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Houdini Lounge » SideFX Labs: reporting bugs and suggestions?
- lkruel
- 240 posts
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Houdini Learning Materials » Haircards + Textures Tutorial
- lkruel
- 240 posts
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Houdini Indie and Apprentice » Substance and Houdini 18 Apprentice
- lkruel
- 240 posts
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Hey everyone.
Mantra looks for the C image plane. So you need a rename cop to setup the channel references. Or you can use the Substance material SOP.
Mantra looks for the C image plane. So you need a rename cop to setup the channel references. Or you can use the Substance material SOP.
Houdini Indie and Apprentice » About substance material sop
- lkruel
- 240 posts
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Thanks for the feedback. The latest version of the material sop uses the opfullpath
Sorry about your crashes, if you managed to reproduce one please send it our way.
As with any of our tools, your feedback is critical in finding issues and be confident that were listening and addressing them.
I'm currently working on the Linux version of the plugin and any feedback like this that comes up.
Also give the latest daily build a shot if you run into an issue, to ensure it hasn't been fixed already
Sorry about your crashes, if you managed to reproduce one please send it our way.
As with any of our tools, your feedback is critical in finding issues and be confident that were listening and addressing them.
I'm currently working on the Linux version of the plugin and any feedback like this that comes up.
Also give the latest daily build a shot if you run into an issue, to ensure it hasn't been fixed already
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- lkruel
- 240 posts
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Hey Christian,
Try passing a primitive group. I believe that is what Rizom is expecting.
I'll take a look at not allowing primitive groups when I'm back next week
Try passing a primitive group. I believe that is what Rizom is expecting.
I'll take a look at not allowing primitive groups when I'm back next week
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- lkruel
- 240 posts
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Thanks. I'll take a look at Mosaic.
Custom is basically to feed it your own seams and only use Rizom for the flattening.
The fix should be in today's build for those looking for a permanent fix, just update the tools.
Custom is basically to feed it your own seams and only use Rizom for the flattening.
The fix should be in today's build for those looking for a permanent fix, just update the tools.
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- lkruel
- 240 posts
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Hey Stevenshook,
Can you make sure that the name you used to rename it's the same name on the callback in the Cook Button parameter
it should be
Can you make sure that the name you used to rename it's the same name on the callback in the Cook Button parameter
it should be
hou.pwd().node("rizom_processor").cook(force=True); hou.pwd().parm("file1/reload").pressButton()
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- lkruel
- 240 posts
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Hey everyone,
I've fixed the problem, which was an error when porting the tools to Labs. If you want to get yourself going, unlock the HDA and rename the “rizomuv_processor1” node to “rizom_processor”.
The tools do work on 17.5 on the GameDev Toolset if you're looking for something immediate as well.
The Labs version will be update with tonight's build and will be working tomorrow.
Sorry for the inconvenience and thanks for reporting the issue.
Mac Users will still have to change the default to the correct location unfortunately.
Luiz
I've fixed the problem, which was an error when porting the tools to Labs. If you want to get yourself going, unlock the HDA and rename the “rizomuv_processor1” node to “rizom_processor”.
The tools do work on 17.5 on the GameDev Toolset if you're looking for something immediate as well.
The Labs version will be update with tonight's build and will be working tomorrow.
Sorry for the inconvenience and thanks for reporting the issue.
Mac Users will still have to change the default to the correct location unfortunately.
Luiz
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- lkruel
- 240 posts
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Hey everyone,
Thanks for the report. I'll take a look at this today and hopefully solve this issue.
Just so I'm aware of all of them. It seems like it's a pathing issue in non windows machines.
Is everyone here not on Windows or is there another bug I should chase
Thanks for the report. I'll take a look at this today and hopefully solve this issue.
Just so I'm aware of all of them. It seems like it's a pathing issue in non windows machines.
Is everyone here not on Windows or is there another bug I should chase
Houdini for Realtime » Reality Capture Plugin - Open Beta
- lkruel
- 240 posts
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Just uploaded a new plugin that is on the latest SDK. Should be working now but do let me know if there are any weirdness.
