Anybody has any idea why Houdini takes 2 minutes to start and how to speed that up please? It's quite frustrating.
Cheers,
A.
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Technical Discussion » Houdini takes forever to start.
- Adriano
- 408 posts
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Technical Discussion » Converting diagonal lines and curves into rectangular steps?
- Adriano
- 408 posts
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any ways to convert curves into stepped horizontal / vertical lines only please?
Cheers,
A.
Cheers,
A.
Technical Discussion » H19.5 slow performances?
- Adriano
- 408 posts
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Has anybody encountered the same issue i'm having since Upgrading to 19.5. Every bit of process suddenly slows down my display, my cursor slows down and lags. I never had that with 19 and prior. Every sop operation just affect my cursor, it's impossible to ignore it.
I checked the open CL settings and tried to switch to my CPU, but it still behaves the same. it's wquite frustrating and really affects my workflow. Any pointers welcome.
Cheers,
A.
I checked the open CL settings and tried to switch to my CPU, but it still behaves the same. it's wquite frustrating and really affects my workflow. Any pointers welcome.
Cheers,
A.
Edited by Adriano - Sept. 29, 2023 19:01:35
Technical Discussion » Using the Normal (@v = @N) as force in Vellum Sim?
- Adriano
- 408 posts
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How do i feed the normals of my geometry as force into the dopnet of the vellum sim? thought using the sop geo in there with a vop would do the trick, but it's not sending any forces out. Any pointers welcome.
Cheers,
A.
Cheers,
A.
Technical Discussion » Character (Snake) skin contact with other object?
- Adriano
- 408 posts
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I'm animating a snake, sliding along other objects, and also getting entangled with other snakes. What would be the simplest and lightest approach to have the skin interacting with other objects in the skin. Mostly being pushed to mimic skin friction and body weight against other objects? Any tutorial over the topic out there? I could not find anything.
Thanks,
A.
Thanks,
A.
Technical Discussion » no textures on geos showing in the scene view.
- Adriano
- 408 posts
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Read some related topics, but can't find anything that fixed the issue. I have zero textures ever showing in the scene view. No sure what changed, but UVquickshade nodes don't show anything, and that only happens on geometries, HDRIs display just fine in the scene view.
Any pointers welcome,
Cheers,
A.
Any pointers welcome,
Cheers,
A.
Edited by Adriano - Aug. 30, 2023 11:00:01
Technical Discussion » Ghost geos in viewport?
- Adriano
- 408 posts
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lauryfriese
When dealing with ghost geometries in Houdini, restarting the software is usually the most reliable way to resolve the issue. However, if you prefer not to restart Houdini, you can try the following steps as potential workarounds:
1. Select and Delete: In the viewport or the network editor, try selecting the ghost geometries and deleting them directly. Sometimes, this action can remove the ghost geometry from the scene.
2. Cook All: Go to the "Edit" menu and choose "Cook All" or use the hotkey "Alt + Shift + C" to force a complete recalculation of the scene. This action may help clear out any inconsistencies causing the ghost geometries.
3. Clear Cache: If the ghost geometries are related to caching, you can try clearing the cache associated with the problematic nodes. Right-click on the nodes and choose "Cache" -> "Clear" to remove any cached data.
4. Display Options: Adjusting the display options might help. In the viewport, go to the "Display Options" menu and try enabling or disabling options like "Display as Bounding Box," "Display as Points," or "Display as Polygon." Changing the display mode could potentially refresh the view and remove the ghost geometries.
5. Node Re-creation: If the ghost geometry is associated with a specific node, try deleting that node and recreating it. This approach can help eliminate any underlying issues with the node.
6. File Reload: If you suspect that the ghost geometries are due to corrupted or outdated file references, you can try reloading the relevant files. Right-click on the node associated with the file and choose "Reload" or "Reload Contents" to update the geometry.Adriano
Hey guys, any trick that works to get rid of ghost geos without having to restart Houdini please? It's happening to me too often, all geos are hidden and there is always still one that just doesn't want to go hide.
Cheers,
A.
Thank you, guys for your time.
Absolutely NONE of the above resolved the issue But thanks anyways. SideFx.... Maybe time to fix that one. (I'm such an idiot, Help / Reset viewport)
Sepu,i didn't get a chance to try the Labs thingy. I do not have that tabs even with the labs installed? Is it an extra add on?
Cheers,
A.
EDIT: Help / Reset viewport did fix that thing. I feel silly, didn't know that one. Guessing it's the labs stuff integrated in that version of Houdini. Oopsy. Thx everyone.
Edited by Adriano - Aug. 24, 2023 13:17:10
Technical Discussion » Ghost geos in viewport?
- Adriano
- 408 posts
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sepu
Labs tools > reset viewport is your friend
I shall give that baby a try when it occurs again. Thank you for that one.
Cheers,
A.
Technical Discussion » Ghost geos in viewport?
- Adriano
- 408 posts
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Hey guys, any trick that works to get rid of ghost geos without having to restart Houdini please? It's happening to me too often, all geos are hidden and there is always still one that just doesn't want to go hide.
Cheers,
A.
Cheers,
A.
Technical Discussion » Use Volume trails curves to project color onto Geo?
