Seems that i did not express my self correctly.
I have one Linux Mint on an transportable drive, where I would like to put the apprentice on.
So if I am correct, everytime I plug that drive in my or somebodys workstation the licensemanager checks the config and finds a missmatch, knows that it is a different computer and renews the license.
Therefore i thought there is a way to bind the license to the usb drive or something.
I know its not a big deal for me to recreate the license at every start, but I hoped there is an other solution.
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Houdini Lounge » Licensing Apprentice on USB Drive
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Houdini Lounge » Licensing Apprentice on USB Drive
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Ohhh my maintrainingworkstation is at home with windows and its running fine. But I have read a lot about better memory management and render times on linux. So I thought I give it a try. And while we are at work dont do fx and 3d, I really would like to use the machine there and at home. Having all my stuff on a portable drive, seems to be a good option.
And the best case would be, not to worry about relicensing every time i plug the drive on a different Workstation or computer.
And the best case would be, not to worry about relicensing every time i plug the drive on a different Workstation or computer.
Houdini Lounge » Licensing Apprentice on USB Drive
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I thought about trying Houdini on a Linux system - so i installed Mint on an USB3 HDrive yesterday and was wondering if i can install an apprentice license and then connect the drive to different workstations without reinstalling the license everytime…
best regards
de heavy
best regards
de heavy
Houdini Lounge » Houdini 16
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arctor
we have a recording right from the source, it's being make available as I type this…
the recording on the sesi site is not from the source right ? it seems not glitch free..
i am so excited i really need to see the glitchfree Version
Edited by -heavy- - Feb. 8, 2017 08:51:59
Houdini Learning Materials » H15 - Velocity to Flip question
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Ohhh damn , yeah, thx a lot. I didnt got that it does not work like with smoke sims.
and @jeff thx for these importand tip I'm surely already know, but not used
this time - its good to get remembered to those basics I forgot.
@mawi pop curve force looks very promising - I have to do a few tests to see if I
have to make my curveshapes more complex or to get enough variation only with force.
thx both of you
de Heavy
PS: what do you think, would be a good way to achieve corkscrew liquids ?
and @jeff thx for these importand tip I'm surely already know, but not used
this time - its good to get remembered to those basics I forgot.
@mawi pop curve force looks very promising - I have to do a few tests to see if I
have to make my curveshapes more complex or to get enough variation only with force.
thx both of you
de Heavy
PS: what do you think, would be a good way to achieve corkscrew liquids ?
Houdini Learning Materials » H15 - Velocity to Flip question
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Hey guys, i need a bit of help -
i can see that the velocitys get in to the flip container, but it does not affect the particles…. so hey what do i miss?
here is the file.
i can see that the velocitys get in to the flip container, but it does not affect the particles…. so hey what do i miss?
here is the file.
Houdini Learning Materials » Sop level transform to DOPS
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even its very basic stuff based on the help docs, i put together a simple sop to dop active scene, maybe somebody will have a look and correct my mistake and lighten my mind.
Houdini Learning Materials » Sop level transform to DOPS
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I dont got it and i know it must be unbelivable simple.
I try to explain:
I have seen a lot of hints and tutorials where keyframe animation is mixed with dops sim and used RBD active. Most of the time the animation is on the GEO transform node, so “use deformed objects” is off and everything works fine.
now in my case my animation is on a transform node inside the Sop context - this is piped in the DOP net and when i switch “use deformed” to off - the keyframes are not recognized - when its on, i see my motion - but it gives very strange behavior when rbd active is set to 1. it seems that the motion from the points is somehow mixxed with the sim..
Do i have to use a new geo node where i channel the SOP transform motion to the toplevel GEO node and use that as input for the DOP net or what is the deal with these?
any help would be nice.
thx deHeavy
I try to explain:
I have seen a lot of hints and tutorials where keyframe animation is mixed with dops sim and used RBD active. Most of the time the animation is on the GEO transform node, so “use deformed objects” is off and everything works fine.
now in my case my animation is on a transform node inside the Sop context - this is piped in the DOP net and when i switch “use deformed” to off - the keyframes are not recognized - when its on, i see my motion - but it gives very strange behavior when rbd active is set to 1. it seems that the motion from the points is somehow mixxed with the sim..
