welcome!
It's a long trip but there's a lot to see.
I'll just post a few links that cover pyro rendering and sprites:
https://vimeo.com/116385425 [vimeo.com]
https://vimeo.com/79588680 [vimeo.com]
and http://www.tokeru.com/cgwiki/?title=HoudiniDops, [tokeru.com] specially the resources links.
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Houdini Indie and Apprentice » First post couple quesions, how do i prevent long term burn?
- eddgarpv
- 64 posts
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Houdini Indie and Apprentice » Metaballs/Copy SOP - Jagged mesh
- eddgarpv
- 64 posts
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Thanks, I went the polywire way. It is faster and I don't need many points.
Also, it works better with cookie sop (I'm lucky)
Also, it works better with cookie sop (I'm lucky)
Houdini Indie and Apprentice » Metaballs/Copy SOP - Jagged mesh
- eddgarpv
- 64 posts
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Thanks Neil,
I was overthinking this a bit; Polywire works great for what I'm doing.
I still think there must be a way to avoid the small artifacts on the mesh though (I could use polywire, then convert to vdb to do some vdbcombine and then back to polygons will cause visible patterns).
I was overthinking this a bit; Polywire works great for what I'm doing.
I still think there must be a way to avoid the small artifacts on the mesh though (I could use polywire, then convert to vdb to do some vdbcombine and then back to polygons will cause visible patterns).
Houdini Indie and Apprentice » Metaballs/Copy SOP - Jagged mesh
- eddgarpv
- 64 posts
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Hi,
I'm adding metaballs to resampled curve points (using copy sop) and I'm getting some jagged meshes when rendering. I tried adding more points to the curve, converting to vdb and smoothing there, but even using very small voxel size, I can't seem to get rid of it.
Any hint on what could be causing this?
thanks!
I'm adding metaballs to resampled curve points (using copy sop) and I'm getting some jagged meshes when rendering. I tried adding more points to the curve, converting to vdb and smoothing there, but even using very small voxel size, I can't seem to get rid of it.
Any hint on what could be causing this?
thanks!
Technical Discussion » Pyro vizualization to shader workflow
Houdini Indie and Apprentice » Indie - Import Alembic Scene.. position in Network View
- eddgarpv
- 64 posts
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Houdini Indie and Apprentice » Indie - Import Alembic Scene.. position in Network View
- eddgarpv
- 64 posts
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Hi,
Does anyone know how to make the nodes created when using “File > Import > Alembic Scene…” to be created in the visible part of the Network View?
Sometimes I get lost trying to find the created node. I know there is a way to rearrange the nodes, but first I have to find them and I'm not sure if this qualifies as a bug. I think I'm missing something here.
Houdini Indie 15.0.347 / Debian Linux / NVIDIA 352.79
Here's [i.imgur.com] an example of what I get, apparently with all nodes from that menu.
-thanks!
Does anyone know how to make the nodes created when using “File > Import > Alembic Scene…” to be created in the visible part of the Network View?
Sometimes I get lost trying to find the created node. I know there is a way to rearrange the nodes, but first I have to find them and I'm not sure if this qualifies as a bug. I think I'm missing something here.
Houdini Indie 15.0.347 / Debian Linux / NVIDIA 352.79
Here's [i.imgur.com] an example of what I get, apparently with all nodes from that menu.
-thanks!
Technical Discussion » H15 Viewport Woes
- eddgarpv
- 64 posts
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The only viewport problem I have is https://drive.google.com/file/d/0B3HCwjjdp4w7Wk5mdFY4Q0JwV1U/view?usp=sharing [drive.google.com]
Happens when switching between 4 pane / 1 pane viewport and usually goes away using space + g a couple of times. I have reported this support hasn't been able to reproduce it.
I'm on linux, nvidia k4000
Happens when switching between 4 pane / 1 pane viewport and usually goes away using space + g a couple of times. I have reported this support hasn't been able to reproduce it.
I'm on linux, nvidia k4000
Technical Discussion » Pyro Shader 3.0 sync with SOP/DOP visualization?
- eddgarpv
- 64 posts
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I just found this thread :?
