Hey guys,
Only 3 days left in order to register for my new fast-track workshop “Introduction to FX using Houdini”.
In 9 weeks with more than 33 hours of tutorial content you will learn everything from procedural modeling to complex particle/RBD/volumetric/Flip simulations, shading, lighting, rendering and advanced VEX scripting.
If you have any questions about this course, please feel free to ask me any questions here!
Check out the link for a more detailed syllabus:
http://www.cgsociety.org/training/course/introduction-to-fx-using-houdini1 [www.cgsociety.org]
Limited seating guys, first come first serve
All the best,
Manu
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Houdini Learning Materials » Brand new fast-track Houdini workshop: Introduction to FX using Houdini
- asnowcappedromance
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Technical Discussion » Error: Unable to load HFS OpenCL platform
- asnowcappedromance
- 512 posts
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Technical Discussion » Error: Unable to load HFS OpenCL platform
- asnowcappedromance
- 512 posts
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Hi guys,
I'm trying to get opencl running for grain simulations in DOPs, however I'm always getting the typical “Unable to load HFS OpenCL platform.” error.
Using a GForce GTX1060 in my laptop on Windows 10.
Can somebody please point me towards how to fix this?
Thanks!
Here are my stats from when I click on ‘about’ in Houdini:
I'm trying to get opencl running for grain simulations in DOPs, however I'm always getting the typical “Unable to load HFS OpenCL platform.” error.
Using a GForce GTX1060 in my laptop on Windows 10.
Can somebody please point me towards how to fix this?
Thanks!
Here are my stats from when I click on ‘about’ in Houdini:
Houdini FX Version 16.0.557
Platform: windows-x86_64-cl19
Operating System: Windows 10 Home x64
Qt Version: 5.6.1
Number of Cores: 8
Physical Memory: 15.94 GB
Number of Screens: 1
Screen 0: 1920 x 1080 at 0,0
Work Area 0: 1920 x 1050 at 0,0
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 1060/PCIe/SSE2
OpenGL Version: 4.5.0 NVIDIA 385.41
OpenGL Shading Language: 4.50 NVIDIA
Detected: NVidia Consumer
6144 MB
385.41.0.0
Supported Extensions not in OpenGL 3.3 (Version):
EXT_extensions_string
GL_ARB_base_instance (4.2)
GL_ARB_bindless_texture
GL_ARB_bindless_texture
GL_ARB_buffer_storage (4.4)
GL_ARB_compatibility
GL_ARB_compute_shader (4.3)
GL_ARB_debug_output
GL_ARB_gpu_shader5 (4.0)
GL_ARB_gpu_shader_fp64 (4.0)
GL_ARB_multi_bind (4.4)
GL_ARB_program_interface_query (4.3)
GL_ARB_robustness
GL_ARB_sample_shading (4.0)
GL_ARB_separate_shader_objects (4.1)
GL_ARB_shader_image_load_store (4.2)
GL_ARB_shader_storage_buffer_object (4.3)
GL_ARB_shading_language_packing (4.2)
GL_ARB_tessellation_shader (4.0)
GL_ARB_texture_buffer_object_rgb32 (4.0)
GL_ARB_transform_feedback3 (4.0)
GL_ARB_vertex_attrib_64bit (4.1)
GL_EXT_abgr
GL_EXT_blend_minmax
GL_EXT_direct_state_access
GL_EXT_texture_filter_anisotropic
GL_KHR_debug (4.3)
GL_NVX_gpu_memory_info
GL_NV_gpu_shader5
WGL_EXT_swap_control
Unsupported OpenGL Extensions used by Houdini:
GL_ATI_meminfo
OpenGL Limits:
ELEMENTS_VERTICES 1048576
ELEMENTS_INDICES 1048576
VERTEX_UNITS 32
TESS_CONTROL_TEXTURE_IMAGE_UNITS 32
TESS_EVALUATION_TEXTURE_IMAGE_UNITS 32
GEOMETRY_UNITS 32
FRAGMENT_IMAGE_UNITS 32
COMBINED_UNITS 192
TEXTURE_SIZE 32768
3D_TEXTURE_SIZE 16384
CUBE_MAP_TEXTURE_SIZE 32768
RECTANGLE_TEXTURE_SIZE 32768
TEXTURE_ARRAY_LAYERS 2048
MAX_COLOR_TEXTURE_SAMPLES 32
MAX_DEPTH_TEXTURE_SAMPLES 32
FBO_ATTACHMENTS 8
DRAW_BUFFERS 8
VIEWPORT_DIMS 32768x32768
VERTEX_UNIFORMS 4096
FRAGMENT_UNIFORMS 4096
VERTEX_ATTRIBS 16
VERTEX_OUTPUT_COMPONENTS 128
MAX_CLIP_DISTANCES 8
PATCH_VERTICES 32
TESS_GEN_LEVEL 64
TESS_PATCH_COMPONENTS 120
TESS_CONTROL_OUTPUT_COMPONENTS 128
TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4216
TESS_EVALUATION_OUTPUT_COMPONENTS 128
GEOMETRY_UNIFORM_COMPONENTS 2048
GEOMETRY_INPUT_COMPONENTS 128
GEOMETRY_OUTPUT_COMPONENTS 128
GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024
GEOMETRY_OUTPUT_VERTICES 1024
UNIFORM_BLOCKS 84
UNIFORM_BLOCK_SIZE 65536
UNIFORM_BUFFER_BINDINGS 84
COMBINED_VERT_UNIFORM_BLOCKS 14
COMBINED_VERT_UNIFORM_COMPS 233472
