Hey thanks.
I'll see, but its hard to reproduce.
It happens after a working in the scene for a while, then things slowly seem to go haywire. All kinds of weird stuff happening, like when I select group components and enter, I'm suddenly a back at Geometry level. Hack even just selecting a SOP will do this sometimes.
Very frustrating, with all the crashes and bugs like this, it's like wrestling while trying to get a job done...
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Houdini Indie and Apprentice » Parenting stops working
- toonafish
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Houdini Indie and Apprentice » Parenting stops working
- toonafish
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I have parented some Geo nodes to a Null that rotates.
But often when I dive into a parented Geo node with "Hide Other Objects" active, make some adjustments and go back to Object level, all the parented Geo nodes no longer rotate with the Null.
I have to either hide and unhide all the child nodes, or use the "Reset Viewport" to make them stick to the parent again.
This happens a lot.
Smells like a bug, has anyone else noticed this ?
H 20.0.547
But often when I dive into a parented Geo node with "Hide Other Objects" active, make some adjustments and go back to Object level, all the parented Geo nodes no longer rotate with the Null.
I have to either hide and unhide all the child nodes, or use the "Reset Viewport" to make them stick to the parent again.
This happens a lot.
Smells like a bug, has anyone else noticed this ?
H 20.0.547
Houdini Indie and Apprentice » Symmetry selection ??
- toonafish
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Houdini Indie and Apprentice » Symmetry selection ??
- toonafish
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Still no symmetry selection in H 20 I presume ??
An extremely basic feature for modeling me thinks...
An extremely basic feature for modeling me thinks...
Houdini Indie and Apprentice » Serious bug in the stage?
- toonafish
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Houdini Indie and Apprentice » Viewport Select Transform SOP
- toonafish
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Thanks, that’s what I was afraid of. But then I’d end up with dozens of transforms affecting a single group, imagine having to animate that.
I’ll look into using KineFx, thanks.
But on a side note, wouldn’t it be brilliant if you want a quick setup to animate parts of a geo, if one could just add a Transform, place the pivot, and start animating ?
That would be a viable workflow on top of the more convoluted ones, with just the simple adjustment of adding the possibility of making the Transform gizmo visible and selectable in the viewport, as if it were a Null.
But I guess that would be too easy.
I’ll look into using KineFx, thanks.
But on a side note, wouldn’t it be brilliant if you want a quick setup to animate parts of a geo, if one could just add a Transform, place the pivot, and start animating ?
That would be a viable workflow on top of the more convoluted ones, with just the simple adjustment of adding the possibility of making the Transform gizmo visible and selectable in the viewport, as if it were a Null.
But I guess that would be too easy.
Houdini Indie and Apprentice » Viewport Select Transform SOP
- toonafish
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I was wondering if it's possible to select a Transform SOP in the viewport ?
I have an object with about 30 groups that are attached to a Transform. I can track down the Transform that is attached to the group I need to edit in the Network View every time.
But it would make life so much easier if I could see, and select the Transform SOP in the viewport, as in most 3D Apps.
Is there a way to do this in Houdini ?
I tried fiddling around by adding a "Visualiser", but that didn't seem to work.
I have an object with about 30 groups that are attached to a Transform. I can track down the Transform that is attached to the group I need to edit in the Network View every time.
But it would make life so much easier if I could see, and select the Transform SOP in the viewport, as in most 3D Apps.
Is there a way to do this in Houdini ?
I tried fiddling around by adding a "Visualiser", but that didn't seem to work.
Houdini Indie and Apprentice » Topobuild backface snapping
- toonafish
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Does anyone know of a way to disable snapping to polygon backfaces when using Topobuild ?
Because when I enable backface culling in the display settings, it looks like it's only visually hiding the backfaces, it keeps snapping to the edges and points.
Very annoying.
Because when I enable backface culling in the display settings, it looks like it's only visually hiding the backfaces, it keeps snapping to the edges and points.
