Hey,
Is there a simple method for exporting MP4's from Houdini in OSx?
Generally I'm making OpenGL ROPs as it's mainly wireframes etc I want.
Just wondering if the TOPs/Image Magick method was good for Mac.
Thanks
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Houdini Indie and Apprentice » Creating MP4's in Mac OSX
- Simon Russell
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Houdini Indie and Apprentice » OPEN GL into COPS
- Simon Russell
- 164 posts
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I'm using sprites and point colours. File only brings in the geometry.
I'm very new to COPs so may be missing something obvious
I'm very new to COPs so may be missing something obvious
Houdini Indie and Apprentice » OPEN GL into COPS
- Simon Russell
- 164 posts
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Technical Discussion » Error on attribute blur
- Simon Russell
- 164 posts
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Technical Discussion » Error on attribute blur
- Simon Russell
- 164 posts
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When I use the Attribute Blur node in H18 I get this: “Error: OpenCL Exception: clBuildProgram (-43)..”
This doesn't occur in H17.
One solution I saw (which doesn't work) was to modify the env file to: ”HOUDINI_OCL_DEVICETYPE=GPU“.
I'm on an olde Mac 2013 dustbin, I saw someone suggest older macs may just be stuck with this error.
Thanks
Simon
This doesn't occur in H17.
One solution I saw (which doesn't work) was to modify the env file to: ”HOUDINI_OCL_DEVICETYPE=GPU“.
I'm on an olde Mac 2013 dustbin, I saw someone suggest older macs may just be stuck with this error.
Thanks
Simon
Technical Discussion » Render Times/Preparing Geometry
- Simon Russell
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Just in case anyone comes across this issue in the future, I spoke to support and there's no way around it “currently”.
Technical Discussion » Render Times/Preparing Geometry
- Simon Russell
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I've tried loading the bgeo as a packed primitive. It didn't seem to make much difference.
It's not animated so assume a disk sequence wouldn't make sense here?
If I can get my render times down to 20secs then I'll render locally. If they're 2mins+ I will have to use a farm.
Currently my tests have been on my local machine.
It's not animated so assume a disk sequence wouldn't make sense here?
If I can get my render times down to 20secs then I'll render locally. If they're 2mins+ I will have to use a farm.
Currently my tests have been on my local machine.
Technical Discussion » Render Times/Preparing Geometry
- Simon Russell
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I've posted this in the Indie forum with no luck so I'm suspecting there won't be an answer but…
I'm rendering a big bgeo point cloud file. (180 million points) It's got no lighting and a simple constant shader. The only animation is the camera movement.
If I render in Mantra each frame takes about 2 mins at half res. If I render in the interactive render window the first frame takes 2 mins but as I move the playhead each subsequent frames takes about 20 seconds because there is no geometry preparation phase.
My sequences are pretty long so if I could get down to 20 secs a frame it would save me lots of time and money in rendering.
Any thoughts appreciated
Simon
I'm rendering a big bgeo point cloud file. (180 million points) It's got no lighting and a simple constant shader. The only animation is the camera movement.
If I render in Mantra each frame takes about 2 mins at half res. If I render in the interactive render window the first frame takes 2 mins but as I move the playhead each subsequent frames takes about 20 seconds because there is no geometry preparation phase.
My sequences are pretty long so if I could get down to 20 secs a frame it would save me lots of time and money in rendering.
Any thoughts appreciated
Simon
Houdini Indie and Apprentice » Don't reload geometry every frame
- Simon Russell
- 164 posts
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I'm rendering a big point cloud from a BGEO file.
The only thing that changes is the camera animation.
If I use the interactive renderer then the scene updates super quick and renders at about 10 secs a frame. If I render using a mantra ROP it takes about a minute. I'm assuming it reloads the geometry every frame (or something!?).
Is there a way to get around this?
The only thing that changes is the camera animation.
If I use the interactive renderer then the scene updates super quick and renders at about 10 secs a frame. If I render using a mantra ROP it takes about a minute. I'm assuming it reloads the geometry every frame (or something!?).
Is there a way to get around this?
Houdini Indie and Apprentice » What's the most efficient way for me to deal with LIDAR scans?
- Simon Russell
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Houdini Indie and Apprentice » What's the most efficient way for me to deal with LIDAR scans?
