini Lounge » H15 - polyknit tool
- OneBigTree
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mantragora
I would expect that most old Houdini users already have their own version of similar tool. I made those mostly for newcomers, who are unfamiliar with Houdini and/or scripting etc. and miss this type of functionality.
Yeah, houdini is such a great software to build tools… Sadly most small studios are paid to use tools, not to build them. So everything out of the box would be appreciated by indie users
Houdini Lounge » Houdini for Modeling/rigging/animation
- OneBigTree
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tinyparticle
I just wanted to add since lighting and look development is my area of expertise, Houdini and Mantra are my favorite look development and rendering tools. In day work I use Katana and Renderman and I think Houdini is just amazing for individual artist in this department.
But only then….
Houdini Lounge » Redshift for Houdini, call for developers
- OneBigTree
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tinyparticleOneBigTreeBRog
If only the Indie license would allow use of this. For now I'll have to keep sending scenes to Softimage to render with Redshift.
I don't give up hope. I would pay twice as much for houdini indie if it was allowed.
I would as well, and I think if there is enough demand they would definitely come up with a solution.
Maybe a license extension for a specific third party renderer which you could buy as an addon. I do understand that they don't want to open it completely. It would of course reduce the number of reasons to buy a full license. But at the moment I am even thinking of not buying another indie license. So more reasons to buy an indie would be just as good And redshift would definitely be a reason.
Houdini Lounge » Redshift for Houdini, call for developers
- OneBigTree
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BRog
If only the Indie license would allow use of this. For now I'll have to keep sending scenes to Softimage to render with Redshift.
I don't give up hope. I would pay twice as much for houdini indie if it was allowed.
Houdini Indie and Apprentice » Stripes issue on the smoke's surface during collision
- OneBigTree
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Houdini Lounge » Indie floating lincense
- OneBigTree
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twelveplusplus
fwiw, i would prolly pay $250-300 for a floating indie license. are we haggling? lol (even if it could only float between two computers–ie, my laptop and desktop)
Me too and I would even pay up to 500 if it'd support 3rd party renderers (with limited resolution)….
Houdini Lounge » New tools in Max. Your two cents please...
- OneBigTree
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Adding nodes and nodeeditors to a software doesn't make a software better. As simple as that. The maya node editor just revealed how messy the undelying structures are and the nodebased material editor in max didn't improve that material editing much. It made it worse in some cases situations.
And max is already a patchwork of software stuck on top of one another and far from a homogenous architecture - some parts are older than maya and SI.
Also the peformance with complex scenes has never been good, I have my doubt that more procedural calculations will improve anything in this regard.
And max is already a patchwork of software stuck on top of one another and far from a homogenous architecture - some parts are older than maya and SI.
Also the peformance with complex scenes has never been good, I have my doubt that more procedural calculations will improve anything in this regard.
Technical Discussion » Several Viewport issues in H14
- OneBigTree
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twod
Smooth Shadows were deprecated with the H11 viewport, and no longer in H14. The entry should be removed. AA shadows is a subtle antialiasing of the shadow edges, not the map itself. There is a difference, it's just not too noticeable.
Ah, thanks that was the info I'm looking for. Yes, the settings should be removed to stop users wasting their time trcking down nonexisting bugs
As for the normals: Yes I know I can change them manually, but I think a 4000 bucks 3d software should be able to produce them correctly in the first place, shouldn't it?
Will submit a bug report though…
Technical Discussion » Several Viewport issues in H14
- OneBigTree
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I've posted this before but got no response so I'll bring it up again.
I can't seem get to get Smoothed and antialiased shadows to work in High quality lighting. No matter what settings I try, all I get is the “basic” point shadows or area shadows with 3 samples.
Now I've also coma across an issue with point normals generated for the capped tube. Depending on the number of columns the normals get all garbled.
Can someone please check or confirm this? Thanks.
I can't seem get to get Smoothed and antialiased shadows to work in High quality lighting. No matter what settings I try, all I get is the “basic” point shadows or area shadows with 3 samples.
Now I've also coma across an issue with point normals generated for the capped tube. Depending on the number of columns the normals get all garbled.
Can someone please check or confirm this? Thanks.
Houdini Lounge » Are we there yet?
- OneBigTree
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jordibares
IMHO marking menues is one of the big failures of UI/UX, great for demos, extremely poor for production.
