Sorry for delay in the reply, was busy on a project.
hbatch -c “mread foo.hip; ls; quit;”
hbatch Version 14.0.441 (Compiled on Aug 31 2015)
Error loading: foo.hip
Error: Bad header in CPIO packet ().
Bad header in CPIO packet ().
Invalid .hip file header
Unknown command: ls
foo.hip.zip is generated by hbatch, foo-result.hip.zip is the result of hexpand->hcollapse.
Houdini 14.0.441, CentOS Linux release 7.1.1503
Found 124 posts.
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Technical Discussion » expand/hcollapse limitations?
- el_diablo
- 133 posts
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Houdini Lounge » Modeling Toolbox
- el_diablo
- 133 posts
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Technical Discussion » expand/hcollapse limitations?
- el_diablo
- 133 posts
- Offline
I get this back from hbatch on file load:
hbatch -c “mread foo.hip; ls; quit;”
hbatch Version 14.0.441 (Compiled on Aug 31 2015)
Error loading: foo.hip
Error: Unknown operator on load “000237.start”.
Unexpected end of .hip file
Unknown command: ls
hbatch -c “mread foo.hip; ls; quit;”
hbatch Version 14.0.441 (Compiled on Aug 31 2015)
Error loading: foo.hip
Error: Unknown operator on load “000237.start”.
Unexpected end of .hip file
Unknown command: ls
Technical Discussion » expand/hcollapse limitations?
- el_diablo
- 133 posts
- Offline
Did you try to load the resulting .hip? For me it errors out.
The version we are currently on is 14.0.441 I guess.
The version we are currently on is 14.0.441 I guess.
Technical Discussion » expand/hcollapse limitations?
- el_diablo
- 133 posts
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Technical Discussion » expand/hcollapse limitations?
- el_diablo
- 133 posts
- Offline
It doesnt even work if I just expand and collapse the same file without any changes. Houdini complains with invalid CPIO header on file load.
Technical Discussion » Edge artifact rendering smoke
- el_diablo
- 133 posts
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Technical Discussion » expand/hcollapse limitations?
- el_diablo
- 133 posts
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I tried to use the hip cpio expand feature to distribute multiple node parameters to files without opening them, however it fails on hcollapse. Is it just the contents maniphest problem? Is it even possible?
More documentation on this topic would be more than welcome. Also how it pertains to different Houdni versions (Indie).
More documentation on this topic would be more than welcome. Also how it pertains to different Houdni versions (Indie).
Houdini Lounge » Rendering in Houdini - A big call for discussion
- el_diablo
- 133 posts
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Stalkerx777
DASD, why don't you just put RFE? Why do you post it here? There are tons of such a newbie topics like this. This is drives me crazy. Why peoples want tens of pre-build materials, instead of learn shading and build whatever you want?Takes, bundles, flipbook, visibility nodes, layers? Even if all these things were necessary, the user should have a simple centralized control and a simple overview over the functions and purposes of these things. One menu to rule them all. One menu to bind them… One menu to control everything that controls what gets rendered where, how and why.
Yeah, one button to make it look cool! Why use brain, use a button!
I would guess mostly because of the time constraints? Not every one has the time/resources to write vex code or build shaders from scratch. Building your own library could take months of work, which most of the smaller studios/freelancers don't have. Even the shaders provided right now need a bit of work to be used in productions (see tangent map threads), while most of the competition works out of the box.
Houdini Lounge » Rendering in Houdini - A big call for discussion
- el_diablo
- 133 posts
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I thought that some real life examples of rendering projects in Mantra from forum members on ‘everyday’ projects would be really informative.
For example even if not your plain vanilla everyday project I would love some stats on the rendering part of the ‘Monstro’ project.
Most of the post-mortem and customer stories have been on feature film projects, which by their nature have much more resources on their disposal than average TV or game projects.
I really can't see how (speedwise) could Mantra PBR compete with for example Vray/Arnold/Redshift3D/MentalRay/Cycles on such projects and I would love to see examples if any. Mantra in Micropoly or limited raytracing mode is pretty fast but then there is the extended setup time if any form of GI is to be used.
For example even if not your plain vanilla everyday project I would love some stats on the rendering part of the ‘Monstro’ project.
Most of the post-mortem and customer stories have been on feature film projects, which by their nature have much more resources on their disposal than average TV or game projects.