Very annoying.
Houdini Indie and Apprentice » (beginner) Unable to import the UVs on the alembic file.
- toonafish
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Just checked with an Alembic file coming from SI and the UV's are fine in Houdini.
But maybe you could quickly solve this by either using the Alembic as a blendshape for the Obj, or transfer the UV's from the Obj to the Alembic with the "attribtransfer" SOP ?
But maybe you could quickly solve this by either using the Alembic as a blendshape for the Obj, or transfer the UV's from the Obj to the Alembic with the "attribtransfer" SOP ?
Houdini Lounge » I've been badly cheated. Houdini is a programmer's world.
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raincole
Trust me SideFX knows that lol. Everyone in tech is aware of LLM-based AI now. I mean literally everyone.
I was just kidding, I’m sure they’ve been looking into it if they are not already working on it in some shape or form.
But I guess you’re right, copyright issues might arise.
Houdini Lounge » I've been badly cheated. Houdini is a programmer's world.
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Hey, of course if it’s useless don’t implement it, but to me, and I suspect a lot of other peeps, anything that works even at just a basic level would be useful at the moment. And Houdini’s procedural pipeline would be the best environment for it I guess.
I couldn’t write code if my life depended on it so personally I’d be happy if I could just write a prompt that would copy some geo to every Nth point and slowly scale it up, or create a basic rig for a character…for instance.
And I’m no expert in this field, but especially when you consider AI would need time to learn from all the code used in Houdini that is accessible before it would become really useful, it would take some time before it could replace programming completely, but it would really help a lot in the meantime.
Maybe someone should drop an RFE before they forget :-)
I couldn’t write code if my life depended on it so personally I’d be happy if I could just write a prompt that would copy some geo to every Nth point and slowly scale it up, or create a basic rig for a character…for instance.
And I’m no expert in this field, but especially when you consider AI would need time to learn from all the code used in Houdini that is accessible before it would become really useful, it would take some time before it could replace programming completely, but it would really help a lot in the meantime.
Maybe someone should drop an RFE before they forget :-)
Houdini Lounge » I've been badly cheated. Houdini is a programmer's world.
- toonafish
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Don’t know if this is on topic, but if SideFX is smart they will incorporate some kind of AI asap, and programming or scripting will be replaced by writing easy to understand prompts, which would make Houdini much more accessible for mere mortals that can’t write code.
When you think about it, programming is just an easier to comprehend layer between human language and binary machine code. Writing prompts interpreted by AI would just replace that layer, which would make the whole process sooo much easier and more fun.
Besides that, looking at the new discoveries already made with AI and new possibilities opened up after such a short time, I think it will become a much more powerful tool than programming or scripting.
But that’s just me ;-)
When you think about it, programming is just an easier to comprehend layer between human language and binary machine code. Writing prompts interpreted by AI would just replace that layer, which would make the whole process sooo much easier and more fun.
Besides that, looking at the new discoveries already made with AI and new possibilities opened up after such a short time, I think it will become a much more powerful tool than programming or scripting.
But that’s just me ;-)
Technical Discussion » Redshift viewport texture uv’s
- toonafish
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I edited the default Redshift Material Vopnet so I can add an OpenGL texture like in this tutorial :
But very often I’m using multiple UV’s. So I was wondering if anyone knows how to add some kind of selection menu or input field to select a different uv map.
I’ve been fiddling around in he dark, but no luck so far.
But very often I’m using multiple UV’s. So I was wondering if anyone knows how to add some kind of selection menu or input field to select a different uv map.
I’ve been fiddling around in he dark, but no luck so far.
Houdini Indie and Apprentice » Breaking constraints
- toonafish
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I have several point and primitive constrained objects in my scene.
But every time I make an adjustment to any object or shader, the constraints break and I have to reset the viewport or fiddle around with the constraints until they "wake up".
