Since a few days every time I boot up my computer the license server is not running and I have to reinstall it to be able to run Houdini Indie.
Every time I reinstall it it works ok until the next reboot.
What can be causing this?
Found 55 posts.
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Houdini Lounge » License server not running in every single reboot
- Gagui
- 55 posts
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Technical Discussion » Render to texture from high to low poly mesh with Redshift
- Gagui
- 55 posts
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Because I need to bake the full render (including lighting, bump, displace, etc) not just textures or utility shaders.
Technical Discussion » Render to texture from high to low poly mesh with Redshift
- Gagui
- 55 posts
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Hello.
I'm wondering if it is possible to make a render to texture from low poly object to high poly object mesh.
3dsmax has this feature but I can't find a way to do it in Houdini.
I don't want just texture baking, I need full render baked.
Houdini has the bake texture node but I think is only for mantra, isn't it? I need to do it with redshif.
What I'm looking for is something like this:
https://myosis.gumroad.com/l/lIMKB?layout=profile [myosis.gumroad.com]
https://youtu.be/QCUHXWvW_2M [youtu.be]
I'm wondering if it is possible to make a render to texture from low poly object to high poly object mesh.
3dsmax has this feature but I can't find a way to do it in Houdini.
I don't want just texture baking, I need full render baked.
Houdini has the bake texture node but I think is only for mantra, isn't it? I need to do it with redshif.
What I'm looking for is something like this:
https://myosis.gumroad.com/l/lIMKB?layout=profile [myosis.gumroad.com]
https://youtu.be/QCUHXWvW_2M [youtu.be]
Edited by Gagui - Jan. 12, 2023 13:37:10
Technical Discussion » Bevel corners of a grid in "crease" mode
- Gagui
- 55 posts
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Hello.
I can't find a simple way to do a bevel in crease mode on a flat grid like I can do it in a extruded grid.
Is it possible to do it without making a complex VEX coding?
I'm sure it has to be a way.
I can't find a simple way to do a bevel in crease mode on a flat grid like I can do it in a extruded grid.
Is it possible to do it without making a complex VEX coding?
I'm sure it has to be a way.
Edited by Gagui - Jan. 10, 2023 15:28:49
Technical Discussion » Polyextrude does not preserve point groups
- Gagui
- 55 posts
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Edge groups are lost too.
I'm afraid Aizatulin workaround is not possible with edges, isn't it?
I'm afraid Aizatulin workaround is not possible with edges, isn't it?
Houdini Indie and Apprentice » PolyExtrude: keep previous Attributes?
- Gagui
- 55 posts
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Houdini Indie and Apprentice » OpenGL viewport representation of a blend between two maps
- Gagui
- 55 posts
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Thanks!
It's working nicely.
In the diffuse channel no problem, it works ok but if I plug it in the opacity chanel still doesn't refresh. Any idea why?
And just for curiosity, where is this documented? I've searched in the help docs but I haven't found anything about it.
It's working nicely.
In the diffuse channel no problem, it works ok but if I plug it in the opacity chanel still doesn't refresh. Any idea why?
And just for curiosity, where is this documented? I've searched in the help docs but I haven't found anything about it.
Houdini Indie and Apprentice » OpenGL viewport representation of a blend between two maps
- Gagui
- 55 posts
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Hello.
I just need to make a previs flipbook from the viewport showing an animated blend between two texture maps.
I know that I can make just a single texture map to show in the viewport with openGL tags so I thought that I could make it through COPs and "op:" expression and in theory it works but the viewport doesn't refresh the blend as it should.
Any way to do this very simple thing (al least in other apps it is) properly?
I just need to make a previs flipbook from the viewport showing an animated blend between two texture maps.
I know that I can make just a single texture map to show in the viewport with openGL tags so I thought that I could make it through COPs and "op:" expression and in theory it works but the viewport doesn't refresh the blend as it should.
Any way to do this very simple thing (al least in other apps it is) properly?
Technical Discussion » Vellum cloth activation animated
- Gagui
- 55 posts
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Hello!
I'm trying to make a vellum simulation where I need to animate the activation of the cloth over time but I can't find any info about this.
Anyone could point me on the right direction?
I'm trying to make a vellum simulation where I need to animate the activation of the cloth over time but I can't find any info about this.
Anyone could point me on the right direction?
Technical Discussion » Network service crashed forerever
- Gagui
- 55 posts
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FJSsam
Ah, worked for me, try to rename the houdini19.5 folder to houdini19.5_old or something and start houdini, this should start a fresh houdini and create a new houdini19.5 folder there. If all is okay then there's something wrong with your houdini19.5 folder, I've found the desktop thing this way, maybe something else is creating your issue in that folder.
I've already tried that and no luck. I have a clue the thing is causing this is the vray installation. If I unistall vray the error disappear. I've already wrote in chaos forum talking about the problem and other users have the same issue but for now they didn't find a solution.
Edited by Gagui - Aug. 9, 2022 04:49:06
Technical Discussion » Network service crashed forerever
- Gagui
- 55 posts
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FJSsamHello,
Hope this helps anyone, I removed the desktop folder from documents/houdini19.5 folder and worked for me, needed to create new desktops after that though.
I've just tried that and the error keeps poping up.
I'm using 19.0.622
Houdini Indie and Apprentice » Triangulation artifacts in Polyextrude Output Back
- Gagui
- 55 posts
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Hello.
