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Technical Discussion » H19 scene viewport poyline display problem
- WillA
- 98 posts
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Technical Discussion » H19 scene viewport poyline display problem
- WillA
- 98 posts
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I can't find a display option to display curves or polylines in the scene 3D viewport.
Is this a new behaviour for H19?
The only way they display as lines in the viewport is if the pointer is hovering over the line
or the nodes are in a selection box.
Help!
Is this a new behaviour for H19?
The only way they display as lines in the viewport is if the pointer is hovering over the line
or the nodes are in a selection box.
Help!
Technical Discussion » finding the H19 supplied pic folder for uvquickshade
- WillA
- 98 posts
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Is there a easy way to find the supplied houdini pic folder?
When I add a uvquickshade sop the Texture Map defaults to uvgrid_grey.pic
I'm looking for the uvgrid_color.pic.
When I click on the uvquickshade Texture Map down arrow button all I see
listed is:
Mandril.pic
default.pic
Clicking on the uvquickshade Texture Map file chooser button
I see these paths are included:
$HFS/houdini/pic/texture
$HFS/houdini/pic/hdri
The uvgrid_color.pic is found in
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.383/houdini/pic/
Two questions:
Why isn't the $HFS/houdini/pic path included in the popup file chooser browser?
Why isn't the full list of images in the pic folder listed when clicking on the down arrow button?
When I add a uvquickshade sop the Texture Map defaults to uvgrid_grey.pic
I'm looking for the uvgrid_color.pic.
When I click on the uvquickshade Texture Map down arrow button all I see
listed is:
Mandril.pic
default.pic
Clicking on the uvquickshade Texture Map file chooser button
I see these paths are included:
$HFS/houdini/pic/texture
$HFS/houdini/pic/hdri
The uvgrid_color.pic is found in
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.383/houdini/pic/
Two questions:
Why isn't the $HFS/houdini/pic path included in the popup file chooser browser?
Why isn't the full list of images in the pic folder listed when clicking on the down arrow button?
Technical Discussion » Create Fibonacci sequence attribute using attributewrangle
- WillA
- 98 posts
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Thanks Konstantin,
I will definitely give your vex code snippet a try.
Yours is far more mathematically recondite.
Using golden ratio and trigonometric representation of spirals.
Mine is based on the simple premise of the serial Fibonacci sequence.
Both exemplify the beauty of mathematics when they attempt to replicate natural phenomenon.
I will definitely give your vex code snippet a try.
Yours is far more mathematically recondite.
Using golden ratio and trigonometric representation of spirals.
Mine is based on the simple premise of the serial Fibonacci sequence.
Both exemplify the beauty of mathematics when they attempt to replicate natural phenomenon.
int num = chi('points'); float ratio = (sqrt(5) + 1) / 2.0; float angle = 360 / (ratio * ratio); for(int i = 2; i < num; i++){ float radius = sqrt(i); float theta = angle * i; float pos_x = radius * cos(theta); float pos_z = radius * sin(theta); vector pos = set(pos_x, 0.0, pos_z); int pt_add = addpoint(0, pos); }
Technical Discussion » Create Fibonacci sequence attribute using attributewrangle
- WillA
- 98 posts
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Fibonacci sequence success!!
Using just an attributewrangle sop.
It took me hours of poking and swearing.
If only there were more examples of attributewrangle vex code blocks available
it would have been easier.
I got a "fib" point attribute added to a line geometry node.
Here is confirmation.
Using just an attributewrangle sop.
It took me hours of poking and swearing.
If only there were more examples of attributewrangle vex code blocks available
it would have been easier.
I got a "fib" point attribute added to a line geometry node.
Here is confirmation.
int numpoints = npoints(geoself()); printf("numpoints=%d\n",numpoints); int tn1; int tn2; int sum; tn1 = 0; tn2 = 1; for(int i = 0; i < numpoints; ++i) { printf("point=%d fib=%d\n", i, tn1); setpointattrib(geoself(),"fib",i, tn1); sum = tn1 + tn2; tn1 = tn2; tn2 = sum; }
Technical Discussion » H19 scene viewport poyline display problem
- WillA
- 98 posts
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Technical Discussion » H19 scene viewport poyline display problem
- WillA
- 98 posts
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Im using h19.0.383
I can't get the viewport to display polyline primitives
unless I am hovering over the vertices.