Do i have to use a new geo node where i channel the SOP transform motion to the toplevel GEO node and use that as input for the DOP net or what is the deal with these?
any help would be nice.
thx deHeavy
Houdini Learning Materials » sop level parenting , render properties
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these Truck and Trailer constraining or parenting is interesting for me too..
.. i have my keyframed truck animated and would like to parent the trailer object so it moves with the truck without the need of new keyframes and before handing it over to dynamics….
.. i have my keyframed truck animated and would like to parent the trailer object so it moves with the truck without the need of new keyframes and before handing it over to dynamics….
Houdini Learning Materials » Flip and Gravity force subsampling frame issue
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i know that this maybe a stupid question and in maya i would easily do more substeps but that seems not to work here - i know i am doing something wrong so please one have to light me up.
you see in the picture below that gravity ist causing a stepping issue on my flip sim (easy setup only flip and gravity) - i know that this is caused by frames, one frame it is here next frame one more down - but can someone tell me what i have to do to get a better interpolation between the frames.
cheerz and thanx
de Heavy
you see in the picture below that gravity ist causing a stepping issue on my flip sim (easy setup only flip and gravity) - i know that this is caused by frames, one frame it is here next frame one more down - but can someone tell me what i have to do to get a better interpolation between the frames.
cheerz and thanx
de Heavy
Houdini Learning Materials » Camera Projection and RBD packed Fractures
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Great.
as next I will branch out the inside and do some noise and displacement and we'll see how far I get.
as next I will branch out the inside and do some noise and displacement and we'll see how far I get.
Houdini Learning Materials » Camera Projection and RBD packed Fractures
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Big thanx for the help, now i can go move on.
and looking at the new branches - does this mean uv mapping before or directly after the fracturing is not necessary ? everything can kept separated ?
the model don't need uv's and there is no Need for a rest node?
cheerz
deHeavy
and looking at the new branches - does this mean uv mapping before or directly after the fracturing is not necessary ? everything can kept separated ?
the model don't need uv's and there is no Need for a rest node?
cheerz
deHeavy
Houdini Learning Materials » Camera Projection and RBD packed Fractures
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i try to get my camera Projected sequence to fractured pieces but i dont know where to put the UV Texture and rest node.
when i put the texture projection before fracturing only one Frame is correct or after the fracture and sim the texture slides - i dont know what i am doing wrong and want to understand those basic thingi…
here is the file with Frames from 35 - 55 and
if someone needs the Image sequence here is a rar file
http://www.zipl.de/24fps_calgaryGrass.rar [zipl.de]
if something is missing please tell me.
thx
when i put the texture projection before fracturing only one Frame is correct or after the fracture and sim the texture slides - i dont know what i am doing wrong and want to understand those basic thingi…
here is the file with Frames from 35 - 55 and
if someone needs the Image sequence here is a rar file
http://www.zipl.de/24fps_calgaryGrass.rar [zipl.de]
if something is missing please tell me.
thx
Houdini Indie and Apprentice » pyro fuel consumption
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so i do a lot of test at the Moment and try to get the logic behind it and the right feel for setting up my sims and when to use which volume Operation before struggeling with sops.
so what i see next is, when i take the standart setup with sourcing fuel and density, the visualization shows that there is temperature without adding a heat source.
does that mean that there is some Kind of base temperature from the beginning ? so fuel has a starting temp?
ohh and EDIT:
can we visualize the temperatureField or other fields with values instead of Color ?
so what i see next is, when i take the standart setup with sourcing fuel and density, the visualization shows that there is temperature without adding a heat source.
does that mean that there is some Kind of base temperature from the beginning ? so fuel has a starting temp?
ohh and EDIT:
can we visualize the temperatureField or other fields with values instead of Color ?