I find that poly extrude output back option makes some triangulation artifacts in some cases. Is easy to fix avoiding this option and adding a polyfill. But I think the output back surface should be exactly the same than in front, isn't it?
I find that poly extrude output back option makes some triangulation artifacts in some cases. Is easy to fix avoiding this option and adding a polyfill. But I think the output back surface should be exactly the same than in front, isn't it?
Edited by Gagui - June 28, 2022 12:25:00
PDG/TOPs » Export attributes to multiple rows in .csv
- Gagui
- 55 posts
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Hi all, I'm trying to someway automate the assignation of pre made thumbnails for assets in OD tools Asset Library using TOPs.
The idea is to first get filenames of the assets and corresponding .jpg preview filenames. Then we could write a list to a .csv or .txt file and parsed in Asset Library to assing the preview thumb to each asset.
By now I came to a working system but with one big problem I can't work around: The .csv file only outputs the last entry because it gets overwritten on each cooked item. So the question is: How to make the csv exporter writes each item attribute in a new row instead of rewritting always the first one?
I attach a file with what I've done so far.
The idea is to first get filenames of the assets and corresponding .jpg preview filenames. Then we could write a list to a .csv or .txt file and parsed in Asset Library to assing the preview thumb to each asset.
By now I came to a working system but with one big problem I can't work around: The .csv file only outputs the last entry because it gets overwritten on each cooked item. So the question is: How to make the csv exporter writes each item attribute in a new row instead of rewritting always the first one?
I attach a file with what I've done so far.
Technical Discussion » Bevel on concave edges
- Gagui
- 55 posts
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Technical Discussion » POP attrack to nearest point
- Gagui
- 55 posts
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Hi Enivob.
That's great! Although your setup doesn't find the nearest point automatically I could find a way to do it based on your suggestion.
Just replacing this piece of code:
by this one:
Where instead of setting manually a goal point for each particle we can leave "nearpoint" choose wich point is the nearest for each particle.
Now I have what I need, thanks!
And BTW PopSteerSeek is much better for my needs, thanks again!
That's great! Although your setup doesn't find the nearest point automatically I could find a way to do it based on your suggestion.
Just replacing this piece of code:
v@goal_P = point(1,"P",2);
i@nearp = nearpoint(1, @P); v@goal_P = point(1,"P",@nearp);
Where instead of setting manually a goal point for each particle we can leave "nearpoint" choose wich point is the nearest for each particle.
Now I have what I need, thanks!
And BTW PopSteerSeek is much better for my needs, thanks again!
Edited by Gagui - March 21, 2022 06:15:21
Technical Discussion » POP attrack to nearest point
- Gagui
- 55 posts
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Hello.
I'm pretty noob with POPs and I'm having a hard time trying to figure out how to make particles be attracted by nearest points.
I can do something similar if I set "Match Method" to "average position" and setting the number of clusters to match the numbre of given points. But I'm looking for a way that every particle goes to the nearest point automatically without setting numbre of clusters.
If I use "Point per Particle" method every particle choose a target point randomly. Maybe I have to set some attribute for proximity mathcing but I have no idea how to do it in Popnet.
Any help?
In the attached image we can see what I did with clusters method and what I get with Point per Particle method.
Particles are generated form the big circle points and attracted to the 3 external points.
I'm pretty noob with POPs and I'm having a hard time trying to figure out how to make particles be attracted by nearest points.
I can do something similar if I set "Match Method" to "average position" and setting the number of clusters to match the numbre of given points. But I'm looking for a way that every particle goes to the nearest point automatically without setting numbre of clusters.
If I use "Point per Particle" method every particle choose a target point randomly. Maybe I have to set some attribute for proximity mathcing but I have no idea how to do it in Popnet.
Any help?
In the attached image we can see what I did with clusters method and what I get with Point per Particle method.
Particles are generated form the big circle points and attracted to the 3 external points.
Edited by Gagui - March 18, 2022 15:51:02
Technical Discussion » Bevel on concave edges
- Gagui
- 55 posts
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Hi Geoff.
I've checked the boolean and it's ok. Anyway I've tried with a simple extruded T shape and I'm getting same behaviour.
I've checked the boolean and it's ok. Anyway I've tried with a simple extruded T shape and I'm getting same behaviour.
Technical Discussion » Bevel on concave edges
- Gagui
- 55 posts
- Offline
Hello.
I'm getting some strange behaviour when beveling concave edges. In the image attached we can see that some vertex and edges are left from the original geometry which should be dissolve, isn't it?
I'm getting some strange behaviour when beveling concave edges. In the image attached we can see that some vertex and edges are left from the original geometry which should be dissolve, isn't it?
Edited by Gagui - March 17, 2022 09:14:57
Technical Discussion » How to log bugs and rfe's for Houdini *READ THIS FIRST*
- Gagui
- 55 posts
- Offline
vfxman222
Heads up that http://service.sidefx.com/ [service.sidefx.com] URL produces an error.
This is not fixed yet.
Technical Discussion » Network service crashed forerever
- Gagui
- 55 posts
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This problem seemed to be fixed in last nightlies but now that we have a new production build (19.0.531) the problem happens again.
And I'm in a rencently fresh installed system (windows 11)
And I'm in a rencently fresh installed system (windows 11)
Edited by Gagui - Feb. 18, 2022 03:52:50
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