- Adriano
- 408 posts
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Not what i was mentioning, but i guess this will do. Also more recent.
https://www.youtube.com/watch?v=c_8J6N9lVIU [www.youtube.com]
Cheers,
A.
https://www.youtube.com/watch?v=c_8J6N9lVIU [www.youtube.com]
Cheers,
A.
Technical Discussion » Use Volume trails curves to project color onto Geo?
- Adriano
- 408 posts
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I recall a tutorial from many years ago of someone growing curves onto a geometry and use those growing curves to create (bake) a texture / color onto the geometry. I can't find that one anymore, but i'd like to use the same approach to use my volume trails to project color onto my geometry. Ideally using the UV coordinates (UV attribute) of my geometry rather than the point color (P attribute). Because it would mean adding a LOT of details on my geometry and i'd rather avoid that. Any pointers or examples would be greatly appreciated.
Cheers,
A.
Cheers,
A.
Edited by Adriano - July 14, 2023 15:32:38
Technical Discussion » Vellum weld points changing over time?
- Adriano
- 408 posts
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Just realizing my request does not make much sense... since the vellum sim separates the point during the sim... and i'm asking to bring those changing point back together to be welded while they apart.. Mmm... maybe it could turn out to be a beautiful mess if they'd be dynamically welded from a distance? :$
Edited by Adriano - June 26, 2023 15:16:50
Technical Discussion » Vellum weld points changing over time?
- Adriano
- 408 posts
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Playing around with the vellum balloons tutorial from Entagma. I'd like my weld points changing over time, so the stitching of my balloons changes across the animation. How would i got about that please? So far the sim only takes the first frame of the welded points, it's not updating the welded points during the sim.
Cheers,
A.
Cheers,
A.
Edited by Adriano - June 26, 2023 14:49:09
Houdini Indie and Apprentice » Rop alembic: Error creating archive?
- Adriano
- 408 posts
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Make sure that the Alembic priory exported with the same name isn't used anywhere else. In my case i was loading the alembic in an other package, closed that package, and it worked fine again.
Technical Discussion » Points NOT fusing / welding on curve?
- Adriano
- 408 posts
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Technical Discussion » Points NOT fusing / welding on curve?
- Adriano
- 408 posts
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I'm bumping into this really frustrating little issue here where my points are not fusing on my curve. I'm using a carve SOP node right after the fuse SOP hoping to animate the carving but it's resulting in carving each segment of the curve instead of the entire curve. Any pionters over why this is happening and how to fix it please?
Cheers,
A.
Cheers,
A.
Edited by Adriano - Oct. 10, 2022 16:05:32
Houdini Lounge » How could I delete overlapping primitives?
- Adriano
- 408 posts
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jsmack
A boolean is unnecessary for this type of operation. Assuming the points of the overlapping face are all in fuse distance, use a Clean SOP with "consolidate points" and "fix overlaps" enabled.
This does not work for me. I have several curves with overlapping edges, and i can't find a simple way to get rid of the overlapping bits in order to fuse the points together and keep a single curve. Any other approach that would be effective on curves please?
Cheers,
A.
Technical Discussion » Applying ocean evaluate over Flip sim with MASK?
- Adriano
- 408 posts
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Robbert
There is a stable point count/@ptnum between the input and output geometry of the ocean evaluate node. So you can also just put a wrangle down after the ocean evaluate and use a lerp() function to mix between the original point positions and the displaced point positions. You can do this based on a float attribute mask that you paint on the geometry, or any other masking technique for that matter You can also mask the spectrum itself and then feed that masked spectrum into the ocean evaluate node. Hope this helps, cheers!
The tank for the sim is moving, so the geo so i'm not painting manually would work even using the UVs (which might stick, not sure). But i do have the vorticity and veloicty resulting from the sim saved in the compressed cache. I guess i could use this as a base for that masking method you're talking about... i'd probably blur that a lot to fade it around but i guess that could work. I'm just thinking that mixing / blending those very dense geos is going to be quite slow(??). Let's give it a try.
Cheers,
A.
Technical Discussion » Applying ocean evaluate over Flip sim with MASK?
- Adriano
- 408 posts
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Hey guys, i'd like to apply an ocean evaluate (Spectrum) over an already cached flip sim i have of boat wakes. But i'd like to have that ocean spectrum deformatino only applied outside of a falloff surround the boat wakes or boat colliding object so the wakes sim still matches the shape around the colliding boat accurately. I can't see any option on the Ocean evaluate node to use a mask. Can anybody point the way please?
Cheers,
A.
Cheers,
A.
Edited by Adriano - Sept. 3, 2022 16:36:11
Technical Discussion » Why "show all objects" does not work when in DOPNET context?
- Adriano
- 408 posts
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jsmackAdriano
Well, i don't really understand what you mean. But it's a nightmare to match the limits / volumes of the simulation areas to anything that is outside of the dopnet, especially with the ocean tools when you have moving containers. Really something sidefx should address and off the user an easy choice i can think of work around by bringing in objects as colliders or something and have those displayed, but it's really not ideal.
sidefx has been moving away from interacting directly with dopnets. most of the solvers now have sop based counterparts that should help with the visualization problems you have.
In my case it was for a white water simulation, and the solver for that still is in a dopnet.
Cheers,
A.
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