TESS_CONTROL_UNIFORM_BLOCKS 14
TESS_CONTROL_UNIFORM_COMPONENTS 2048
TESS_EVALUATION_UNIFORM_BLOCKS 14
TESS_EVALUATION_UNIFORM_COMPONENTS 2048
COMBINED_GEO_UNIFORM_BLOCKS 14
COMBINED_GEO_UNIFORM_COMPS 231424
COMBINED_FRAG_UNIFORM_BLOCKS 14
COMBINED_FRAG_UNIFORM_COMPS 233472
MAX_FRAGMENT_STORAGE_BLOCKS 16
MAX_STORAGE_BLOCK_BINDINGS 96
TRANSFORM_FEEDBACK_INT_COMPS 128
TRANSFORM_FEEDBACK_SEP_COMPS 4
TRANSFORM_FEEDBACK_SEP_ATTRIBS 4
LINE_WIDTH_RANGE 0.5 - 10
LINE_WIDTH_GRANULARITY 0.125
POINT_SIZE_RANGE 1 - 189.875
POINT_SIZE_GRANULARITY 0.125
OpenCL Platform NVIDIA CUDA
Platform Vendor NVIDIA Corporation
Platform Version OpenCL 1.2 CUDA 9.0.163
OpenCL Device GeForce GTX 1060
OpenCL Type GPU
Device Version OpenCL 1.2 CUDA
Frequency 1670 MHz
Compute Units 10
Device Address Bits 64
Global Memory 6144 MB
Max Allocation 1536 MB
Global Cache 160 KB
Max Constant Args 9
Max Constant Size 64 KB
Local Mem Size 48 KB
2D Image Support 16384x32768
3D Image Support 16384x16384x16384
OpenCL Platform Extensions:
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_fp64
cl_khr_byte_addressable_store
cl_khr_icd
cl_khr_gl_sharing
cl_nv_compiler_options
cl_nv_device_attribute_query
cl_nv_pragma_unroll
cl_nv_d3d10_sharing
cl_khr_d3d10_sharing
cl_nv_d3d11_sharing
cl_nv_copy_opts
cl_nv_create_buffer
OpenCL Device Extensions:
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_fp64
cl_khr_byte_addressable_store
cl_khr_icd
cl_khr_gl_sharing
cl_nv_compiler_options
cl_nv_device_attribute_query
cl_nv_pragma_unroll
cl_nv_d3d10_sharing
cl_khr_d3d10_sharing
cl_nv_d3d11_sharing
cl_nv_copy_opts
cl_nv_create_buffer
Technical Discussion » Cant Install Houdini 16 Apprentice license OSX
- asnowcappedromance
- 512 posts
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Thanks for letting me know.
I'm still having this issue. Has this been resolved for anyone yet?
I'm still having this issue. Has this been resolved for anyone yet?
Technical Discussion » Cant Install Houdini 16 Apprentice license OSX
- asnowcappedromance
- 512 posts
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I'm having the same issue, is there any solution to this?
Here's the error that I'm getting when I'm trying to run Houdini 15.5.673 Apprentice version on my Windows 7:
ERROR: internal error: The noncommercial user could not be found.
If possible please fix any problems and try again.
If that doesn't work, you can manually get licenses from
http/ …
In the past I never had problems running this version of Houdini.
Do I have to upgrade to H16?
Thanks!
Here's the error that I'm getting when I'm trying to run Houdini 15.5.673 Apprentice version on my Windows 7:
ERROR: internal error: The noncommercial user could not be found.
If possible please fix any problems and try again.
If that doesn't work, you can manually get licenses from
http/ …
In the past I never had problems running this version of Houdini.
Do I have to upgrade to H16?
Thanks!
Technical Discussion » RBD Initial State /w Packed Primitives
- asnowcappedromance
- 512 posts
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I just ran into this issue myself where I want to have a packed primitive object in DOPs to be non-active, but follow the animation - turns out you only have to crack open the RBD Packed Object and set the time parameter on the “sopgeo1” node to update on every time step (Set Always).
Cheers,
Manu
Cheers,
Manu
Technical Discussion » position RBD Pin Constraint on specific point of geo
- asnowcappedromance
- 512 posts
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if you allow the editing of contents in the RBD pin constraint otl you can dive inside and will find an “Anchor: World space position” node. There you can just add a point expression that points to the geometry position that you want to specify, something like this:
point(“/obj/dopnet1bj0/Geometry”, 0, “P”, 1)
point($DOPNET + “:” + $OBJNAME + “/Geometry”, 0, “P”, 1)
don't have Houdini open right now, but that should get you going.
cheers,
Manu
point(“/obj/dopnet1bj0/Geometry”, 0, “P”, 1)
point($DOPNET + “:” + $OBJNAME + “/Geometry”, 0, “P”, 1)
don't have Houdini open right now, but that should get you going.
cheers,
Manu
Houdini Lounge » How to get the number of pts inside of the pc search radius?