Houdini Indie and Apprentice » pyro fuel consumption
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Thx for the fast answer, and no i am not frustrated, the point where i have been frustrated and stepped back to maya, and putted houdini aside is long gone =]
But i have to make those comparison, to better understand it for myself and maybe someone with the same background is reading this, and knows exactlly what i mean.
So, back to topic.
Yes i play around a lot and do a bunch of tutorials, cuz i know how directable and awesome pyro and workflow in houdini is, but lot of tutorials are outdated, bases on pyro1 but give a lot of infos too.
And others telling you, utilize this node,set that value here, without giving information on why it effects the sim that way.
I know what you mean by fuel at sop level, so i will change my setup tomorrow morning.
Do you think its better to source fuel and temperature from different sources or what are better ways to decouple the fuel burst from the ignition?
But i have to make those comparison, to better understand it for myself and maybe someone with the same background is reading this, and knows exactlly what i mean.
So, back to topic.
Yes i play around a lot and do a bunch of tutorials, cuz i know how directable and awesome pyro and workflow in houdini is, but lot of tutorials are outdated, bases on pyro1 but give a lot of infos too.
And others telling you, utilize this node,set that value here, without giving information on why it effects the sim that way.
I know what you mean by fuel at sop level, so i will change my setup tomorrow morning.
Do you think its better to source fuel and temperature from different sources or what are better ways to decouple the fuel burst from the ignition?
Houdini Indie and Apprentice » pyro fuel consumption
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i have a Senior Maya Fluid and Maya FumeFX Background so solver and setups are no mystery for me.
but there are a few questions that maybe somebody has to explain to me and light my mind.
in Maya and Fume fuel that is pumped in the sim - is ignited and then it is completely burned - in houdini,
everything i have seen , tried and test it, shows me that the fuel field is added to the sim and added and
even if ist burned the field is added. only deactivating the source volume stops fuel from beeing added.
but then in the next Frame the whole fuel field is gone and even the former added fuel has disappeared also…
is there some microsolver node i have to put in the sim or do i miss something else ?
but there are a few questions that maybe somebody has to explain to me and light my mind.
in Maya and Fume fuel that is pumped in the sim - is ignited and then it is completely burned - in houdini,
everything i have seen , tried and test it, shows me that the fuel field is added to the sim and added and
even if ist burned the field is added. only deactivating the source volume stops fuel from beeing added.
but then in the next Frame the whole fuel field is gone and even the former added fuel has disappeared also…
is there some microsolver node i have to put in the sim or do i miss something else ?
Houdini Lounge » Arnold for Houdini is now available for download
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Houdini Engine for Maya » Volumes Motion Blur?
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as far as i know we are all here with Maya waiting for MotionBlur on Fluids
movement. we have motion blur on a moving Container and camera motion blur.
but not on the movement of the fluid itself
ohh and i am on MtoA 1.1.03
movement. we have motion blur on a moving Container and camera motion blur.
but not on the movement of the fluid itself
ohh and i am on MtoA 1.1.03
Technical Discussion » Different styls of fractures
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Hey Jack =]
this is the Wood Setup i use most of the time and it gives nearly the same
result like your rayfire examples.
the shattering is based on the normal voronoi fracture scale down scale
back Thing - if you have a lot objects pointing in different directions it can
be a bottleneck, but i think most of the time Wood is horizontal or vertical
scalable
the key then is the ConeTwist constraint, it has an angle value, that can
be used to delete constraint during the Simulation. so the Wood is first a
bit bend and then breaks apart.
if you have any questions feel free to ask.
cheerz
de Heavy
this is the Wood Setup i use most of the time and it gives nearly the same
result like your rayfire examples.
the shattering is based on the normal voronoi fracture scale down scale
back Thing - if you have a lot objects pointing in different directions it can
be a bottleneck, but i think most of the time Wood is horizontal or vertical
scalable
the key then is the ConeTwist constraint, it has an angle value, that can
be used to delete constraint during the Simulation. so the Wood is first a
bit bend and then breaks apart.
if you have any questions feel free to ask.
cheerz
de Heavy
Houdini Lounge » Arnold for Houdini is now available for download
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