I had the exact same problem in houdini 16.0.xxx (don‘t know exactly with which version it started).
But since 16.5 everthing works as expected again.
What Version are you on?
Cheers
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Technical Discussion » Does 'Set Project' not work right for anyone else?
- gotchee
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Houdini Lounge » Daily Builds for 16.5
- gotchee
- 37 posts
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Houdini Lounge » Daily Builds for 16.5
- gotchee
- 37 posts
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Houdini Lounge » Daily Builds for 16.5
- gotchee
- 37 posts
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Hey there,
is there a reason why we can see bug fixes etc. in the change log for higher versions than 16.5.268 (e.g. the latest fix was for 16.5.288), but can't download the latest daily builds yet?
Cheers, Michael
is there a reason why we can see bug fixes etc. in the change log for higher versions than 16.5.268 (e.g. the latest fix was for 16.5.288), but can't download the latest daily builds yet?
Cheers, Michael
Technical Discussion » Resample SOP and curveu attribute output
- gotchee
- 37 posts
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Hi all,
I‘ve just came across the same bug and contacted the sideFX Support.
They have logged it as a bug.
(ID# 86093)
Cheers, Michael
I‘ve just came across the same bug and contacted the sideFX Support.
They have logged it as a bug.
(ID# 86093)
Cheers, Michael
Technical Discussion » Copying with Packed Primitives vs. Pack Sop
- gotchee
- 37 posts
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Technical Discussion » Copying with Packed Primitives vs. Pack Sop
- gotchee
- 37 posts
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Hey guys,
I've come across a difference in behavior when trying to colorize packed primitives.
When packing with the copy sop, I can't seem to get the color showing in the viewport…whereas when packing “manually” after the copy sop it seems to work as expected.
Rendering wise it differs in that the manual packed Geo renders the color with the Cd Attribute and the copy sop packed Geo renders with the packed:Cd renderstate Variable.
The question is, is this the expected behavior, am I doing something wrong and what's the best way to go about this?
Attached you find an example file
I've come across a difference in behavior when trying to colorize packed primitives.
When packing with the copy sop, I can't seem to get the color showing in the viewport…whereas when packing “manually” after the copy sop it seems to work as expected.
Rendering wise it differs in that the manual packed Geo renders the color with the Cd Attribute and the copy sop packed Geo renders with the packed:Cd renderstate Variable.
The question is, is this the expected behavior, am I doing something wrong and what's the best way to go about this?
Attached you find an example file
Houdini Indie and Apprentice » Copy Objects
- gotchee
- 37 posts
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Another way could be to put down a transform SOP after your tube or whatever object and in the x, y or z translate type in the corresponding “-$XMIN”, “-$YMIN” or “-$ZMIN”-Expression depending on the global alignment of the object and the normals on the copy template.
In case of a tube use the z-channel
That way, no matter what input geo you have, the lowest point of the geometry sits on the ground.
In case of a tube use the z-channel
That way, no matter what input geo you have, the lowest point of the geometry sits on the ground.
Technical Discussion » No Expression Quickhelp and Path Suggestions in Houdini 14
- gotchee
- 37 posts
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Alright then…just thought I should check if it's my fault or not before I bother the developers :wink:
Technical Discussion » No Expression Quickhelp and Path Suggestions in Houdini 14
- gotchee
- 37 posts
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Hey there,
when I type an expression function in a parameter field in Houdini 14 there is no quickhelp anymore. In Houdini 13 there used to be a Tool tip telling you what arguments the function needs. See attached pic.
Also the “path autocompletion” in parameter fields acts different now.
In Houdini 13 when you started typing a path to an object (e.g. in a stamp-expression function) it automatically suggested possible node names. Now in H14 you have to type a starting letter of any node in the network to get a dropdown list of all possible nodes.
See second pic.
Hope the explanation is somewhat understandable :roll:
Can anyone confirm this behavior? Should I log a bug?
Cheers, Michael
Here are my specs:
Houdini 14.0.221
Windows 7 Service Pack 1
NVidia Quadro 4000 (driver version 341.21)
when I type an expression function in a parameter field in Houdini 14 there is no quickhelp anymore. In Houdini 13 there used to be a Tool tip telling you what arguments the function needs. See attached pic.
Also the “path autocompletion” in parameter fields acts different now.
In Houdini 13 when you started typing a path to an object (e.g. in a stamp-expression function) it automatically suggested possible node names. Now in H14 you have to type a starting letter of any node in the network to get a dropdown list of all possible nodes.
See second pic.
Hope the explanation is somewhat understandable :roll:
Can anyone confirm this behavior? Should I log a bug?
Cheers, Michael
Here are my specs:
Houdini 14.0.221
Windows 7 Service Pack 1
NVidia Quadro 4000 (driver version 341.21)
Houdini Learning Materials » How to use custom per point attributes in DOPs
- gotchee
- 37 posts
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Damn…I guess I should learn to read before asking to many questions…Sorry for the noise ops:
And thanks again!