So, it seems the new shader won't work in viewport just yet and we have to use the volume visualization?
So, it seems the new shader won't work in viewport just yet and we have to use the volume visualization?
Houdini Engine for Maya » dlopen: cannot load any more object with static TLS
- eddgarpv
- 64 posts
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Hello,
Just a heads up.. if you ever get the above error when trying to load Houdini Engine in Maya 2016/ Linux, make sure to disable auto Load for mayatomr and bifrost plugins. Load Engine first.
Maya 2016 Ext1 +SP3 / Debian Jessie / Houdini Engine 1.9 API 21 / Houdini 14.0.474
Just a heads up.. if you ever get the above error when trying to load Houdini Engine in Maya 2016/ Linux, make sure to disable auto Load for mayatomr and bifrost plugins. Load Engine first.
Maya 2016 Ext1 +SP3 / Debian Jessie / Houdini Engine 1.9 API 21 / Houdini 14.0.474
Houdini Indie and Apprentice » [solved] near clipping plane & pyro2 shader
- eddgarpv
- 64 posts
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Yes, that also works. Thanks for the tip.
I ended up using the ‘matte shading’ parameter in render tab of a grid object, so it is almost the same
I've found that this problem is triggered because there is no density field group in the bgeo file. Creating a new primitive named density and copying existing data will solve the issue.
http://i.imgur.com/zrODQKX.png [i.imgur.com]
What node should I use to create an empty primitive in this volume object, name it and then copy existing primitive to this one?
edit: the proper way of compositing geometry in the middle of a volume is to use deep camera maps :roll:
I ended up using the ‘matte shading’ parameter in render tab of a grid object, so it is almost the same
I've found that this problem is triggered because there is no density field group in the bgeo file. Creating a new primitive named density and copying existing data will solve the issue.
http://i.imgur.com/zrODQKX.png [i.imgur.com]
What node should I use to create an empty primitive in this volume object, name it and then copy existing primitive to this one?
edit: the proper way of compositing geometry in the middle of a volume is to use deep camera maps :roll:
Houdini Indie and Apprentice » Houdini Apprentice file System and transfer to Indie
- eddgarpv
- 64 posts
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Houdini Indie and Apprentice » Houdini Indie no Rendering 1920
- eddgarpv
- 64 posts
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You may want to convert that file using this: http://www.orbolt.com/upgrade-houdini-files [orbolt.com]
Houdini Learning Materials » Pyro and Render tutorials?!?
- eddgarpv
- 64 posts
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For the shading, this one helped me a lot https://vimeo.com/116385425 [vimeo.com]
And Peter Quint's videos on vimeo will help when you need to get a little bit inside the small boxes (he uses older versions but still applies)
And Peter Quint's videos on vimeo will help when you need to get a little bit inside the small boxes (he uses older versions but still applies)
Houdini Indie and Apprentice » [solved] near clipping plane & pyro2 shader
- eddgarpv
- 64 posts
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Hello,
I'm trying to use near/far clipping planes on a camera to render a volume and comp something in the middle.. the problem is, when the far clipping plane is right in the middle of the volume (ie the front part of the fire), the far clipping plane is ignored. If the volume is hidden, I can get the front part right.
Right image is using the same far clipping plane as the left part, just with a hidden volume
I'm not sure if I have to do add something to the ROP in order to make it work ops:
This is the indie file + bgeo [drive.google.com]
thanks!
Houdini Indie 14.0.395
Linux Debian 8
I'm trying to use near/far clipping planes on a camera to render a volume and comp something in the middle.. the problem is, when the far clipping plane is right in the middle of the volume (ie the front part of the fire), the far clipping plane is ignored. If the volume is hidden, I can get the front part right.
Right image is using the same far clipping plane as the left part, just with a hidden volume
I'm not sure if I have to do add something to the ROP in order to make it work ops:
This is the indie file + bgeo [drive.google.com]
thanks!
