Hi, i have a problem in rendering with a geometry created with a cookie SOP and anisotropic shader like standard stainlesssteel.
Nor Facet SOP or Polydoctor doesn't help me.
See attached files.
Thanks for help.
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Technical Discussion » Cookie SOP and anisotropic shader
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- fsimerey
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Houdini Lounge » Ubuntu or Win7
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- fsimerey
- 279 posts
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A good and easy linux distribution is Manjaro. Based on Arch Linux, it's very fast and with the excellent Arch Wiki, you will always find a solution in case of trouble. It is like Arch linux, a rolling distribution, so you will always up to date with last version of all packages/softwares.
Houdini Lounge » question about buying houdini and upgrade prices
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- fsimerey
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You can find prices here http://www.sidefx.com/index.php?option=com_content&task=view&id=385&Itemid=190 [sidefx.com]
If you choose a workstation license, your license is locked on one computer and you have one year of support and upgrade. After that, you will need to pay AUP for the next year with full upgrade and support. In this case first year, 4495 USD, then 2495 USD each year for AUP.
With Local Access License, it's the same except the license is a floating one. You can launch houdini on any computer but only one at the same time.
FYI, with AUP you will get full support from SESI, and they are very very reactive. If you are already working on a big project, SESI can convert only one time an .hipnc file into .hip file.
If you choose a workstation license, your license is locked on one computer and you have one year of support and upgrade. After that, you will need to pay AUP for the next year with full upgrade and support. In this case first year, 4495 USD, then 2495 USD each year for AUP.
With Local Access License, it's the same except the license is a floating one. You can launch houdini on any computer but only one at the same time.
FYI, with AUP you will get full support from SESI, and they are very very reactive. If you are already working on a big project, SESI can convert only one time an .hipnc file into .hip file.
Technical Discussion » how to instance mutlimaterial bgeo ?
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- fsimerey
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Split your tree geo by material, then instance X times for each.
2 materials, 2 instances, 3 materials, 3 instances, etc…
It's more complicated if you use packed primitives…
2 materials, 2 instances, 3 materials, 3 instances, etc…
It's more complicated if you use packed primitives…
Houdini Lounge » Mantrasurface shop error
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- fsimerey
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I'm like you and using more than 1 monitor, and i have a lots of display bugs. For graphic card, i will not recommand the quadro K5000. I'm using a GTX 780 - 3 GB and it's much better than the K5000 - 2GB. You can find some threads in this forum.
Houdini Lounge » Mantrasurface shop error
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- fsimerey
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I think it's a bug introduced in 13.0.260 and resolved in 13.0.287
From Houdini Journal:
Try to download last production build or daily build would resolve these warnings.
From Houdini Journal:
Wednesday, January 8, 2014http://www.sidefx.com/index.php?option=com_journal&Itemid=213&page=index&journal=default&view=FULL&logfile=ALL&icon=ALL&version=13.0&buildstart=287&buildend=287&perpage=20&search= [sidefx.com]
Houdini 13.0.287: Fixed a bug that would lead to warnings when loading files with saved surfacemodel or computelighting nodes.
Try to download last production build or daily build would resolve these warnings.
Houdini Learning Materials » Beginner Tutorials - Are there any?
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- fsimerey
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You can find some great tutos from Peter Quint here > http://vimeo.com/user2030228 [vimeo.com]
There aren't for the last build, but except the new features of H13, it's a good start IMO.
There aren't for the last build, but except the new features of H13, it's a good start IMO.
Houdini Indie and Apprentice » blender migrant, hotkeys please!
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- fsimerey
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Like any software, watch tooltips beside functions…
So to edit points, S for select and 2 for points, 3 for edges, 0 for connected geometry, etc…
So to edit points, S for select and 2 for points, 3 for edges, 0 for connected geometry, etc…
Houdini Lounge » SVG graphics
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- fsimerey
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smuseusThere is a tutorial on cmiVFX to import and model osm xml file with python.
It would be fantastic to open for .osm imports, .csv imports, .svg import…
even just in brute crud manners such that you could remap the data after import.
http://cmivfx.com/store/233-houdini+xml+based+procedural+cities [cmivfx.com]
Houdini Indie and Apprentice » POPSolvers in Houdini 13
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- fsimerey
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I think you could watch this new tutorial from Side FX about new particles system in H13.
http://www.sidefx.com/index.php?option=com_content&task=view&id=2631&Itemid=166 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=2631&Itemid=166 [sidefx.com]
Technical Discussion » Procedural Geo Bevels...
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- fsimerey
- 279 posts
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xukcaYou can find Python code with a right click on Python node, ‘Type Properties…’ and go to Code tab.
This is an amazing node! Unfortunately, if I try to use it outside of your scene I get the “this node is using an incomplete asset definition…”. Would you share an unlocked version or some code (although I havent used Python much)? It will be super nice to be able to (re)create a procedural bevel tool for my little test projects, thanks!
