I have seen in numerous tutorials shaders being dragged from the Material Palette onto geometry in the viewport but I seem to be unable to do this
I am following a tutorial from Digital Tutors on compositing CD into live footage. In the tutorial he is assigning constant shaders to geometry to use as color mattes in nuke.
When a shader is drag and dropped onto the geometry in the viewport, a popup shows allowing them to choose what to apply the shader to, but when I try and do it, nothing happens and the model still has the shader and texture applied that it already had.
I have attached a screenshot from the video showing what SHOULD happen (they are using H13 in the video, as am I)
I also run into the problem of dragging shaders onto objects in the Render View and getting the error “Nothing Under Cursor. You cannot drop a shader onto an empty pixel” when I have clearly dropped a shader onto an object. Ctrl+clicking on an area also tells me “No shader detected under cursor” when there definately is.
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Houdini Indie and Apprentice » Dragging shaders from palette into viewport
- Josh Oram
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Houdini Learning Materials » Problem with glue network in DOPs
- Josh Oram
- 43 posts
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I am having an issue with my scene after following a cmiVFX Tutorial on crumbling geometry.
My glue network works fine if I play through it at SOP level, when it is being brought into DOPs, the constraint network geometry changes completely, with points disappearing and most of the polys gone as well. As a result, my entire model crumbles at once instead of using the glue constraints.
I have gone back and forth trying to figure out why this is happening (from memory, it works OK if I do not use packed primitives for my fractured geometry)
I have attached my scene as well as the model I am fracturing (It's royalty free) if someone does not mind having a look at it.
If you have a look inside glue_lady and hit play, you can see what the glue network should be doing, but if you go into the DOP network, the glue changes.
If I change the glue constraint in DOPs to use the “PRE_EFFECT” node in my glue network, it works fine in DOPs, although nothing happens as the glue constraints do not break in this case.
My glue network works fine if I play through it at SOP level, when it is being brought into DOPs, the constraint network geometry changes completely, with points disappearing and most of the polys gone as well. As a result, my entire model crumbles at once instead of using the glue constraints.
I have gone back and forth trying to figure out why this is happening (from memory, it works OK if I do not use packed primitives for my fractured geometry)
I have attached my scene as well as the model I am fracturing (It's royalty free) if someone does not mind having a look at it.
If you have a look inside glue_lady and hit play, you can see what the glue network should be doing, but if you go into the DOP network, the glue changes.
If I change the glue constraint in DOPs to use the “PRE_EFFECT” node in my glue network, it works fine in DOPs, although nothing happens as the glue constraints do not break in this case.
Houdini Indie and Apprentice » Unable to box select dynamic objects for shelf tools
- Josh Oram
- 43 posts
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Houdini Indie and Apprentice » Unable to box select dynamic objects for shelf tools
- Josh Oram
- 43 posts
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Here is the file. In the video, he used the Uniform Force shelf tool, then selected a number of boxes and spheres in one corner of the grid, hits Enter and the node is created with only those objects affected by the force. I am only able to drag select either all the boxes, or sometimes it will select one object of each type, box_0 and sphere_0. I am following exactly what he does in the video. Every box and sphere have their own group that should be selectable. You can confirm this by looking at the details view of the DOP network.
Running 13.0.334 on Win7 x64 GTX780 gpu with latest drivers
Running 13.0.334 on Win7 x64 GTX780 gpu with latest drivers
Houdini Indie and Apprentice » Unable to box select dynamic objects for shelf tools
- Josh Oram
- 43 posts
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As a side note, I don't seem to be able to select dynamic objects using the select tool and dynamics select mode at all, whether using a shelf tool, or to select them to create a group for instance.
Houdini Indie and Apprentice » Unable to box select dynamic objects for shelf tools
- Josh Oram
- 43 posts
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I am trying to follow Peter Quint's DOP Forces video tutorial and in the section where he uses the Uniform Forces shelf tool, then is prompted to select dynamic objects for Uniform Force. He then uses box selection to select a number of dynamic objects before hitting enter. The force node is then created and the Group parameter is automatically populated with the group names of the objects he selected.
