Ok…update from a recent random discovery: my Render View update slowness is related to my internet connection!
Just went to a cafe, didn't have the password for their WiFi and my Render View started updating fast!
Got the password, logged in, relaunched H18 and the updates are still fast.
I'm guessing this is related to Catalina and some kind of net access when mantra spins up.
Will test when I'm home.
However, I'm still a bit bummed by the delay when switching camera viewports (which persists). I like to jump between camera views fast and it really throws an annoying slowdown into the workflow. Hope that can be improved.
UPDATE: Matt from SideFX has been helping me and noticed that my integrated Intel graphics were still being used by Houdini for OpenCL, despite confirming the correct GPU in Houdini Preferences/Miscellaneous. This was probably the culprit. No idea why my Wifi connectivity had anything to do with it…possibly coincidence.
UPDATE2: Sadly, problem has resumed now at home. I've tried every variant of network/WiFi changes I can think of and the telltale signs are still there:
1) Very slow launch of Houdini (about 15 seconds)
2) Very slow Render View update (about 15 seconds also) when moving camera or making any other IPR change.
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Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
- 132 posts
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Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
- 132 posts
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@sekow, so you have no noticeable delay switching between persp/front/back/top views?
And your Render View updates mostly instantly?
If so, very interesting…Unfortunately I don't have another Catalina machine to test on so I'm only assuming it's the hardware here.
And your Render View updates mostly instantly?
If so, very interesting…Unfortunately I don't have another Catalina machine to test on so I'm only assuming it's the hardware here.
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
- 132 posts
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Thanks for the suggestion Edward. I'm trying that now…will update this with the result.
Nope…Same problem. Switching between views takes a full second and Render View updates (for a single Torus at the origin) are about 10 seconds.
I'm assuming this has to do with Metal vs OpenGL…but just a guess.
Nope…Same problem. Switching between views takes a full second and Render View updates (for a single Torus at the origin) are about 10 seconds.
I'm assuming this has to do with Metal vs OpenGL…but just a guess.
Edited by Len - Jan. 2, 2020 11:04:48
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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If there's any word from SideFX on whether the new MBP is a non-starter for Houdini use I would like to know ASAP.
I may return this machine if it there's no hope in the near future. And it would generally be a shame to have the flagship “powerhouse” Apple laptop not be compatible.
I may return this machine if it there's no hope in the near future. And it would generally be a shame to have the flagship “powerhouse” Apple laptop not be compatible.
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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I'm also currently struggling to figure out what's wrong with my new 16"MBP and H18.
It launches fine but has serious issues getting an interactive render started.
On my old mid-2015 MBP, running 2-version older OS, the render window updates are near instantaneous.
With this hot, new MBP, the Render takes about 10 seconds, just rotation my camera view. It's a mystery.
Not quite your problem but related. Could be Catalina-related or MBP HW.
It launches fine but has serious issues getting an interactive render started.
On my old mid-2015 MBP, running 2-version older OS, the render window updates are near instantaneous.
With this hot, new MBP, the Render takes about 10 seconds, just rotation my camera view. It's a mystery.
Not quite your problem but related. Could be Catalina-related or MBP HW.
Technical Discussion » Macbook Pro 16" AMD Radeon Pro 5500M - Houdini Compatible?
- Len
- 132 posts
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I'm running H18 on the new MBP 16 right now and the viewport looks snappy for the most part.
…I'm seeing VERY slow startup and updates of the Render viewport. Seems MUCH slower there, for some reason.
Perhaps a licensing issue. I had a hell of a time getting Houdini running again after migrating from my old laptop.
…I'm seeing VERY slow startup and updates of the Render viewport. Seems MUCH slower there, for some reason.
Perhaps a licensing issue. I had a hell of a time getting Houdini running again after migrating from my old laptop.
Edited by Len - Jan. 1, 2020 12:35:33
Technical Discussion » Houdini Indie - Export to FBX for Unity
- Len
- 132 posts
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Easiest way is probably to make sure each geometry piece lives in an obj level node (use Object Merges if necessary).
Put them all in a subnet and export that. Unity will see it as a model prefab containing those different objects, each with a transform.