I really can't see how (speedwise) could Mantra PBR compete with for example Vray/Arnold/Redshift3D/MentalRay/Cycles on such projects and I would love to see examples if any. Mantra in Micropoly or limited raytracing mode is pretty fast but then there is the extended setup time if any form of GI is to be used.
Houdini Lounge » Procedural, Parametric. Differences?
- el_diablo
- 133 posts
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I would think Parametric depends only on parameters while procedural depends on inputs as well. Then again one of those parameters could be an input, so…
Houdini Lounge » Is Houdini the Right Choice?
- el_diablo
- 133 posts
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Houdini+Blender is a really nice combo. As soon as they implement Alembic (its listed as one of the development targets in the near future) import/export it will become even better. You could then roundtrip:
1. Simpler projects -> model-Blender, animation-Houdini, render-Blender/Cycles
2. More complex -> model-Blender/Houdini, animation Blender/Houdini, render-Houdini/Mantra
1. Simpler projects -> model-Blender, animation-Houdini, render-Blender/Cycles
2. More complex -> model-Blender/Houdini, animation Blender/Houdini, render-Houdini/Mantra
Technical Discussion » Mantra surface normal bump
- el_diablo
- 133 posts
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I also extend my thanks to eetu for his example file, saved me lots of time with his work.
Houdini Lounge » Houdini 14 Wishlist
- el_diablo
- 133 posts
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I guess I'm late for the party, but I'll toss in my two cents, based on a recent project.
1. Search&Replace for spreadsheet views
2. Find as you type for all search/filter controls
3. Hierarchical material assignments for example for data tree view
4. Maybe expose manipulators to HDK finally (so we can have something akin to pixar presto on surface controls)?
1. Search&Replace for spreadsheet views
2. Find as you type for all search/filter controls
3. Hierarchical material assignments for example for data tree view
4. Maybe expose manipulators to HDK finally (so we can have something akin to pixar presto on surface controls)?
Technical Discussion » Mantra surface normal bump
- el_diablo
- 133 posts
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The file on this [forums.odforce.net] thread from eetu helped me with the same problem. Seems there are some wrong assumptions (or at least not enough options) with math in the Mantra surface shader in regards with tangent space normal maps. Anyways here is your scene with the fix from that thread.
If you dive in the Mantra surface shader for the hand you will see under bump netbox subnets called normalConvert and normalFix. The normalConvert is the original sesi one, the normalFix is the one eetu posted.
It seems to work fine for me.
As I understand it, tangent vectors are generated from uv derivatives, combined into an transform matrix with negated N and the multiplied with vector from the normal map color data that is fit to -1,1 space from 0,1 and flipped if necessary.
If you dive in the Mantra surface shader for the hand you will see under bump netbox subnets called normalConvert and normalFix. The normalConvert is the original sesi one, the normalFix is the one eetu posted.
It seems to work fine for me.
As I understand it, tangent vectors are generated from uv derivatives, combined into an transform matrix with negated N and the multiplied with vector from the normal map color data that is fit to -1,1 space from 0,1 and flipped if necessary.
Houdini Lounge » Upgrading to 290X or GTX780?
- el_diablo
- 133 posts
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If it comes out I would bet GTX 980 8Gb may be the best value for the money. With 8Gb you are all set if you need to render scenes on the GPU as well (well the ones that can fit, or use out of core renderer like Redshift3D). The viewport performance shouldn't be bad as well.
Houdini Lounge » looking for houdini render artists for a tv series
- el_diablo
- 133 posts
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I sent my resume/portfolio at least twice to arxanima for various positions in the last year, no reply as of yet. Thanks, but no thanks at least would be welcome.
Best regards,
Igor
Best regards,
Igor
Houdini Lounge » Houdini Indie rendering
- el_diablo
- 133 posts
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AdamT
From the product landing page:
“Houdini Indie also gives artists render farm access using HQueue on Amazon’s EC2 compute cloud.”
Thats cool! Don't know how I missed that :O
Houdini Lounge » Houdini Indie rendering
- el_diablo
- 133 posts
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What are the rendering options for Houdini Indie? If we want to stick to Mantra and no FBX/ABC, is the only way to get more mantra tokens to get up to 3 Indie licenses? What about Houdini Cloud? I work mostly alone and tying up my workstation with rendering is not an option, but also getting another interactive Indie license for another computer that will do only rendering is bugging me a bit (but hey if its an only option, I might do it anyway).
Technical Discussion » Transform/Edit SOP with UV correction
- el_diablo
- 133 posts
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Any way to non-topological edits with UV correction? Moving points with keeping the UV projection visually the same?
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