This should all be very simple, but in H13 I am unable to do this. I am prompted to select dynamic objects but no matter what I try I cannot seem to select just a few of the objects. If I box select every object, when I hit enter the uniform forces node is only using the first objects group from each rbd point object (Boxes on one, spheres on the other). I know each object has its own point group as they show up in details view for my DOP Network (there is sphere_0…sphere_49 and the same for boxes). Of course the force dop node works fine if I type the group names in manually, but this is a pain and defeats the purpose of using the shelf tool entirely.
Any suggestions?
This should all be very simple, but in H13 I am unable to do this. I am prompted to select dynamic objects but no matter what I try I cannot seem to select just a few of the objects. If I box select every object, when I hit enter the uniform forces node is only using the first objects group from each rbd point object (Boxes on one, spheres on the other). I know each object has its own point group as they show up in details view for my DOP Network (there is sphere_0…sphere_49 and the same for boxes). Of course the force dop node works fine if I type the group names in manually, but this is a pain and defeats the purpose of using the shelf tool entirely.
Any suggestions?
Houdini Lounge » RealFlow 2013 plugins for Houdini not working
- Josh Oram
- 43 posts
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Yep, I ended up finding that out somewhere else and was about to post that same info here
Thanks guys!
Thanks guys!
Houdini Lounge » RealFlow 2013 plugins for Houdini not working
- Josh Oram
- 43 posts
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I will download H12.5 and see if the plugin for that version works. The installation package contains RF plugins for both H12.5 and H13, however the H13 ones definitely aren't working.
I have already posted in the Realflow forums, as well as contacted them via email but have not heard anything back yet.
Unfortunately their customer care is not at the high standard of Side Effects
I have already posted in the Realflow forums, as well as contacted them via email but have not heard anything back yet.
Unfortunately their customer care is not at the high standard of Side Effects
Houdini Lounge » RealFlow 2013 plugins for Houdini not working
- Josh Oram
- 43 posts
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http://www.realflow.com/forum/viewtopic.php?f=45&t=1307 [realflow.com]
And the installer I have asks for your Houdini 13.0.288 folder during installation.
And the installer I have asks for your Houdini 13.0.288 folder during installation.
Houdini Lounge » RealFlow 2013 plugins for Houdini not working
- Josh Oram
- 43 posts
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Sorry for posting here, but I've had no success in the RealFlow forums (they don't seem very active)
I have the latest RF plugins for Houdini however they are not working. Inside the RealFlow shelf in Houdini, all the buttons are labelled as “Undefined” and when they are click, give an error such as “Cannot find the tool sop_rf_mesh_import”.
I am also unable to place any of the RF Sop\Rop nodes.
It's as if Houdini is not loading the plugins at all.
I have also tried with later Houdini builds up to the current build as of today (13.0.314)
I have the latest RF plugins for Houdini however they are not working. Inside the RealFlow shelf in Houdini, all the buttons are labelled as “Undefined” and when they are click, give an error such as “Cannot find the tool sop_rf_mesh_import”.
I am also unable to place any of the RF Sop\Rop nodes.
It's as if Houdini is not loading the plugins at all.
I have also tried with later Houdini builds up to the current build as of today (13.0.314)
Houdini Indie and Apprentice » Ocean FX, unable to load texture.
- Josh Oram
- 43 posts
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Houdini Indie and Apprentice » Ocean FX, unable to load texture.
- Josh Oram
- 43 posts
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I have followed the tutorial exactly as well. My extension is changed to .picnc, but I cannot get the Ocean Preview node to render maps at render time as in the tutorial.
It will render them fine if I do it manually by clicking Render, and then everything works fine, but doesn't that defeat the purpose of having the fetch_export_ocean Out node in the first place?
It will render them fine if I do it manually by clicking Render, and then everything works fine, but doesn't that defeat the purpose of having the fetch_export_ocean Out node in the first place?