I'm planning to spend some time in the near future to do another pass and take advantage of PPI and some of the other new features.
It'll be on Tomorrow's daily GameDev build
Sorry for the inconvenience.
Luiz
I'm planning to spend some time in the near future to do another pass and take advantage of PPI and some of the other new features.
It'll be on Tomorrow's daily GameDev build
Sorry for the inconvenience.
Luiz
Houdini for Realtime » Reality Capture Plugin - Open Beta
- lkruel
- 240 posts
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Unfortunately no. I'm in contact with the Reality Capture team right now and will report back as soon as I have a resolution. Hopefully today.
Sorry for the inconvenience
Sorry for the inconvenience
Houdini for Realtime » Reality Capture Plugin - Open Beta
- lkruel
- 240 posts
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I'm looking into it right now. The caching is a know bug if your scene isn't saved, we store the cache based on the filename, but if you have 2 files with the same name (like untitled) it will tend to pull up an old cache.
The recent release hasn't affected us yet since there isn't a new API for the PPI features as of yet.
The recent release hasn't affected us yet since there isn't a new API for the PPI features as of yet.
Houdini for Realtime » Any news on the new Substance Plugin will we get it before Houdini 18 ???
- lkruel
- 240 posts
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Yeah, it's currently in semi closed beta to make sure I caught all the major stuff before i release it. Send me an email and I'll send it to you
Luiz
Luiz
Houdini for Realtime » NEW TOOL - Quadrangulate
- lkruel
- 240 posts
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Hey everyone,
I've added a new tool to the toolset - Quadrangulate.
It will take a triangulated mesh that has obvious quadrangulation history and delete the diagonal edges in order to restore the meshes to their former glory.
This is not a quad remesher, for that look for the Instant Meshes plugin. This is for taking a mesh that was triangulated and converting it back to quads by removing the long edges. It'll be in tomorrow's build.
I've added a new tool to the toolset - Quadrangulate.
It will take a triangulated mesh that has obvious quadrangulation history and delete the diagonal edges in order to restore the meshes to their former glory.
This is not a quad remesher, for that look for the Instant Meshes plugin. This is for taking a mesh that was triangulated and converting it back to quads by removing the long edges. It'll be in tomorrow's build.
Edited by lkruel - Oct. 8, 2019 14:29:22
Houdini for Realtime » Which Type of Vertex Animation Export to use with tearing cloth?
- lkruel
- 240 posts
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If you're using Vellum it'll have to be “prefractured” and held together with constraints. In that case the topology isn't really changing, you're just animating the position of the points that are already there and you should be able to use the Soft version for it.
Technical Discussion » Skeleton curve implementation based on VDB medial axis
- lkruel
- 240 posts
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Houdini for Realtime » Mapbox not downloading correct latitude and longitude data
- lkruel
- 240 posts
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Bumped the production release to the one with this fix in it.
Sorry for the inconvenience
Sorry for the inconvenience
Houdini for Realtime » Game Dev Tools not working properly
- lkruel
- 240 posts
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Solved this offline with xFlaye, but the issue was the Use OPlibraries Files to Find OTLs checkbox in the Asset Manager, it needs to be UNCHECKED for the gamedev tools to function.
We'll be adding a check on the tools and dig a little deeper into why exactly it breaks, but in case anyone else hits this. That's the current workaround
Luiz
We'll be adding a check on the tools and dig a little deeper into why exactly it breaks, but in case anyone else hits this. That's the current workaround
Luiz
Houdini Lounge » Game Dev Toolset Reality Capture integration
- lkruel
- 240 posts
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Houdini for Realtime » Please help, bathymetry OSM import is giving wired results
- lkruel
- 240 posts
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Hey W7R
You can drop a axis align node after the OSM if you would like it to be centered.
It's looks like it's missing a bounds attribute which the script uses to center the incoming data.
You can drop a axis align node after the OSM if you would like it to be centered.
It's looks like it's missing a bounds attribute which the script uses to center the incoming data.
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