Really ?
Am I the only one with this issue ?
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Technical Discussion » weird bug in Dops
- gui2one
- 101 posts
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Houdini Indie and Apprentice » Houdini indie 15.5 - Octane
- gui2one
- 101 posts
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ArtyeAbout that … I copied octane plugin files directly into houdini15.5 folder. I read somewhere it removes the need to modify any path into houdini.env, is that right ? or do I have to modify something ?
Yes, it works on OsX. If you are on Windows you should double check the Houdini Path is correct as copy-pasting used to yield invalid character.
Houdini Indie and Apprentice » Houdini indie 15.5 - Octane
- gui2one
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I have an issue too. I happily just bought octane 3, and for now houdini Indie throws an error when loading octane dll. With a message saying something about a wrong version of houdini. I have Indie 15.5.480
Technical Discussion » weird bug in Dops
- gui2one
- 101 posts
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Actually I don't know if it a bug or what but …
I have a relatively simple set up (see attached file). I tried to expand on Peter Quint tutorial [youtube.com] , a nice peeling effect.
Peter uses some magnet force on his video. Which works fine. I tried to introduce some wind using an external velocity field. The problem is this field will have no effect what so ever until I remove all the collisions in the sim. Even with a simple ground plane, wind doesn't have an affect. I don't understand why this happens. Does anybody have a clue ?
I have a relatively simple set up (see attached file). I tried to expand on Peter Quint tutorial [youtube.com] , a nice peeling effect.
Peter uses some magnet force on his video. Which works fine. I tried to introduce some wind using an external velocity field. The problem is this field will have no effect what so ever until I remove all the collisions in the sim. Even with a simple ground plane, wind doesn't have an affect. I don't understand why this happens. Does anybody have a clue ?
Edited by gui2one - May 23, 2016 12:31:39
Houdini Engine for Unity » Trouble with houdini indie 15.5 and unity 5.4.0b13
- gui2one
- 101 posts
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I have troubles with houdini indie 15.5 and unity 5.4.0b13. It's the first time I tried to use H Engine since H15.5
I am trying to build a simple wall asset. I think I didn't do anything unusual, I just exposed an operator path parameter as a base shape for my wall tool. But the parameter is greyed out, I can't drop anything on it.
Is there a bug with houdini 15.5 ?
I am trying to build a simple wall asset. I think I didn't do anything unusual, I just exposed an operator path parameter as a base shape for my wall tool. But the parameter is greyed out, I can't drop anything on it.
Is there a bug with houdini 15.5 ?
Technical Discussion » Reloading Textures, what's the problem ?!
- gui2one
- 101 posts
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Are there any updates on how to reload textures in Houdini ?
I am starting to find it REALLY annoying and kind of ridiculous for Houdini not to be able to reload textures without having to restart .
Are there any plans to make it work some day ?
I am starting to find it REALLY annoying and kind of ridiculous for Houdini not to be able to reload textures without having to restart .
Are there any plans to make it work some day ?
Houdini Engine for Unity » Instancer slots...
- gui2one
- 101 posts
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Hi, I have been trying this approach ( i.e having all possible instances on the first cook).
Everything is normal the first time I preview the game. But if I preview it a second time without rebuilding the asset, all the prefabs ( that I fed into my instancer HDA) loose their position, they are all displayed at 0,0,0 in the world, and , in the scene hierarchy, they are not children of the “instancer” anymore, but belong to root instead. And finally when I stop the game preview. the HDA is automatically rebuilt ( correctly ) , leaving me with a bunch duplicate prefabs at the scene origin.
What I am doing wrong ?
Everything is normal the first time I preview the game. But if I preview it a second time without rebuilding the asset, all the prefabs ( that I fed into my instancer HDA) loose their position, they are all displayed at 0,0,0 in the world, and , in the scene hierarchy, they are not children of the “instancer” anymore, but belong to root instead. And finally when I stop the game preview. the HDA is automatically rebuilt ( correctly ) , leaving me with a bunch duplicate prefabs at the scene origin.
What I am doing wrong ?
Technical Discussion » How to access an Array attributes value ?
- gui2one
- 101 posts
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Hi, I have some geometry with a primitive attribute of type : Array.
In the geometry spreadsheet view I can seen its values, something like:
How do I access these array values with Hscript or even python ?
In the geometry spreadsheet view I can seen its values, something like:
How do I access these array values with Hscript or even python ?
Technical Discussion » Obtaining the position of an object
- gui2one
- 101 posts
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Hi , maybe try to use geometryAtFrame() method
geoPos=geo.geometryAtFrame(hou.frame()).boundingBox().center()
geoPos=geo.geometryAtFrame(hou.frame()).boundingBox().center()
Technical Discussion » problem building hdk example
- gui2one
- 101 posts
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Hi, I tried to build an HDK example file and got this message at build time:
I am on windows 7 using Hindie 15.0.347.