Houdini Indie 14.0.395
Linux Debian 8
Edited by - Aug. 21, 2015 16:05:45
Houdini Indie and Apprentice » Alembic ROP: Center samples around current frame
- eddgarpv
- 64 posts
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Got it!
https://vimeo.com/125095401 [vimeo.com]
I had my set up right, just had to specify a smaller increment (0.5) in both the alembic rop and an intermediate file output (I forgot this one so I had no samples in there).
https://vimeo.com/125095401 [vimeo.com]
I had my set up right, just had to specify a smaller increment (0.5) in both the alembic rop and an intermediate file output (I forgot this one so I had no samples in there).
Houdini Indie and Apprentice » Alembic ROP: Center samples around current frame
- eddgarpv
- 64 posts
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Houdini Indie and Apprentice » Alembic ROP: Center samples around current frame
- eddgarpv
- 64 posts
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Thanks Tomas.. I got the samples and sampling range in order. I'm trying to center those samples around the current frame (as offset) when exporting the alembic file.
This is houdini's viewport. I export this one as abc:
houdini viewport [i.imgur.com]
And this is the alembic file in maya, rendering the first frame (where samples are the same since no offset applies):
rendered frame in Maya [i.imgur.com]
As soon as I move to the next frame in Maya, I get the “primitives inside motion block are incompatible” because samples are -0.5 0.5 in the abc file instead of 1.5 2.5 (frame + shutter times, which in my case are -0.5 0.5 from Houdini's alembic rop).
I hope it makes sense..
edit: changed the img tags to url..
This is houdini's viewport. I export this one as abc:
houdini viewport [i.imgur.com]
And this is the alembic file in maya, rendering the first frame (where samples are the same since no offset applies):
rendered frame in Maya [i.imgur.com]
As soon as I move to the next frame in Maya, I get the “primitives inside motion block are incompatible” because samples are -0.5 0.5 in the abc file instead of 1.5 2.5 (frame + shutter times, which in my case are -0.5 0.5 from Houdini's alembic rop).
I hope it makes sense..
edit: changed the img tags to url..
Houdini Indie and Apprentice » Alembic ROP: Center samples around current frame
- eddgarpv
- 64 posts
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Hello,
I'm exporting some FLIP meshes to Maya (render with 3Delight) but I'm wondering if is there a way to force the motion blur samples around current frame instead of zero in the Alembic ROP node. 3Delight uses the current frame as offset (e.g. frame 122, 2 samples and shutter 180 will be 121.5 122.5).
I can render frame 1, since it matches shutter times but the next one will fail :roll:
any hints?
thanks!
I'm exporting some FLIP meshes to Maya (render with 3Delight) but I'm wondering if is there a way to force the motion blur samples around current frame instead of zero in the Alembic ROP node. 3Delight uses the current frame as offset (e.g. frame 122, 2 samples and shutter 180 will be 121.5 122.5).
I can render frame 1, since it matches shutter times but the next one will fail :roll:
any hints?
thanks!
Technical Discussion » renderman output
- eddgarpv
- 64 posts
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Ha! feels like this
There are some conflicting libs in our installation (I'm using Debian - Crunchbang). If you do:
ldd /usr/lib/x86_64-linux-gnu/libgdk_pixbuf-2.0.so.0
you'll see a bunch of dependencies linked to the Houdini installation. Now, get rid of houdini (don't run houdini_setup_bash) and do ldd again.
See?
I've had similar problems with one particular library: libIlmImf.so and the solution (in my case) has been to rename this library (not ideal but has been working without problems in mantra/3delight). You could set up some additional
pre load variables/wrappers or simply rename a few libraries and test if something gets broken.. or use a more recent distro :roll:
Hope this helps
There are some conflicting libs in our installation (I'm using Debian - Crunchbang). If you do:
ldd /usr/lib/x86_64-linux-gnu/libgdk_pixbuf-2.0.so.0
you'll see a bunch of dependencies linked to the Houdini installation. Now, get rid of houdini (don't run houdini_setup_bash) and do ldd again.
See?
I've had similar problems with one particular library: libIlmImf.so and the solution (in my case) has been to rename this library (not ideal but has been working without problems in mantra/3delight). You could set up some additional
pre load variables/wrappers or simply rename a few libraries and test if something gets broken.. or use a more recent distro :roll:
Hope this helps
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