Put them all in a subnet and export that. Unity will see it as a model prefab containing those different objects, each with a transform.
Houdini Engine for Unity » Shadow Gaps on Mesh
- Len
- 132 posts
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Ok…update: This is caused by the normal bias on directional lights in Unity, mostly likely directly related to the new Universal Rendering Pipeline.
I switched back to the normal rendering pipeline and normal bias isn't causing this issue.
Hope that helps someone else!
I switched back to the normal rendering pipeline and normal bias isn't causing this issue.
Hope that helps someone else!
Houdini Engine for Unity » Shadow Gaps on Mesh
- Len
- 132 posts
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New bit of information: This seems unrelated to the HDA bundling. I just got it to gap with an export to FBX or OBJ.
I'm even more confused….
Can someone try this and confirm I'm not crazy?
Thanks…exhausted by this…
I'm even more confused….
Can someone try this and confirm I'm not crazy?
Thanks…exhausted by this…
Houdini Engine for Unity » Shadow Gaps on Mesh
- Len
- 132 posts
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I just attached an HDA to my original post.
Thanks for looking into this! I'm still very eager to understand what's going on.
Thanks for looking into this! I'm still very eager to understand what's going on.
Edited by Len - Oct. 17, 2019 11:12:04
Houdini Engine for Unity » Shadow Gaps on Mesh
- Len
- 132 posts
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I've recently tried to get into the Houdini Engine Plugin for Unity.
Almost immediately I ran into this basic issue with cast shadows on HDA meshes (Create a SOP network resulting in basic ramp, save as HDA). That bright line suggesting a gap in the geo that isn't there?
Anyone have any thoughts?
If I save the geo from Houdini as .obj and import there's no problem.
The problem goes away if Generate Mesh Using Points is selected, but then the materials get messed up.
No other Asset Settings seem to make a difference.
Confused…
Thanks ahead of time for any suggestions.
EDIT: I've attached a test HDA that shows the same exact issue out of Houdini 17.5.391 Indie into Unity 2019.2.9f1 and 2019.3.0b6
To Repro:
1) In Unity, create new empty scene.
2) Create default 3D Plane (as ground)
3) Load HDA File from Houdini Engine menu and use attached TestBox.hdalc
4) Will be magenta since no material. Attach any material inside Unity.
5) Notice gap in cast shadow on plane.
Almost immediately I ran into this basic issue with cast shadows on HDA meshes (Create a SOP network resulting in basic ramp, save as HDA). That bright line suggesting a gap in the geo that isn't there?
Anyone have any thoughts?
If I save the geo from Houdini as .obj and import there's no problem.
The problem goes away if Generate Mesh Using Points is selected, but then the materials get messed up.
No other Asset Settings seem to make a difference.
Confused…
Thanks ahead of time for any suggestions.
EDIT: I've attached a test HDA that shows the same exact issue out of Houdini 17.5.391 Indie into Unity 2019.2.9f1 and 2019.3.0b6
To Repro:
1) In Unity, create new empty scene.
2) Create default 3D Plane (as ground)
3) Load HDA File from Houdini Engine menu and use attached TestBox.hdalc
4) Will be magenta since no material. Attach any material inside Unity.
5) Notice gap in cast shadow on plane.
Edited by Len - Oct. 17, 2019 11:09:36
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- Len
- 132 posts
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Just ran into issues seeing basic Vertex Color exported from Houdini 17.5 into Unreal 4.22.
Discovered through trial and error to make it work:
1)You may need to triangulate your geo first with a Divide sop, otherwise it might not match engine and vertex indexes with be garbled.
2)Use Color sops set to Vertex, not primitive or point.
3)Use FBX export. OBJ doesn't work.
These results are for Unreal but may apply to Unity as well.
Good luck!
Discovered through trial and error to make it work:
1)You may need to triangulate your geo first with a Divide sop, otherwise it might not match engine and vertex indexes with be garbled.
2)Use Color sops set to Vertex, not primitive or point.
3)Use FBX export. OBJ doesn't work.
These results are for Unreal but may apply to Unity as well.
Good luck!
