Hey Guys;
I am having trouble installing an apprentice license on my mac. I'm on OS X Version 10.7.4 and have downloaded 12.1.33.
1. The Houdini License Administrator pops up.
2. I choose “Install (or reinstall) my free Houdini Apprentice license…”.
3. I click “Next”
4. I accept the “End User License Agreement”.
5. The window that says “The non-commercial licenses were successfully installed. What would you like to do next?” pops up.
6. I click ‘Run’.
7. The process starts over at #1.
Found 133 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » License Server Keeps Asking to Install
- fxrod
- 133 posts
- Offline
Houdini Indie and Apprentice » Q: Color Transfer to Volume (Isooffset)
- fxrod
- 133 posts
- Offline
However, my previous post doesn't solve your scatter problem. Seems you want to scatter points in the volume based on the color attribute?
Houdini Indie and Apprentice » Q: Color Transfer to Volume (Isooffset)
- fxrod
- 133 posts
- Offline
You can ‘add’ color to your smoke in SOPs using the volume SOPs. If you're using the ‘Basic Smoke’ shader that comes with Houdini, you can name your volume ‘Cd’ and it'll pick up the color. Depends how you want to apply that color, of course.
One quick way for you to get the idea would be to add a Volume Ramp SOP to your volume in SOPs. Turn on ‘Use Color Ramp’. Then, change the ‘New Name’ to Cd. Apply your smoke shader and render.
One quick way for you to get the idea would be to add a Volume Ramp SOP to your volume in SOPs. Turn on ‘Use Color Ramp’. Then, change the ‘New Name’ to Cd. Apply your smoke shader and render.
Houdini Indie and Apprentice » How to identify specific Voronoi Piece numbers?
- fxrod
- 133 posts
- Offline
If you want it perfectly attached to the other piece without any further sim, you can do it in SOPs. Make sure the ‘replacing’ piece has the same ‘name’ attribute as the ‘replaced’ piece. Same goes if you're using the ‘groups’ instead of names. Then, wire the ‘replacing’ piece into a DOP Import SOP. It should pick up the same position as the ‘replaced’ piece.
Houdini Indie and Apprentice » How to identify specific Voronoi Piece numbers?
- fxrod
- 133 posts
- Offline
There are many ways to do this.
1) In DOPs, you can view the objnames by turning on the ‘Object names’ in the viewport's display options. Just hit ‘d’ in the viewport.
2) In SOPs, you can view set a custom attribute display called ‘name’ from the prim attribute that comes from the voronoi fracture SOP. This will show you the name for each primitive. Kinda hard to read, but better than nothing!
3) Put down a delete SOP and cycle through all the ‘piece*’ groups. Cumbersome, but you can isolate the pieces easily this way.
In all non-DOPs methods, it's easiest to put down an ‘Exploded View’ SOP to separate the pieces out.
1) In DOPs, you can view the objnames by turning on the ‘Object names’ in the viewport's display options. Just hit ‘d’ in the viewport.
2) In SOPs, you can view set a custom attribute display called ‘name’ from the prim attribute that comes from the voronoi fracture SOP. This will show you the name for each primitive. Kinda hard to read, but better than nothing!
3) Put down a delete SOP and cycle through all the ‘piece*’ groups. Cumbersome, but you can isolate the pieces easily this way.
In all non-DOPs methods, it's easiest to put down an ‘Exploded View’ SOP to separate the pieces out.
Technical Discussion » Wll houdini 12 replace old version hip file's nodes ?
- fxrod
- 133 posts
- Offline
Yes. H12 will automatically update to use the new architecture. Essentially, when the operator types are the same, Houdini knows to grab the one in the HFS directory of the version you're in.
Technical Discussion » NEW: Protect Your Shelves With <readOnly/>
- fxrod
- 133 posts
- Offline
Hey Guys;
Say you have a write-protected shelf in your production. A user goes and drags a tool onto that shelf. All of a sudden, their shelf is saved in their home dir as Default.shelf!! Now, they can't receive any updates to the shelf!
How do you stop this insanity? Side FX has graciously created a <readOnly/> tag that you can add to the .xml code. From now on, no one can muck with the shelves. They'll have to manually edit the .xml code. (Which is a more reliable way of working).
Ideally, the shelf system would be more robust so that you wouldn't have to concern yourself with this. But, it's a great workaround, methinks.
Say you have a write-protected shelf in your production. A user goes and drags a tool onto that shelf. All of a sudden, their shelf is saved in their home dir as Default.shelf!! Now, they can't receive any updates to the shelf!
How do you stop this insanity? Side FX has graciously created a <readOnly/> tag that you can add to the .xml code. From now on, no one can muck with the shelves. They'll have to manually edit the .xml code. (Which is a more reliable way of working).
Ideally, the shelf system would be more robust so that you wouldn't have to concern yourself with this. But, it's a great workaround, methinks.