- asnowcappedromance
- 512 posts
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Houdini Lounge » How to get the number of pts inside of the pc search radius?
- asnowcappedromance
- 512 posts
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Houdini Lounge » How to get the number of pts inside of the pc search radius?
- asnowcappedromance
- 512 posts
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Work in Progress » grass & more ...
- asnowcappedromance
- 512 posts
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what went wrong in your displacement was probably the lack of a displacement bound parameter, if you add the vm_displacement attribute to your object and increase the value then you should be fine!
the hard / contrasty look is easy to achieve, just place a fit range VOP after your noise, the input min max values depend on your noise range, i.e. original perlin noise has values from -1 to 1, so your fit range should take that into account, you could do something like this
min -1, max 1, dest min .4, dest max .6
~ Manu
the hard / contrasty look is easy to achieve, just place a fit range VOP after your noise, the input min max values depend on your noise range, i.e. original perlin noise has values from -1 to 1, so your fit range should take that into account, you could do something like this
min -1, max 1, dest min .4, dest max .6
~ Manu
Technical Discussion » Morph along vector field
- asnowcappedromance
- 512 posts
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lol Alejandro was faster than me, but anyway, I set up a file quickly, you can check it out just to compare solutions, I'm not sure what Alejandro did in his file
best,
Manu
best,
Manu
Technical Discussion » Starting DOP simulation when objecs inside sphere.
Technical Discussion » Starting DOP simulation when objecs inside sphere.
- asnowcappedromance
- 512 posts
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years ago I played around with RBD activation based on distance to a sphere, check out the attached file ! You can also create a centroid point in SOPs and create an attribute (filetransfer SOP color i.e.) and transfer that to DOPs to control the Active Value DOP (more common approach), you should find plenty of topics how to do that on this forum.
cheers,
Manu
cheers,
Manu
Technical Discussion » Extend primitives to Primitive Island (polygon object)
- asnowcappedromance
- 512 posts
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luckily enough you know which points/prims are connected to the bound group so you can easily do a point cloud lookup which is as fast as it can get in Houdini. I attached a file, maybe this one's the solution for you.
Technical Discussion » Extend primitives to Primitive Island (polygon object)
- asnowcappedromance
- 512 posts
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after looking at your file I'm wondering what the reasoning of that setup is, what are you trying to achieve in the end?
Yes, you can do this in Python, but it's going to be really slow, that, I can promise, you have to do a lot of looping through your points, it's not really worth it …
Yes, you can do this in Python, but it's going to be really slow, that, I can promise, you have to do a lot of looping through your points, it's not really worth it …
Technical Discussion » Extend primitives to Primitive Island (polygon object)
- asnowcappedromance
- 512 posts
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Technical Discussion » VOPs - break for loop
- asnowcappedromance
- 512 posts
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thanks Tomas, good advise! Totally forgot about the inline VOP, that's the way to go in this case!!
cheers!
cheers!
Technical Discussion » VOPs - break for loop
- asnowcappedromance
- 512 posts
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Hi community,
I'm curious, is there a way in VOPs to break a for loop like the “break” method in VEX? Just to clarify, I don't want to break the for loop for all the points at the same time, but instead base the length of each point's iterations to a certain condition.
Thanks,
Manu
I'm curious, is there a way in VOPs to break a for loop like the “break” method in VEX? Just to clarify, I don't want to break the for loop for all the points at the same time, but instead base the length of each point's iterations to a certain condition.
Thanks,
Manu
Technical Discussion » point inbetween
- asnowcappedromance
- 512 posts
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very tricky thing to do in SOPs, I can only imagine a combination between a foreach SOP and a SOP Solver, where you create a “storage” point anywhere in space that gets a string attribute assigned to which you add the already iterated particle id's on every time step. That way you can kill already iterated points and use a foreach sop (by origin attrib group created in a partition SOP)
to add the center of mass point once the npoints(“../each1”) > 3.
if you know Python there's a way to do such a thing with the DOP's script solver, that way you could loop through the points using a $ORIGIN attribute that you assign in the Source POP, create new points based on their center of mass and store the old particle id's in a list so you don't have to query them once they created a point. Maybe that could work, can't say for sure though, haven't tried it yet :?
Any other ideas?
to add the center of mass point once the npoints(“../each1”) > 3.
if you know Python there's a way to do such a thing with the DOP's script solver, that way you could loop through the points using a $ORIGIN attribute that you assign in the Source POP, create new points based on their center of mass and store the old particle id's in a list so you don't have to query them once they created a point. Maybe that could work, can't say for sure though, haven't tried it yet :?
Any other ideas?
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