Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in H20.5
      • Overview
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • PDG
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • Karma Renderer
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
    • Synthetic Data for AI/ML
  • Community
    • Forum
    • News Feed
      • Overview
      • Project Profiles
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • Event Calendar
    • User Groups
    • Artist Directory
  • Learn
    • Tutorials
      • Overview
      • My Learning
      • Learning Paths
      • Tutorial Library
    • Content Library
    • Tech Demos
    • Talks & Webinars
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
      • List of Schools
      • Resources
  • Support
    • Customer Support
    • Licensing
      • Overview
      • Commercial
      • Indie
      • Education
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Try | Buy
    • Try
    • Buy
    • Download
    • Contact Info
 
Advanced Search
Forums Search
Found 93 posts.

Search results Show results as topic list.

Technical Discussion » Combining Edges

User Avatar
KMcNamara
228 posts
Offline
 May 19, 2014 13:37:08
I'm also not sure exactly what you're after, but is this it?

You can use a join SOP to combine the primitives. You can also remove in line points with the refine node, not sure if that's what you want?
See full post 

Technical Discussion » [HDK] OpenCL examples?

User Avatar
KMcNamara
228 posts
Offline
 April 22, 2014 21:09:24
Ah nice, lots more than in the docs. I will start there. Thanks!
See full post 

Technical Discussion » [HDK] OpenCL examples?

User Avatar
KMcNamara
228 posts
Offline
 April 22, 2014 17:53:00
Small bump before shooting off an email to SideFX
See full post 

Technical Discussion » [HDK] OpenCL examples?

User Avatar
KMcNamara
228 posts
Offline
 April 22, 2014 04:43:16
Hi, two questions for you all today:

Does anyone know of any simple examples of how to use OpenCL in the HDK?

Does anyone know if it is possible to access a VDB grid from within an OpenCL kernel?
See full post 

Technical Discussion » [SOLVED][HDK] How to modify VDB?

User Avatar
KMcNamara
228 posts
Offline
 April 20, 2014 02:55:56
Hi,

I want to be able to write data into individual voxels inside of a VDB that is input to my HDK node.

So far I have done the following:

// Get the first VDB primitive in the geometry
GEO_PrimVDB* vdbPrim = NULL;
for (GA_Iterator it(gdp->getPrimitiveRange()); !it.atEnd(); it.advance())
{
GEO_Primitive* prim = gdp->getGEOPrimitive(it.getOffset());
if(dynamic_cast<const GEO_PrimVDB *>(prim))
{
vdbPrim = dynamic_cast<GEO_PrimVDB *>(prim);
break;
}
}

// Make sure we got a valid prim
if(!vdbPrim)
{
addError(SOP_MESSAGE, “Input geometry must contain a VDB”);
return error();
}

// Docs say to do this in case the grid is shared
vdbPrim->makeGridUnique();

Next I try to get the Grid from vdbPrim, but I can't get it to work. I've tried a handful of functions like getGrid(), getGridPtr(), etc. Can anyone recommend what I need to do next?

EDIT - SOLVED Posting for any others who might find themselves in a similar struggle

Some more digging through the VDB docs lead me to this. Works!

// Docs say to do this in case the grid is shared
vdbPrim->makeGridUnique();

// Try to get the vdb's grid
openvdb::GridBase:tr baseGrid;
if(vdbPrim->hasGrid())
baseGrid = vdbPrim->getGridPtr();

openvdb::FloatGrid:tr grid = openvdb::gridPtrCast<openvdb::FloatGrid>(baseGrid);
openvdb::FloatGrid::Accessor accessor = grid->getAccessor();

openvdb::Coord xyz(0,0,0);
accessor.setValue(xyz, 1.0);
See full post 

Houdini Indie and Apprentice » Not saving env variables with scene?

User Avatar
KMcNamara
228 posts
Offline
 April 14, 2014 17:35:04
Sorry to bring up the old topic, but I can't get this to work in the case where I double click on a .hip file to open Houdini. In that case, the $JOB variable doesn't use my system variable, it uses what's set in the .hip file.

I have tried making a 123.py 456.py and pythonrc.py file with the code mentioned above, but the system variable only gets used when I open a blank Houdini and then open the file.

I have referred here but haven't found this to work:
http://www.sidefx.com/docs/houdini13.0/hom/independent [sidefx.com]

Is this a bug?
See full post 

Technical Discussion » Viewport rendering flat gray on Radeon card

User Avatar
KMcNamara
228 posts
Offline
 April 12, 2014 15:01:28
Hi,

My viewport renders flat gray whenever the mouse is not being held down inside of it. I emailed SideFX support but their response was “we only support workstation cards”.

