ok well, it turns out there is a rop output driver inside of the node ‘pyrofields’, so I am calling render on that within hbatch and it seems to work.
-ranxx
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Technical Discussion » exporting DOP I/O fields via hbatch ?
- ranxerox
- 35 posts
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Technical Discussion » exporting DOP I/O fields via hbatch ?
- ranxerox
- 35 posts
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hey all, I've recently begun sorting through the new pyro solver and was wondering .. is there a way to export the pyrofields to disk via hbatch ? I tried loading the scene via hbatch and type ‘render /obj/uprespyro/pyrofields’, but this doesn't work. Any ideas ?
thanks
-ranxx
thanks
-ranxx
Technical Discussion » fbx export problem running via hbatch ?
- ranxerox
- 35 posts
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hey all, is there a difference between running an fbx export rop by pressing “render” on the node in the interface and by running hbatch and typing “render filmboxfbx1” (in the /out directory) ? I seem to get radically different results between the two and I'm stumped. I want to do this because a scene I'm exporting takes quite a while to complete and it would be nice to run this on a farm. When I export via hbatch, the animation doesn't come through properly. When I export via pressing render it works as it should. It's the same file, same rop, and the same version of houdini (just gui vs non gui).
thanks
-ranxx
thanks
-ranxx
Technical Discussion » orientation and copy sop
- ranxerox
- 35 posts
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hello all, I have been writing a plugin to import scenes from houdini into maya which have been built using the copy to points method (copy some geometry to some particles for instance). I write out the rotation quaternion and the position through chops, and write out the untransformed geo via .obj. Everything seemed like it was correct, but the orientation of the objects always seemed to be off. After much debugging I figured out that the copy sop is using a combination of the velocity vector and the rotation quaternion to orient the geometry. I figured this out by setting the velocity on the cached template points to 0 (using a point sop). When I do this my maya scene (which I rexported out back to houdini to check it) matches the houdini scene perfectly. The rotations are being set in the particle system which created the geo cache for the template point attributes. Is there a way to get the worldspace orientation in one quaternion, so that I won't have to export velocity through chops as well and try to reverse engineer how houdini is calculating it's final orientation (which would be good to know in any case).
I hope I've been clear.
thanks
-ranxx
I hope I've been clear.
thanks
-ranxx
Technical Discussion » exporting dops through chops - question
- ranxerox
- 35 posts
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hmmm, I think the crux of the problem was that “point template attributes” was set to off on the copy sop which was creating the rbd geo. When I turn this to on it looks like the orientations are being passed properly through the chain. I'll investigate it further.
-ranxx
-ranxx
Technical Discussion » exporting dops through chops - question
- ranxerox
- 35 posts
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hi all, I am having some trouble exporting dops through chops with the dynamics chop. I have an rbd scene where the active state of the rbds is being animated. In my chopnet I have a dynamics chop which is reading in the field names “t? p? r?”. I save these data channels to a .clip file. I wrote a python script to read in these values into maya and set keyframes on objects. The positions are correct, but the rotations are off by some constant. I believe the constant amount that the rotations are off by is their initial orientation (when they become active rigid bodies). In perusing the details view on the rigid bodies I can see the “p” and “t” values (which I add together to get the correct position in world space in maya), but I don't see any corresponding “r” item listed. The closest thing I see is “orient”, but this vector's values are in the range 0-1. Is this value equal to “r” (but fitted to the range 0-360) ? How would I go about extracting the real rotations ?
I would appreciate any info/insight anybody could give into this situation. If I get this script working I will post it onto the exchange.
thanks
-G
I would appreciate any info/insight anybody could give into this situation. If I get this script working I will post it onto the exchange.
thanks
-G
Technical Discussion » problem with tutorial "Transferring Color with Dynamics
- ranxerox
- 35 posts
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Technical Discussion » problem with tutorial "Transferring Color with Dynamics
- ranxerox
- 35 posts
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hi all, I've just gone through the tutorial “Transferring color with Dynamics”. I learned a lot from the tutorial, but when I went through the render section of the tutorial (part 7) I had some problems. In my scene, the fluid is always rendered blue from mantra (it shows up properly in the viewport). I couldn't figure it out so I downloaded the scene files which come with the tutorial and to my surprise I got the same behavior. I did get a load warning when I opened the tutorial scene file “Skipping unrecognized parameter ”clamp" ". I realize the tutorial was probably made with an earlier version of houdini, but I'm not sure how to go about correcting the problem with regards to rendering the color of the fluid.
thanks for any suggestions
-ranxx
thanks for any suggestions
-ranxx
Houdini Lounge » houdini apprentice crash in 3 steps or less ..
- ranxerox
- 35 posts
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I'm sorry, I did include my email with this registration and I thought I included it with the bug report as well. Should be very easy for me to reproduce. I will reproduce it and send you the crash log.
thanks
-Greg
thanks
-Greg
Houdini Lounge » houdini apprentice crash in 3 steps or less ..
- ranxerox
- 35 posts
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I've submitted the bug report. In the meantime I've installed the 32bit windows version at home and it works and am trying out the linux verison here at work. No crashes so far.
-ranxx
-ranxx
Houdini Lounge » houdini apprentice crash in 3 steps or less ..
- ranxerox
- 35 posts
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so I've recently started evaluating houdini 9.0 to see if we should buy licenses and maintenance. I've been using maya for 10 years and just never got around to playing with houdini. Anyhoo .. downloaded apprentice. I am on the 4th tutorial in the “basics” page that pops up when you start it. I am on windows xp64. I click the curve tool, have snap to grid on, on about the third point which I add houdini crashes consistently. I must say not a good start.
anybody have any suggestions. I'm sorry if this isn't the right place to post this, but I didn't see any forum labeled “bugs”.
thanks
-ranxx
anybody have any suggestions. I'm sorry if this isn't the right place to post this, but I didn't see any forum labeled “bugs”.
thanks
-ranxx
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