Then, you must create a new operator type. Go to ‘File>New Operator Type…’.
Choose Python Type, operator name, label, etc…. Change ‘Network Type’ by ‘Geometry Operator’. And don't forget to ‘Save to Library’ with the name you want for you otl.
You could copy/paste the code, accept, and it's done.
Technical Discussion » H13 - COP convert to 8 bits
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- fsimerey
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And in the same way, there is a similar thing with the File COP.
If you File COP a 8 bits image in a 16 bits project, you have this level compression. To get the good colors, i must uncheck ‘Linearize non-linear Images ’ BEFORE changing ‘File Raster Depth’ in Project Depth. Else, the Linearize option is disable in interface, impossible to change it. And connect a gamma with 0.4545, and all is fine.
If you File COP a 8 bits image in a 16 bits project, you have this level compression. To get the good colors, i must uncheck ‘Linearize non-linear Images ’ BEFORE changing ‘File Raster Depth’ in Project Depth. Else, the Linearize option is disable in interface, impossible to change it. And connect a gamma with 0.4545, and all is fine.
Technical Discussion » H13 - COP convert to 8 bits
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- fsimerey
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twodUnfortunately, ROP COP doesn't have an option to setup the depth of PNG, and the result will be a 16 Bits PNG.
I'd suggest avoiding the Convert COP entirely, and just write to a png directly. It should do the conversion for you. Otherwise you're crushing the visible lower 25% of the image into 12 levels (out of 255), which is what is causing the banding ( 256 x 0.25^2.2 ~= 12).
Technical Discussion » H13 - COP convert to 8 bits
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- fsimerey
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twodI'm using a convert COP and after a ROP file output COP to save in PNG.
Are you using a Convert COP to downsample to 8b, or saving out the image to an 8b format? (such as JPG)
The attached image below is a simple screenshot with:
Left> File image node | Right> convert COP connected to File image node.
Technical Discussion » H13 - COP convert to 8 bits
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- fsimerey
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Hi all,
Since H13 is with a 2.2 gamma, there is something strange when i convert a 16 bits image into 8 bits. I get banding and extra black area (see attached file).
If i save the image in 16 bits and convert it with gimp or photoshop, i get the a ‘normal’ conversion.
Thanks.
Since H13 is with a 2.2 gamma, there is something strange when i convert a 16 bits image into 8 bits. I get banding and extra black area (see attached file).
If i save the image in 16 bits and convert it with gimp or photoshop, i get the a ‘normal’ conversion.
Thanks.
Houdini Indie and Apprentice » QUestion about Environment variable and MacOS
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- fsimerey
- 279 posts
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I forgotten something…
In os X, Houdini setup config files are here:
$HOME/Library/Preferences/houdini/12.X
Remember this works only if you launch Houdini with Houdini Shell.terminal
De rien !
In os X, Houdini setup config files are here:
$HOME/Library/Preferences/houdini/12.X
Remember this works only if you launch Houdini with Houdini Shell.terminal
De rien !

Houdini Indie and Apprentice » QUestion about Environment variable and MacOS
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- fsimerey
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You can edit Houdini Shell.terminal in you houdini folder.
Line 15<string>cd /Library/Frameworks/Houdini.framework/Versions/12.5.483/Resources;source houdini_setup</string>
to this:<string>cd /Library/Frameworks/Houdini.framework/Versions/12.5.483/Resources;source houdini_setup;export HOME=“your_path”</string>
Line 15<string>cd /Library/Frameworks/Houdini.framework/Versions/12.5.483/Resources;source houdini_setup</string>
to this:<string>cd /Library/Frameworks/Houdini.framework/Versions/12.5.483/Resources;source houdini_setup;export HOME=“your_path”</string>
Houdini Indie and Apprentice » QUestion about Environment variable and MacOS
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- fsimerey
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I'm not sure is a good thing to change $HOME in mac OS X. It's used by system.
What i do is create a personnal variable.
The best way is to edit/create in your home folder a file named .bash_profile like this:
MY_VAR=“your_path”
export MY_VAR
Cheers
What i do is create a personnal variable.
The best way is to edit/create in your home folder a file named .bash_profile like this:
MY_VAR=“your_path”
export MY_VAR
Cheers
Technical Discussion » ZLIB_1.2.3.4 not found
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- fsimerey
- 279 posts
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Nir Zarkovian
This problem can be solved by deleting libz.so.1 from /opt/hfs.xx.xx.xxx/python/lib. Make sure to backup the file in case something goes wrong.
Thanks for this trick.
Work in Progress » Houdini Cell Test 002
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- fsimerey
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Great animation and rendering !
+1
Doudini
i also saw your proecdural tubes on vimeo. you should make the H13 splash with thoselooks awesome!
+1
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