Does anyone have any advice? I have tried all three different GL 3D rendering modes.

Houdini 13.0.343
Linux Mint 16
Radeon HD 6950 (Catalyst 13.251)
See full post 

Technical Discussion » Ocean rendering flat

User Avatar
KMcNamara
228 posts
Offline
 April 6, 2014 21:25:03
That did it, thanks!!
See full post 

Technical Discussion » Ocean rendering flat

User Avatar
KMcNamara
228 posts
Offline
 April 6, 2014 20:45:23
Any other ideas? Can anyone confirm that the file joker posted renders properly in Apprentice HD?
See full post 

Technical Discussion » Ocean rendering flat

User Avatar
KMcNamara
228 posts
Offline
 April 4, 2014 22:57:31
Hey Joker, unfortunately the file you posted also renders flat on my computer. It is almost exactly the same as my file.

fsimerey, thanks for the reply but I understand what you mentioned. The displacement maps exist and are in the right location.

I'm on Apprentice HD, could that be a problem? Windows 7, Apprentice HD 13.0.250
See full post 

Technical Discussion » Ocean rendering flat

User Avatar
KMcNamara
228 posts
Offline
 April 4, 2014 04:20:57
Hey, thanks for the reply. Unfortunately render view and mplay both give me flat renders. I have also made sure that the displacement maps are being written and have verified that they look correct when viewed in mplay. Still no displacement though :s
See full post 

Technical Discussion » Ocean rendering flat

User Avatar
KMcNamara
228 posts
Offline
 April 4, 2014 03:26:17
Hi, when I try to render the ocean off the shelf I get a flat surface. You can see below that I have hooked the displacement rop into the mantra node, but still no displacement.

Any ideas?

Thanks
See full post 

Technical Discussion » Can't get these points sorted

User Avatar
KMcNamara
228 posts
Offline
 March 31, 2014 12:27:32
Very nice, thanks a bunch!
See full post 

Technical Discussion » Can't get these points sorted

User Avatar
KMcNamara
228 posts
Offline
 March 30, 2014 20:22:26
Hey Marty, I have tried a handful of options on the sort SOP but haven't gotten anything that works yet.

Here's the file, any suggestions would be appreciated.

Thanks!
See full post 

Technical Discussion » Can't get these points sorted

User Avatar
KMcNamara
228 posts
Offline
 March 30, 2014 19:59:46
Hey, does anyone know how to get these points sorted they way I numbered them in the rightmost image?

By looking at the leftmost image, it seems like you could use the neighbour() function in vex to walk around the primitive and sort the points. However, as you can see in the wire frame view, houdini is connecting invisible edges in between 5/6 and 7/8, so the neighbour() function thinks those points are connected.

Does anyone know how to get them sorted or at least delete those invisible edges so that the neighbour function gives me the ordering I'm looking for?

(sorry for the large image, need to keep the image large enough for you to be able to read the point numbering)
See full post 

Technical Discussion » Custom VEX built-in functions

User Avatar
KMcNamara
228 posts
Offline
 March 27, 2014 21:12:25
awesome, worked like a charm. Thanks!
See full post 

Technical Discussion » Custom VEX built-in functions

User Avatar
KMcNamara
228 posts
Offline
 March 27, 2014 16:41:11
Is there any way to define my own built-in VEX functions? I have a function that I want to use in multiple attribWrangle nodes but I don't want to redefine the function in each node.

Thanks!
See full post 

Technical Discussion » Choosing a graphics card

User Avatar
KMcNamara
228 posts
Offline
 Feb. 13, 2014 19:55:39
I can confirm that ATI cards still do not display geometry nearly as well as NVidia cards in Houdini 13. I run NVidia at work and ATI at home and it's really noticeable how buggy the display is at home.
See full post 

Houdini Indie and Apprentice » Building Generator

User Avatar
KMcNamara
228 posts
Offline
 Feb. 13, 2014 19:46:01
Yea, that would be nice. Just ran into that issue with digital assets inside of loops - totally agree now that this is a bug.

Going to submit another ticket to SideFX to poke them on the issue.
See full post 

Technical Discussion » Package HDK plugin in OTL

User Avatar
KMcNamara
228 posts
Offline
 Jan. 2, 2014 11:59:11
Hi, does anyone know how I can package my HDK plugin in an OTL? It's a sop node, but I don't want the user to have to separately install the .dll as well as the OTL.

thanks!
See full post 
  • First
  • 1
  • 2
  • 3
  • 4
  • Last
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • Houdini Indie
LEARN
  • Talks & Webinars
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Careers
  • Press
  • Internships
  • Contact Info
Copyright © SideFX 2025. All Rights Reserved.

Choose language