Tab is not perfect either, having to put both hands on the keyboard is not great, may be some tweaks to bring some of the good ideas from Nuke into Houdini will do a much better job.
my 2 cents
jb
Absolutely. The main big advantages of Hotkeys is mappability.
You just can't configure radial/Quad/marking menues to work in every software you use the same. With hotkeys you can if you want.
On the other hand there are different levels of commands. The ones you use all the time, the ones you need for specific not so common tasks and some you almost never use.
For efficient Tab menues you'll need to know the vocabulary of your software anyway.
Much more important for second and third level commands is a good, clean structure of the software itself, the a simple rightclick context menu will do.
SI Users » Neon Sign - Timelapse
- OneBigTree
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Thanks for posting this. Very inspirational and encouraging.
Edit: I do a lot of curve work in MoI, if you don't like AI
Edit: I do a lot of curve work in MoI, if you don't like AI
SI Users » Modelling questions from Softimage
- OneBigTree
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Werner Ziemerink
I don't entirely agree with that statement McNistor. :twisted:
Modeling tools in Houdini 14 was a step in the right direction, and I'm sure SESI will improve them. I find that most of the tools works well, but workflow in some cases still needs some improvement.
I've learnt not to try and copy workflows from one application over to another.
1. There is an edge loop tool under the Polygon tab. It does individual loop cuts just like the ] key in Softimage. You can right click in the viewport and change the settings to ‘use constant bias’ (Change the Bias % in the parameter interface), or ‘ snap to mid point’ This is very handy.
2. Very much covered in nr. 1. I do miss the ‘Curvature Continuity’ setting here though. THat helps allot when modeling organic shapes.
3. It's called poly loft in Houdini, but this tool need some work. You need to set U wrap to On to get a proper bridge. It creates triangles, which I don't like, but it works.
This tool needs to be added to the Polygon tab by right clicking on the tab and choose ‘Edit Shelf tab’ Just scroll down to poly loft (and poly patch, if you like) to ad them. Mantragoria created a ‘create polygon’ tool and uploaded it to orbolt if you like. It works very well.
4. Create an open polygon circle and set it to 0 - 180, then use extrude to get half tube.
5. Use Group by expression with $TX>0 or $TX<0 to select half the polygons on the x axis. Just replace with z to get z axis.
This doesn't change the fact, that one is better off with SI for modelling for the time being. In fact it rather proves it
Houdini Indie and Apprentice » HQ License and Indie
- OneBigTree
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I understand HQ needs a license. Indie has a local nodelocked license.
Does that mean I have to install HQ on the machine the has indie installed?
Does HQ use the Indie license of that machine?
Can I run Indie on that machin parallel to HQ? (edit: yes , i found that bit )
I can't seem to find any clear statement about this.
Any info appreciated, thanks a lot.
Edit2: I think I got it, I wasn't aware that nodelocked licenses also have a license server running.
…I love talking to myself…
Does that mean I have to install HQ on the machine the has indie installed?
Does HQ use the Indie license of that machine?
Can I run Indie on that machin parallel to HQ? (edit: yes , i found that bit )
I can't seem to find any clear statement about this.
Any info appreciated, thanks a lot.
Edit2: I think I got it, I wasn't aware that nodelocked licenses also have a license server running.
…I love talking to myself…
Technical Discussion » H15 - multi object edit
- OneBigTree
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SreckoM
What is wrong with merging those into new OBJ and work in there?
It gives you more freedom than any other app, you can branch original objects etc.
I can do this in XSI as well, but it is not the same workflow. The purpose is different. I want my objects separate at all times. imagine two rigged characters and you want to adjust the eyebrows to be the same height. Any Rigger will kill you if you merge them, and so will the animator
Technical Discussion » H15 - multi object edit
- OneBigTree
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The point of being able to edit multiple objects at once is that you don't have to do a special setup for it, write a script, build a tool or anything like it. The point is to save time not generate more work.
Technical Discussion » Animation Editor Toolbar
- OneBigTree
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Technical Discussion » H15 - multi object edit
- OneBigTree
- 379 posts
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McNistor
Right now In Houdini editing two or more poly-meshes belonging to different Objects (gonna capitalize this from now on so that we know I'm referring to the Houdini entity, not to what's commonly used for) is impossible and this would be a big problem if I were to try to model a complex object with multiple parts, some of them moving.
Funny I was thinking today of posting exactly this question. This is one reason why I switched from max to softimage years ago. This saves soooo much time.
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