Hi, I tried to open windows, even though in the license app everything looked fine, I can't open Houdini Indie.
It said something along the lines of: No license can be found.
Now, trying to fix it, I messed something up though, I don't understand why this is an issue, clearly the license server recognizes I have a license.
Anyway, now something changed:
Found 52 posts.
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Houdini Indie and Apprentice » License issue after re-installing windows.
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- cheesetroyer
- 52 posts
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Technical Discussion » "Strange" warning appears when rendering in Renderman IPR
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- cheesetroyer
- 52 posts
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Recently the following warning starting showing up in the console, when preview rendering in RenderManForHoudini-24.3-py3 - Houdini 19.0.383.
"IMAGE_REL_AMD64_ADDR32NB relocation requires anordered section layout"
Not sure if this is a problem or something that can just be ignored, but I figured I'd better ask.
It doesn't appear always either, but I think tends to show up when rendering heavier scene files.
All the related search results were on coding forums, so I didn't understand the significance or gravity of it.
"IMAGE_REL_AMD64_ADDR32NB relocation requires anordered section layout"
Not sure if this is a problem or something that can just be ignored, but I figured I'd better ask.
It doesn't appear always either, but I think tends to show up when rendering heavier scene files.
All the related search results were on coding forums, so I didn't understand the significance or gravity of it.
Technical Discussion » Scale cubes within range every frame?
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- cheesetroyer
- 52 posts
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Technical Discussion » Scale cubes within range every frame?
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- cheesetroyer
- 52 posts
- Online
Hi, how can I (attribute) randomize the pscale of copies of cubes every frame?
(I only want to change the pscale value of one axis, between 0 and 1)
(I only want to change the pscale value of one axis, between 0 and 1)
PDG/TOPs » How to include wedge's parameter information in the output.
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- cheesetroyer
- 52 posts
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PDG/TOPs » How to include wedge's parameter information in the output.
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- cheesetroyer
- 52 posts
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Sorry, I am sure this came up many many times already, I just didn't know what to look for..
My goal is to create a large number of geos in a sim, and have a list of the corresponding parameters, to be able to see which values resulted in something I like.
Parameters:
Noise Type
Frequency
Roughness
etc.
Now I would like to output each wedge's parameters, either to a (separate) text file or a list, with the wedgeindex and all the changing parameters
$HIPNAME.$OS.`@wedgeindex`.bgeo
Noise type: Alligator
Frequency: 0.1
Roughness: 0.5
etc.
Or, I don't know if it is bad practice to have long names.. include the parameters in the file name?
Wedge0123.$F4.NA.F0.1.R0.5.bgeo
Not sure how to achieve this
Alternatively, how could do I make the Font SOP display a Parameter's name and the currently set value?
Thanks.
My goal is to create a large number of geos in a sim, and have a list of the corresponding parameters, to be able to see which values resulted in something I like.
Parameters:
Noise Type
Frequency
Roughness
etc.
Now I would like to output each wedge's parameters, either to a (separate) text file or a list, with the wedgeindex and all the changing parameters
$HIPNAME.$OS.`@wedgeindex`.bgeo
Noise type: Alligator
Frequency: 0.1
Roughness: 0.5
etc.
Or, I don't know if it is bad practice to have long names.. include the parameters in the file name?
Wedge0123.$F4.NA.F0.1.R0.5.bgeo
Not sure how to achieve this
Alternatively, how could do I make the Font SOP display a Parameter's name and the currently set value?
Thanks.
Technical Discussion » Control RBD sim's points' time offset with spectrum chop?
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- cheesetroyer
- 52 posts
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I want to combine to setups from two separate tutorials.
In the hip file I have both setups.
One is using the time offset and in a point wrangle a chramp's shape to offset the sim along the Z axis in a loop.
I got permission to share their setups, if the goal was to ask for help.
https://entagma.com/kinefx-101-pt-9-retiming-simulations-with-diy-motion-clips/ [entagma.com]
The other one is using a spectrum chop to displace a line's points along Y.
Houdini CHOP Talk 3 Audio Processing 1 - Audio Spectrum
https://www.youtube.com/watch?v=J754SLvE7BQ&t=2129s [www.youtube.com]
I would like to drive the time offset of the RBD bullet sim's points with the audio spectrum.
Instead of displacing the points along why, the spectrum's spikes should drive the time offset.
The audio file is a royalty free song, linked to in the second tutorial's description.
https://drive.google.com/file/d/1DPsUEJT6uft1a4CMy2qpap4X-_tBK9mf/view?usp=sharing [drive.google.com]
https://drive.google.com/file/d/1jQYdnoOhZmZgVV-wqVpSw7uTfG3NG6s3/view?usp=sharing [drive.google.com]
https://drive.google.com/file/d/1E5zgtsD4ut3UMAVI9E0Mht8moR6hHbNC/view?usp=sharing [drive.google.com]
https://drive.google.com/file/d/1wNLgV_xBZueqtRDVXdfdYZ4bJ5IzRDJ0/view?usp=sharing [drive.google.com]
In the hip file I have both setups.
One is using the time offset and in a point wrangle a chramp's shape to offset the sim along the Z axis in a loop.
I got permission to share their setups, if the goal was to ask for help.
https://entagma.com/kinefx-101-pt-9-retiming-simulations-with-diy-motion-clips/ [entagma.com]
The other one is using a spectrum chop to displace a line's points along Y.
Houdini CHOP Talk 3 Audio Processing 1 - Audio Spectrum
https://www.youtube.com/watch?v=J754SLvE7BQ&t=2129s [www.youtube.com]
I would like to drive the time offset of the RBD bullet sim's points with the audio spectrum.