Technical Discussion » houdini.pref
- fxrod
- 133 posts
- Offline
Just following up on this for posterity.
The correct way is:
<config dir>:<user>:<shot>:<show>:<site>
It most definitely has to be at the top of the Houdini path.
Hope this helps somebody.
The correct way is:
<config dir>:<user>:<shot>:<show>:<site>
It most definitely has to be at the top of the Houdini path.
Hope this helps somebody.
Houdini Indie and Apprentice » Display custom attribute problem
- fxrod
- 133 posts
- Offline
This is definitely a bug! I've seen it, too. You'd think checking the checkbox in the display options would do it.
Nope!
You have to then activate it in the toolbar on the right of the viewport!
Nope!
You have to then activate it in the toolbar on the right of the viewport!
Houdini Indie and Apprentice » primitives flipping
- fxrod
- 133 posts
- Offline
Looks like you have multiple prims on your geometry even after the fuse. You'll want one resultant prim. To do that, I use the add SOP to keep only points and add them by group to have a single face.
See the attached.
See the attached.
Technical Discussion » Custom icon in wiki help not working
- fxrod
- 133 posts
- Offline
This is working in H12.0.634.
You'll need to add the icon as an ‘Extra File’, since the helpserver will need to know what type of image it is.
Then, you can refer to the icon like this.
#largeicon: opdef:.?MyIcon.png
You'll need to add the icon as an ‘Extra File’, since the helpserver will need to know what type of image it is.
Then, you can refer to the icon like this.
#largeicon: opdef:.?MyIcon.png
Work in Progress » Snack Cake WIP
- fxrod
- 133 posts
- Offline
Might be cool to advect two UV sets and blend between the two. This way, once the first UV set gets too stretchy, you can cycle into another set and keep the stretching at bay.
Technical Discussion » Custom icon in wiki help not working
- fxrod
- 133 posts
- Offline
I got a bug open with Houdini and they're following up on this. Those low pri things are the sweeteners that can push Houdini to a state of elegance!
I'll report back when I get something out of them!
I'll report back when I get something out of them!
Technical Discussion » houdini.pref
- fxrod
- 133 posts
- Offline
When you say you need to add the houdini.pref.nosave to the ‘top of the Houdini path’, do you mean at the beginning or the end?
My path structure is like this.
<user>:<shot>:<show>:<site>
If I add the .nosave to the <site> would this not work?
My path structure is like this.
<user>:<shot>:<show>:<site>
If I add the .nosave to the <site> would this not work?
Technical Discussion » Preferences -> Hip File Options
- fxrod
- 133 posts
- Offline
Does anyone know what .pref file the Unit Length and Unit Mass preferences get saved to? It doesn't seem to appear anywhere in the houdini.pref file.
Work in Progress » Snack Cake WIP
- fxrod
- 133 posts
- Offline
Houdini Indie and Apprentice » Tutorials
- fxrod
- 133 posts
- Offline
I agree with circusmonkey. If you're getting started, stay focused. The rabbit hole runs deep, my friend.
Houdini Indie and Apprentice » Detailed cracks with Voronoi
- fxrod
- 133 posts
- Offline
I tend to prefer using a combination of fracturing.
1. Use a jagged, detailed edge for the hero fractures.
2. Use the voronoi fracture for smaller pieces that will likely be mblurred to high-hell anyways.
3. Use bump maps to give interior faces detail.
4. If bump isn't enough, add displacement.
Ultimately, the beauty of the voronoi is the lightweight geometry, and you don't want to compromise speed for potentially very little payback.
1. Use a jagged, detailed edge for the hero fractures.
2. Use the voronoi fracture for smaller pieces that will likely be mblurred to high-hell anyways.
3. Use bump maps to give interior faces detail.
4. If bump isn't enough, add displacement.
Ultimately, the beauty of the voronoi is the lightweight geometry, and you don't want to compromise speed for potentially very little payback.
Houdini Indie and Apprentice » Tutorials
- fxrod
- 133 posts
- Offline
The cmiVFX tutorials tend to be pretty specific, even though they are titled under broad topics. For example, the VEX lessons are very specific to one type of project and doesn't include as broad an overview as I had hoped. I really enjoyed the Rubik's cube python video for building assets, but it's also pretty narrowly-scoped.
The Old School Blogs are for intermediate users and have very good production tips-tricks. The Master Classes on the site are pretty advanced.
However, for beginners, the First Steps Webinars are great.
The Old School Blogs are for intermediate users and have very good production tips-tricks. The Master Classes on the site are pretty advanced.
However, for beginners, the First Steps Webinars are great.
Technical Discussion » Distributing Shelf Tools
- fxrod
- 133 posts
- Offline
I agree. There's so much potential there, but they are implemented as an after-though, it feels. Try adding this to a versioning system and you're in for a bumpy ride!
Hey Peter!
Hey Peter!
-
- Quick Links