I assume this is a bug and not a feature.
Anyone else noticed this ?
H 20.0.547
But every time I make an adjustment to any object or shader, the constraints break and I have to reset the viewport or fiddle around with the constraints until they "wake up".
I assume this is a bug and not a feature.
Anyone else noticed this ?
H 20.0.547
Edited by toonafish - Dec. 21, 2023 04:33:59
Houdini Indie and Apprentice » Capture Painting broken ?
- toonafish
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Hey, thanks.
Sad but true it seems, but glad to know it's not just me.
Every now and then I get overconfident and try to move my character work over to Houdini.
But that seems like a bad idea, every time that ends up in a lot of frustration, cursing at the monitor and considering starting to look for another occupation.
I've been submitting a few bugs every week lately, amazing that's nothing special in this business
Sad but true it seems, but glad to know it's not just me.
Every now and then I get overconfident and try to move my character work over to Houdini.
But that seems like a bad idea, every time that ends up in a lot of frustration, cursing at the monitor and considering starting to look for another occupation.
I've been submitting a few bugs every week lately, amazing that's nothing special in this business
Houdini Indie and Apprentice » Capture Painting broken ?
- toonafish
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Since the "capture override" and "capture weights" seem to be broken I tried going the other route editing the captured weights of this animated FBX character and use the "fbx character import" and "joint capture paint" to edit the weights.
But this route ends up in another bug fest, "jointcapturepaint" seems completely broken. All kinds or errors and stuff not working at all...
I start wondering if this stuff is there just for show in Houdini and isn't supposed to actually work.
Has anyone else tried using this, or is it me ?
But this route ends up in another bug fest, "jointcapturepaint" seems completely broken. All kinds or errors and stuff not working at all...
I start wondering if this stuff is there just for show in Houdini and isn't supposed to actually work.
Has anyone else tried using this, or is it me ?
Houdini Indie and Apprentice » I wrote my subject in caps for attention
- toonafish
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Houdini Indie and Apprentice » Visibility Node not selected and displayed after Edit Node
- toonafish
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Personally I think the whole idea of adding a node to hide and unhide geometry is just ridiculous.
You either clutter the node tree with a huge amount of useless visibility nodes, or you’re constantly distracted from the task at hand because you have to track down the visibility nodes to adjust whats visible, connect them in the proper place, or delete the node entirely.
Especially when modeling its very distracting and makes an already convoluted process even more frustrating.
Why not simply a hide and unhide RMB button that doesn’t need a node, it would make modeling in Houdini much less frustrating.
You either clutter the node tree with a huge amount of useless visibility nodes, or you’re constantly distracted from the task at hand because you have to track down the visibility nodes to adjust whats visible, connect them in the proper place, or delete the node entirely.
Especially when modeling its very distracting and makes an already convoluted process even more frustrating.
Why not simply a hide and unhide RMB button that doesn’t need a node, it would make modeling in Houdini much less frustrating.
Edited by toonafish - Dec. 6, 2023 16:28:20
Houdini Indie and Apprentice » Edit Capture Weights H20
- toonafish
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Houdini Indie and Apprentice » Edit Capture Weights H20
- toonafish
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CYTE
Sorry, I guess I misunderstood you. I thought you were referring to the normal Geometry Spreadsheet.
Ah, nope this one, just a single point selected :
Just tried it in 20.0.547 but same difference.
Also seems the Edit Capture Weights from the rigging panel is either broken, or working differently from 19.5
I select some points on the captured geo, and hit "Edit Capture Weights" from the Rigging panel, but then I can't select any components when I open the Spreadsheet.
From the docs :
"Select the points to adjust capture weights.
Click the Edit Capture Weights tool on the Rigging tab.
Click the Spreadsheet button on the operation controls toolbar and modify the weight values."
But no luck in H20 so far ..
Edited by toonafish - Dec. 6, 2023 11:34:59
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