Instead of displacing the points along why, the spectrum's spikes should drive the time offset.
The audio file is a royalty free song, linked to in the second tutorial's description.
https://drive.google.com/file/d/1DPsUEJT6uft1a4CMy2qpap4X-_tBK9mf/view?usp=sharing [drive.google.com]
https://drive.google.com/file/d/1jQYdnoOhZmZgVV-wqVpSw7uTfG3NG6s3/view?usp=sharing [drive.google.com]
https://drive.google.com/file/d/1E5zgtsD4ut3UMAVI9E0Mht8moR6hHbNC/view?usp=sharing [drive.google.com]
https://drive.google.com/file/d/1wNLgV_xBZueqtRDVXdfdYZ4bJ5IzRDJ0/view?usp=sharing [drive.google.com]
Edited by cheesetroyer - March 23, 2022 21:24:01
Technical Discussion » Does UDIM scale affect the resolution of an island?
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- cheesetroyer
- 52 posts
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Thank you very much, I will try out what you said.
Edit: It took me a while to figure it out, but I got it now. Thanks
Edit: It took me a while to figure it out, but I got it now. Thanks
Edited by cheesetroyer - Feb. 21, 2022 11:15:53
Technical Discussion » Does UDIM scale affect the resolution of an island?
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- cheesetroyer
- 52 posts
- Online
Technical Discussion » Does UDIM scale affect the resolution of an island?
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- cheesetroyer
- 52 posts
- Online
I am using Substance Painter for the first time and using Houdini to export UDIMs to it.
This is not really relevant for this project, since I don't need high-res textures.
But while exporting I wondered if the scaling of the different islands affects the resolution of textures in general, or when exporting to Substance or Unreal Engine for example.
I failed to recreate it, but before when I had the UV Layout Scale set to fixed, they all seemed to have the same UV scale, but some of the larger pieces where below 0 in the coordinate space, which caused issues upon exporting to substance painter.
Anyway, as you can see in the screenshots, the tires take up the same space as the airplane's body. So I am wondering how that might affect rendering in Houdini but mostly when exporting to other DCCs.
Or does it not matter when using procedural materials?
attach]UDIM_scale_maximum_viewport.PNG
This is not really relevant for this project, since I don't need high-res textures.
But while exporting I wondered if the scaling of the different islands affects the resolution of textures in general, or when exporting to Substance or Unreal Engine for example.
I failed to recreate it, but before when I had the UV Layout Scale set to fixed, they all seemed to have the same UV scale, but some of the larger pieces where below 0 in the coordinate space, which caused issues upon exporting to substance painter.
Anyway, as you can see in the screenshots, the tires take up the same space as the airplane's body. So I am wondering how that might affect rendering in Houdini but mostly when exporting to other DCCs.
Or does it not matter when using procedural materials?
attach]UDIM_scale_maximum_viewport.PNG
Edited by cheesetroyer - Feb. 21, 2022 04:42:48
Technical Discussion » Color Editor mismatch.
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- cheesetroyer
- 52 posts
- Online
Thank you, I guess that is a relief.
But I am not sure if you I understand what you are saying.
So it is simply because I setup ACES?
How would you approach this problem then?
Should I remove the ACES setup?
Can I simply turn it off temporarily in the settings, without having to remove the line in the houdini.env every time I want to do something like this?
Or is it just due to these three options that I choose in the color editor?
View: sRGB
Pick: ACEScg
Input: Role - Scene - Linear
And if so, which ones should I choose instead?
Thank you.
But I am not sure if you I understand what you are saying.
So it is simply because I setup ACES?
How would you approach this problem then?
Should I remove the ACES setup?
Can I simply turn it off temporarily in the settings, without having to remove the line in the houdini.env every time I want to do something like this?
Or is it just due to these three options that I choose in the color editor?
View: sRGB
Pick: ACEScg
Input: Role - Scene - Linear
And if so, which ones should I choose instead?
Thank you.
Edited by cheesetroyer - Jan. 12, 2022 04:54:07
Technical Discussion » Color Editor mismatch.
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- cheesetroyer
- 52 posts
- Online
Hi, I hope this is the right section..
I know this is not a new topic, but I was hoping the SESI team could give advice on the correct settings for the color editor.
This issue existed for me in different versions of Houdini: 18, 18.5 and 19, as well as with and without ACES installed and with two different monitors (which where admittedly not the best).
We have the option to pick a color space three times: View, Pick, Input.
Maybe that's what I did wrong?
I have attached a screenshot, showing how I used a converter to convert RGB 0-255 to RGB 0-1.
Supposedly this should give me the exact same color.
However when typing the numbers in Houdini the color doesn't match up with the original color.
I hope that it was my own ineptitude and would gladly be corrected and pointed to the right settings.
However if it isn't my fault but Houdini's then that would be quite frustrating and I hope SESI could address it soon.
I see 3 different colors.
I know this is not a new topic, but I was hoping the SESI team could give advice on the correct settings for the color editor.
This issue existed for me in different versions of Houdini: 18, 18.5 and 19, as well as with and without ACES installed and with two different monitors (which where admittedly not the best).
We have the option to pick a color space three times: View, Pick, Input.
Maybe that's what I did wrong?
I have attached a screenshot, showing how I used a converter to convert RGB 0-255 to RGB 0-1.
Supposedly this should give me the exact same color.
However when typing the numbers in Houdini the color doesn't match up with the original color.
I hope that it was my own ineptitude and would gladly be corrected and pointed to the right settings.
However if it isn't my fault but Houdini's then that would be quite frustrating and I hope SESI could address it soon.
I see 3 different colors.
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