Edited by Len - June 5, 2019 13:43:21
Houdini Indie and Apprentice » Expression for "every other frame"?
- Len
- 132 posts
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You can write an expression (in Hscript or python) to control or limit creation.
For example, in the default hscript, using the if() function:
Or in python (after you switch the language for the field and/or operator):
And don't forget you can right-click on the field name (not entry area) and select Edit Expression or ctrl/cmd + E in field to get a pop-up text editor.
For example, in the default hscript, using the if() function:
if($F<20, $F%5, 0)
Or in python (after you switch the language for the field and/or operator):
if frame()<20: return frame()%5*frame()
And don't forget you can right-click on the field name (not entry area) and select Edit Expression or ctrl/cmd + E in field to get a pop-up text editor.
Technical Discussion » Logic of Face from Ribbon-like Curves
- Len
- 132 posts
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Technical Discussion » Logic of Face from Ribbon-like Curves
- Len
- 132 posts
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I'm working on some procedural geometry stuff that requires I build lots of n-gons from intersecting curves, basically ribbon-like shapes that can overlap on themselves (e.g. a knot).
I'm running into an issue related to how a closed curve is filled (with a single n-gon).
Some configurations of curves fill as I'd hope and others require a reversing of the vertex order, and I don't get why.
I've attached a simple file that shows the issue: an intersecting curve will only fill in the intended way when reversed.
Can anyone explain why to me? It's kind of driving me crazy right now.
Thank you!
-Len
EDIT: There are other cases, with more complex “ribbons”, formed, essentially, of two offset curves (that overlap themselves at times), that will never form a clean face between them. They'll always form faces that fill larger loops rather than the ribbon space between curves. I figured if I created the geometry myself (in vex or python sop) that I could enforce the ribbon face simply by clean construction of points and vertices. But this doesn't seem to be the case and I'm trying to understand why.
I'm running into an issue related to how a closed curve is filled (with a single n-gon).
Some configurations of curves fill as I'd hope and others require a reversing of the vertex order, and I don't get why.
I've attached a simple file that shows the issue: an intersecting curve will only fill in the intended way when reversed.
Can anyone explain why to me? It's kind of driving me crazy right now.
Thank you!
-Len
EDIT: There are other cases, with more complex “ribbons”, formed, essentially, of two offset curves (that overlap themselves at times), that will never form a clean face between them. They'll always form faces that fill larger loops rather than the ribbon space between curves. I figured if I created the geometry myself (in vex or python sop) that I could enforce the ribbon face simply by clean construction of points and vertices. But this doesn't seem to be the case and I'm trying to understand why.
Image Not Found
Edited by Len - Sept. 28, 2018 13:05:29
Technical Discussion » Cant run houdini from the terminal for debugging purposes HOU 16.600 OSX Sierra
- Len
- 132 posts
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Bummed for you. Do you want to paste some of your errors here and we can see if there's a way to help?
Houdini Engine for Unreal » Arbitrary Number of Input Curves
- Len
- 132 posts
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Houdini Engine for Unreal » Arbitrary Number of Input Curves
- Len
- 132 posts
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Thanks Chris!
I'm bummed to reveal the noob I am but how do I create and work with multi params?
I can't find any real docs about them and poking around the HDA type parameters hasn't helped.
If you could point me at any docs I would sure appreciate it.
I'm bummed to reveal the noob I am but how do I create and work with multi params?
I can't find any real docs about them and poking around the HDA type parameters hasn't helped.
If you could point me at any docs I would sure appreciate it.
Houdini Engine for Unreal » Arbitrary Number of Input Curves
- Len
- 132 posts
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I'm working on a street system tool for an artist and would like to give them the ability to add any number of curves in Unreal that will eventually become street segments via my HDA.
Is there a way to have an open-ended number of inputs to my HDA? (Specifically curves positioned in Unreal)
Is there a way to have an open-ended number of inputs to my HDA? (Specifically curves positioned in Unreal)
Houdini Engine for Unreal » HDA Version compatibility
- Len
- 132 posts
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If I create an HDA in Houdini 15.5 will it be usable within Unreal with a Houdini Engine 16.5 license?
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