- Simon Russell
- 164 posts
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I've got a lot of point cloud LIDAR scans. Basically just a bunch of points with colour information on. I've turned them all into BGEO files and read them with a File SOP. I've saved out 3 levels; 100%, 10% and 1% of the data and use the switch node to view as I need them.
I'm pretty much arranging them and moving a camera through them. I'll also need to add pscale later for rendering. I'm also cropping some of them.
What's the most efficient way to read the data in the File SOP? Not sure if I should be using Pack Disk Sequences displayed as Point Clouds etc?
Any tips welcomed
Simon
I'm pretty much arranging them and moving a camera through them. I'll also need to add pscale later for rendering. I'm also cropping some of them.
What's the most efficient way to read the data in the File SOP? Not sure if I should be using Pack Disk Sequences displayed as Point Clouds etc?
Any tips welcomed
Simon
Edited by Simon Russell - Sept. 11, 2019 11:35:03
Technical Discussion » exporting alembic file
- Simon Russell
- 164 posts
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It may be that you've put ‘$F’ into your output path. Alembic will write into a single file without this.
Houdini Indie and Apprentice » Randomizing object over copy to points
- Simon Russell
- 164 posts
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Set up your random attribute on the points. In this case it's used by the switch node using the point expression.
Houdini Indie and Apprentice » Getting Particles to Floolow Normals
- Simon Russell
- 164 posts
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You can do it with a point cloud in a popvop.
If you look at Yader's example file you should be able to unpick it
https://forums.odforce.net/topic/13344-creating-simple-tornado-motion-using-pointcloud/?page=2 [forums.odforce.net]
If you look at Yader's example file you should be able to unpick it
https://forums.odforce.net/topic/13344-creating-simple-tornado-motion-using-pointcloud/?page=2 [forums.odforce.net]
Edited by Simon Russell - April 9, 2019 12:03:58
Houdini Indie and Apprentice » A simple Question
- Simon Russell
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Yeah I think because there's several ways to do it, and all of them reasonably involved, it's hard to answer simply.
You can use a point cloud method to create forces that follow towards and along the mesh. Or create curves for them to follow and use POP Curve Force. Or you could project directly onto the mesh using Ray SOP or minpos in vex. Probably lots of other ways too.
Edit: Or from looking at your previous post you may want something like the attached. I basically made the pop system then added a static collider from the shelf.
You can use a point cloud method to create forces that follow towards and along the mesh. Or create curves for them to follow and use POP Curve Force. Or you could project directly onto the mesh using Ray SOP or minpos in vex. Probably lots of other ways too.
Edit: Or from looking at your previous post you may want something like the attached. I basically made the pop system then added a static collider from the shelf.
Edited by Simon Russell - April 4, 2019 04:54:56
Houdini Indie and Apprentice » POP Mass is inverted or something?
- Simon Russell
- 164 posts
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Or you could multiply your force by the mass. That way heavier objects will drop faster.
Houdini Indie and Apprentice » Pop Streams
- Simon Russell
- 164 posts
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Of course, as soon as I post it I work out the solution.
Create a just born group in the Pop Source and make sure the first wrangle in that group.
Create a just born group in the Pop Source and make sure the first wrangle in that group.
Houdini Indie and Apprentice » Pop Streams
- Simon Russell
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In the example file I have some particles I want to change from one state to another.
I have two streams. When P.y is greater than 2 they change streams. Each stream has different forces.
What I want to do is completely reset the particles movement (v, force etc) when it changes stream and take over completely with the new streams nodes.
But the second, green stream, the particles move too slowly.
I think the reseting of v and force keeps happening even though it's in a different stream and in a group specific wrangle.
This will probably make more sense with the file.
Any help would be appreciated.
Simon
I have two streams. When P.y is greater than 2 they change streams. Each stream has different forces.
What I want to do is completely reset the particles movement (v, force etc) when it changes stream and take over completely with the new streams nodes.
But the second, green stream, the particles move too slowly.
I think the reseting of v and force keeps happening even though it's in a different stream and in a group specific wrangle.
This will probably make more sense with the file.
Any help would be appreciated.
Simon
Houdini Indie and Apprentice » Build in pics/images
- Simon Russell
- 164 posts
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Houdini Indie and Apprentice » Build in pics/images
- Simon Russell
- 164 posts
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Where can I browse the built in images such as bacon.jpg and sphere_matte.pic etc?
(I'm on a Mac)
(I'm on a Mac)
Edited by Simon Russell - March 28, 2019 06:54:34
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