I would like the connected lines edges to stay on while Im moving the camera.
I think this is a new behaviour for H19.
Any ideas on how I can prevent this from happening?
I can't get the viewport to display polyline primitives
unless I am hovering over the vertices.
I would like the connected lines edges to stay on while Im moving the camera.
I think this is a new behaviour for H19.
Any ideas on how I can prevent this from happening?
Technical Discussion » H19 Karma no camera motion blur
- WillA
- 98 posts
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makrotius
SideFX recently posted a video on how to enable motion blur with Karma. Watch the whole series to see how to migrate a scene to Solaris as well.
This is the video: https://www.youtube.com/watch?v=lrLcX-cQZNY [www.youtube.com]
makrotius thanks for the link it's focused-on Karma and motion blur.
Homing in on my issue.
Technical Discussion » H19 Karma no camera motion blur
- WillA
- 98 posts
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Hi jsmack,
Im on version 19.0.383 so I will update to 19.0455 to simply get camera motion blur working.
However, this issue is good motivation for me to learn LOPs.
Thanks for the help.
Im on version 19.0.383 so I will update to 19.0455 to simply get camera motion blur working.
However, this issue is good motivation for me to learn LOPs.
Thanks for the help.
Technical Discussion » H19 Karma no camera motion blur
- WillA
- 98 posts
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Hi HM,
Yup blur is on in the geometry nodes.
Thing is the only thing animating is the camera.
Yup blur is on in the geometry nodes.
Thing is the only thing animating is the camera.
Technical Discussion » H19 Karma no camera motion blur
- WillA
- 98 posts
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Hi Andy_23,
Thanks for your suggestion.
My current scene is just an old style hip scene with geometry, lights and camera nodes.
I have not explored LOP networks.
I guess Im going to have to learn all that in order add a Cache Lop.
Thanks for your suggestion.
My current scene is just an old style hip scene with geometry, lights and camera nodes.
I have not explored LOP networks.
I guess Im going to have to learn all that in order add a Cache Lop.
Technical Discussion » H19 Karma no camera motion blur
- WillA
- 98 posts
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I cant get camera motion blur working using H19 and Karma.
Ive got motionblur enabled in the camera effects of the Karma rop.
In the camera node Ive tried setting Shutter Time to 0.5 and 1.0
No motion blur in the Karma render to mplay or disk.
Help!
Ive got motionblur enabled in the camera effects of the Karma rop.
In the camera node Ive tried setting Shutter Time to 0.5 and 1.0
No motion blur in the Karma render to mplay or disk.
Help!
Houdini Lounge » shadows are not available with on board graphics hardware
- WillA
- 98 posts
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This topic is about shadows in the scene viewport not "other features that are required that Intel hardware does not support".
For me shadows establish a visual cue that convey a lot of information about the scene content.
Karma or Mantra can generate renders with high fidelity. If I want fast performance for feedback I use the scene viewport.
The other DCC apps confirm cast shadows can be implemented using this hardware.
Clearly you and I are going to have to agree to disagree on this one.
For me shadows establish a visual cue that convey a lot of information about the scene content.
Karma or Mantra can generate renders with high fidelity. If I want fast performance for feedback I use the scene viewport.
The other DCC apps confirm cast shadows can be implemented using this hardware.
Clearly you and I are going to have to agree to disagree on this one.
Houdini Lounge » shadows are not available with on board graphics hardware
- WillA
- 98 posts
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I understand that Intel on board graphics hardware may lack some features but the other applications I mentioned do provide cast shadows on this hardware.
This shows it is possible.
This shows it is possible.
Houdini Lounge » shadows are not available with on board graphics hardware
- WillA
- 98 posts
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In H19 I cannot turn on shadow casting in the scene viewport.
From my forum searches it seems that on desktops that only have on board graphics
hardware like Intel HD graphics 630, the high quality lighting feature is unavailable.
In the other digital content creation software installed on my desktop(Maya,Unreal,Blender,Sketchup) viewport cast shadows are available.
In the Karma viewport cast shadows are working but the Karma viewport performance is significantly slower than scene viewport
for simulation(like ragdoll) playback.
I was hoping H19 would add support for cast shadows in the scene viewport with my limited graphics hardware. It took me a while to confirm this but the feature is not implemented.
Even when the quality of shadows in the viewport is poor when compared with software rendering they are still very helpful during the early development phase.