Houdini Indie and Apprentice » Exporting Whitewater particles to Maya
- Josh Oram
- 43 posts
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Houdini Indie and Apprentice » Exporting Whitewater particles to Maya
- Josh Oram
- 43 posts
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I have tried to use the Realflow plugins in the mean time, but for some reason, they aren't working. My Realflow shelf is full of buttons labelled as “Undefined” and they all give errors about being unable to find the Realflow plugins, even though the .dll files are there in my Houdini DSO folder.
I'm starting to lose faith in being able to do any particle work outside of Houdini
I'm starting to lose faith in being able to do any particle work outside of Houdini
Houdini Indie and Apprentice » Exporting Whitewater particles to Maya
- Josh Oram
- 43 posts
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OK so sometimes it works ok, other times it is not loading any particles. The bgeo files do contain particles as I can use a File node or something similar in Houdini to read the bgeo's and they do contain particles.
Does the loader only work with files using $F when output, as the last lot of particles I am trying to load were saved with $F4 numbering.?
It would be great if I could get the Houdini PRT Output ROP compiled and working for the latest Houdini release (I am not a coder and compiling from source gives me headaches), as Alembic works fine for all my geometry, I just want my particles in Maya to render with Krakatoa.
Does the loader only work with files using $F when output, as the last lot of particles I am trying to load were saved with $F4 numbering.?
It would be great if I could get the Houdini PRT Output ROP compiled and working for the latest Houdini release (I am not a coder and compiling from source gives me headaches), as Alembic works fine for all my geometry, I just want my particles in Maya to render with Krakatoa.
Houdini Indie and Apprentice » Exporting Whitewater particles to Maya
- Josh Oram
- 43 posts
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Your OTL works great! Thankyou very much.
I had tried to use a file SOP before, and it would create and import into Maya using Engine OK, it would just not load any particles. From you example, I am guessing that the File SOP needs absolute paths?
I had tried to use a file SOP before, and it would create and import into Maya using Engine OK, it would just not load any particles. From you example, I am guessing that the File SOP needs absolute paths?
Technical Discussion » Whitewater, foam shading and rendering
- Josh Oram
- 43 posts
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I have tried rendering particles created using the Whitewater shelf tool as points as well and I am also not seeing any points rendered.
The points do have a pscale set
The points do have a pscale set
Houdini Indie and Apprentice » Exporting Whitewater particles to Maya
- Josh Oram
- 43 posts
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Is there any reliable way to export Whitewater shelf tool particles (or any particles for that matter) from H13 to Maya 2014?
I have tried using Engine but either get errors about things being outside of the subnet and\or using absolute paths (I have everything that I could find set to use a relative path). Either that, or the asset is created fine, but it imports into Maya with nothing actually inside it. I haven't had any problems with geometry, just particles.
I have also had no luck with Alembic. I have tried a few different methods, but it always seems to end up importing particles into Maya and giving errors about particles having no mass etc.
I used FLIP fluids to create a waterfall, and Whitewater for the spray. I can get my Collider and Fluid exported fine, just not the spray (particles, or volume)
I have tried using Engine but either get errors about things being outside of the subnet and\or using absolute paths (I have everything that I could find set to use a relative path). Either that, or the asset is created fine, but it imports into Maya with nothing actually inside it. I haven't had any problems with geometry, just particles.
I have also had no luck with Alembic. I have tried a few different methods, but it always seems to end up importing particles into Maya and giving errors about particles having no mass etc.
I used FLIP fluids to create a waterfall, and Whitewater for the spray. I can get my Collider and Fluid exported fine, just not the spray (particles, or volume)
Houdini Learning Materials » No smoke rendering
- Josh Oram
- 43 posts
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After having completed the PyroFX Volcano tutorial (and having to change a lot of settings that are different from H12 to H13) I am unable to render the smoke in Mantra. It all looks great in the viewport but when I try to render it out, I get nothing but black.
I have attached my project file.
I have attached my project file.
Houdini Indie and Apprentice » Trouble exporting to Alembic
- Josh Oram
- 43 posts
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How about exporting groups created by Voronoi fracturing “inside & outside groups”? They don't seem to export even though the geometry exports fine
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