And thanks again!
Houdini Learning Materials » How to use custom per point attributes in DOPs
- gotchee
- 37 posts
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Thanks guys, works like a charm! Coming from ICE, I clearly have to adjust my approach and understanding of Data flow
I love the way it works in Houdini!
However, what happens when I set the values in both networks? Are they multiplied?
I can see, that something is happening, but the details view doesn't show anything changing or at least I can't find it ops:
I love the way it works in Houdini!
However, what happens when I set the values in both networks? Are they multiplied?
I can see, that something is happening, but the details view doesn't show anything changing or at least I can't find it ops:
Houdini Learning Materials » How to use custom per point attributes in DOPs
- gotchee
- 37 posts
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Hey there,
I'm playing around with Wire Dynamics. For that I created a curve and gave every point on that curve a custom attribute (e.g. a Ratio from 0 to 1 from beginning to end of the curve)
No I would like to use that attribute in my DOPnet to modify for example the mass or elasticity . I can see that the attribute arrives properly in the DOPnet and I've tried to access it with a Point()-Expression but as I can't enter $PT as Index, I can only access the attributes values for certain Points.
I think in a Particle Simulation I would use a Pop wrangle for that but couldn't find the equivalent for Wire Sims.
Is this at all possible?
Cheers, Michael
I'm playing around with Wire Dynamics. For that I created a curve and gave every point on that curve a custom attribute (e.g. a Ratio from 0 to 1 from beginning to end of the curve)
No I would like to use that attribute in my DOPnet to modify for example the mass or elasticity . I can see that the attribute arrives properly in the DOPnet and I've tried to access it with a Point()-Expression but as I can't enter $PT as Index, I can only access the attributes values for certain Points.
I think in a Particle Simulation I would use a Pop wrangle for that but couldn't find the equivalent for Wire Sims.
Is this at all possible?
Cheers, Michael
SI Users » "Show Values" equivalent in Houdini?
- gotchee
- 37 posts
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buki
hi!
I'm coming with this again, in qLib asset library, there is a shelf tool, which builds all attribute decoration up to the the selected node, honestly I can't live without it now and assigned it to a hotkey.
Thanks for Imre Tuske for making this workflow booster.
Will try it out for sure!
Thanks for the heads up!
SI Users » "Show Values" equivalent in Houdini?
- gotchee
- 37 posts
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I'm too quite new to Houdini, but as an avid ICE user and having already used the Print VOP, I could see this as an perfect “substitue” if one could output the data not only to the Console but in the viewport directly on geometry components.
For example displaying custom per point vectors directly at the belonging point as an arrow or numerical.
Or display Detail Attributes at the center of the object.
And all of this, as already mentioned, with controls like label-offsets, displaying only on selected points/particles (or things contained in groups), displaying only a percentage of the data etc.
For example displaying custom per point vectors directly at the belonging point as an arrow or numerical.
Or display Detail Attributes at the center of the object.
And all of this, as already mentioned, with controls like label-offsets, displaying only on selected points/particles (or things contained in groups), displaying only a percentage of the data etc.
SI Users » Batch render licensing - potential dealbreaker?
- gotchee
- 37 posts
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I think to assemble your scene out of referenced stuff is the one part (the we do too if necessary), but after the assembly/pass setup/shader distribution an additional creation of a combined archive would be needed in order to render on “license free” on a farm (at least as far as my understanding goes).
But then again I not familiar yet with scene assembly and archive creation in Houdini. And if it's true that with the help of deferred loading of assets and so on the creation of ass-files would be fast, i would be fine with that extra step.
Yes, would be great to talk about that at our meeting!
Servus
But then again I not familiar yet with scene assembly and archive creation in Houdini. And if it's true that with the help of deferred loading of assets and so on the creation of ass-files would be fast, i would be fine with that extra step.
Yes, would be great to talk about that at our meeting!
Servus
SI Users » Batch render licensing - potential dealbreaker?
- gotchee
- 37 posts
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I also think that the possibility to render without a license needed in batch mode with 3rd party renderers in Softimage and Maya is a very convenient workflow.
Just sending a scene file directly to the farm is very artist friendly.
Until now we never had to worry about creating render archives before rendering, so I guess this would mean bigger change in our pipeline/workflow as well as possible extra costs for batch licenses.
So +1 for some kind of “license free Render only batch mode”!
Cheers, Michael
Just sending a scene file directly to the farm is very artist friendly.
Until now we never had to worry about creating render archives before rendering, so I guess this would mean bigger change in our pipeline/workflow as well as possible extra costs for batch licenses.
So +1 for some kind of “license free Render only batch mode”!
Cheers, Michael
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