There should be a concise statement in the documentation that scene viewport cast shadows are not available for desktops or laptops with only on-board graphics hardware.
I will submit an RFE for this issue.
Your comments to this post would be appreciated.
From my forum searches it seems that on desktops that only have on board graphics
hardware like Intel HD graphics 630, the high quality lighting feature is unavailable.
In the other digital content creation software installed on my desktop(Maya,Unreal,Blender,Sketchup) viewport cast shadows are available.
In the Karma viewport cast shadows are working but the Karma viewport performance is significantly slower than scene viewport
for simulation(like ragdoll) playback.
I was hoping H19 would add support for cast shadows in the scene viewport with my limited graphics hardware. It took me a while to confirm this but the feature is not implemented.
Even when the quality of shadows in the viewport is poor when compared with software rendering they are still very helpful during the early development phase.
There should be a concise statement in the documentation that scene viewport cast shadows are not available for desktops or laptops with only on-board graphics hardware.
I will submit an RFE for this issue.
Your comments to this post would be appreciated.
Technical Discussion » I can't found the High Quality Lighting with Shadows button
- WillA
- 98 posts
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Im running H19.0.383 with a Intel GPU (Intel HD Graphics 630)
I was hoping the new release of Houdini would start supporting shadows in the viewport.
Other 3d apps like UE4.26 or Blender2.9 do support viewport cast shadows on my PC graphics hardware,
why would you say "due to a variety of showstopping issues".
These two viewport controls do not show up in the viewport toolbar on the right.
I was hoping the new release of Houdini would start supporting shadows in the viewport.
Other 3d apps like UE4.26 or Blender2.9 do support viewport cast shadows on my PC graphics hardware,
why would you say "due to a variety of showstopping issues".
These two viewport controls do not show up in the viewport toolbar on the right.
Edited by WillA - Nov. 6, 2021 14:49:31
Technical Discussion » pyro viewport flipbook with motion blur problem
- WillA
- 98 posts
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Hi jsmack,
Your suggestion fixed the flipbook render problem.
In the pyro dop network the toggle option at the bottom "Interpolate Display Data" turned off fixed it.
Here is the resulting pyro flipbook with motionblur
thanks
-Will
Your suggestion fixed the flipbook render problem.
In the pyro dop network the toggle option at the bottom "Interpolate Display Data" turned off fixed it.
Here is the resulting pyro flipbook with motionblur
thanks
-Will
Edited by WillA - Nov. 2, 2021 17:27:15
Technical Discussion » pyro viewport flipbook with motion blur problem
- WillA
- 98 posts
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I continue to experiment with H19 generating viewport pyro flipbooks.
The look is pretty darn nice but when I turn on motion blur in the flipbook settings
there is a rendering gliche. With motionblur turned on it is flashing randomly.
Hopefully someone here can offer a remedy.
This is with motionblur
This is with out motionblur
The look is pretty darn nice but when I turn on motion blur in the flipbook settings
there is a rendering gliche. With motionblur turned on it is flashing randomly.
Hopefully someone here can offer a remedy.
This is with motionblur
This is with out motionblur
Edited by WillA - Nov. 2, 2021 17:27:39
Technical Discussion » turning off the pyro wireframe container in the viewport
- WillA
- 98 posts
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Hi CYTE,
That worked. How the heck did you figure that out? Is it documented somewhere?
I was hoping there was a "visualize container" toggle in one of the nodes in the pyro DOP network.
BTW the hotkey that toggles the wireframe container off and on is shift W in the viewport.
Thanks,
Will
That worked. How the heck did you figure that out? Is it documented somewhere?
I was hoping there was a "visualize container" toggle in one of the nodes in the pyro DOP network.
BTW the hotkey that toggles the wireframe container off and on is shift W in the viewport.
Thanks,
Will
Technical Discussion » turning off the pyro wireframe container in the viewport
- WillA
- 98 posts
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The quality and speed of the viewport pyro render has improved in H19.
I would like to turn off the wireframe container display when generating pyro flipbooks directly from the viewport.
Does anyone know how to do that?
I tried and tried but could not find the magic toggle.
I would like to turn off the wireframe container display when generating pyro flipbooks directly from the viewport.
Does anyone know how to do that?
I tried and tried but could not find the magic toggle.
Edited by WillA - Nov. 2, 2021 02:41:57
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