F:\HDK>hcustom -s geoisosurface.C
Making STANDALONE version
Making ‘geoisosurface.o’ from ‘geoisosurface.C’
geoisosurface.C
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_Ar
ray.h(60) : error C3646: ‘noexcept’ : unknown override specifier
c:\program files\side effects software\houdini 15.0.347\toolkit\include\
ut\UT_Array.h(907) : see reference to class template instantiation ‘UT_Array<T>’
being compiled
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_Ar
rayImpl.h(60) : warning C4346: ‘UT_Array<T>::{ctor}’ : dependent name is not a t
ype
prefix with ‘typename’ to indicate a type
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_Ar
rayImpl.h(60) : error C3646: ‘noexcept’ : unknown override specifier
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_St
ringHolder.h(251) : error C3646: ‘noexcept’ : unknown override specifier
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_St
ringHolder.h(804) : error C3646: ‘noexcept’ : unknown override specifier
I did configure MSVCdir env variable to visual studio 12 on my computer, in cprogram file(x86)/… .
Do I need a 64 bits install of visual studio for this to work ?
I am on windows 7 using Hindie 15.0.347.
F:\HDK>hcustom -s geoisosurface.C
Making STANDALONE version
Making ‘geoisosurface.o’ from ‘geoisosurface.C’
geoisosurface.C
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_Ar
ray.h(60) : error C3646: ‘noexcept’ : unknown override specifier
c:\program files\side effects software\houdini 15.0.347\toolkit\include\
ut\UT_Array.h(907) : see reference to class template instantiation ‘UT_Array<T>’
being compiled
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_Ar
rayImpl.h(60) : warning C4346: ‘UT_Array<T>::{ctor}’ : dependent name is not a t
ype
prefix with ‘typename’ to indicate a type
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_Ar
rayImpl.h(60) : error C3646: ‘noexcept’ : unknown override specifier
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_St
ringHolder.h(251) : error C3646: ‘noexcept’ : unknown override specifier
c:\program files\side effects software\houdini 15.0.347\toolkit\include\ut\UT_St
ringHolder.h(804) : error C3646: ‘noexcept’ : unknown override specifier
I did configure MSVCdir env variable to visual studio 12 on my computer, in cprogram file(x86)/… .
Do I need a 64 bits install of visual studio for this to work ?
Technical Discussion » How to change parms folders order in python ?
- gui2one
- 101 posts
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Hi, I am struggling with trying to change a parm folder position ( which is dynamically by a python script ). And by ‘position’ I mean the order in which folders are laid out in the parameters Pane.
I can't find any methods in the doc about this.
Am I missing something ?
I can't find any methods in the doc about this.
Am I missing something ?
Technical Discussion » attribwrangle weird behavior
- gui2one
- 101 posts
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Hi,
I have a simple hip file (see attached file) with a polygon circle, connected to an attribWrangle sop. Nothing fancy.
I was trying to reproduce this : https://www.youtube.com/watch?v=qhbuKbxJsk8 [youtube.com]
The weird thing is that I have to manually disable and re-enable the attribWrangle node for it to recook when I change one of the parameters on it (“exponent”) the other param updates fine ( though at first it was the one not working ) , it also updates when I create a new scene view, the operator is recooked then.
Had the issue with Houdini Indie 15.0.244, updated to 15.0.313, same problem.
I never had this problem before. Is there something wrong with my vex code ?
“run over” parameter is set to : detail(only once)
int iterations = chi(“iterations”);
int exp = chi(“exponent”);
for(int i=0; i<iterations; i++){
int prim = addprim(0,“polyline”);
int vtx1 = addvertex(0,prim, i%iterations);
int vtx2 = addvertex(0,prim, (i*exp)%iterations);
}
gui2one
I have a simple hip file (see attached file) with a polygon circle, connected to an attribWrangle sop. Nothing fancy.
I was trying to reproduce this : https://www.youtube.com/watch?v=qhbuKbxJsk8 [youtube.com]
The weird thing is that I have to manually disable and re-enable the attribWrangle node for it to recook when I change one of the parameters on it (“exponent”) the other param updates fine ( though at first it was the one not working ) , it also updates when I create a new scene view, the operator is recooked then.
Had the issue with Houdini Indie 15.0.244, updated to 15.0.313, same problem.
I never had this problem before. Is there something wrong with my vex code ?
“run over” parameter is set to : detail(only once)
int iterations = chi(“iterations”);
int exp = chi(“exponent”);
for(int i=0; i<iterations; i++){
int prim = addprim(0,“polyline”);
int vtx1 = addvertex(0,prim, i%iterations);
int vtx2 = addvertex(0,prim, (i*exp)%iterations);
}
gui2one
Technical Discussion » export uv coordinates data to XML issue
- gui2one
- 101 posts
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Hi, I am really banging my head against the wall with an issue here:
I am writing some python scripts to export geometry data to Cycles renderer, under a simple xml file.
As far as simple geometry is concern no problem about that.
But I have a really hard time figuring out how to export uvs.
There is not much infos on the XML api for Cycles standalone. But I have read some examples of exporters for other packages
for v in mesh.vertices:
P += “%f %f %f ” % (v.co, v.co, v.co)
verts_and_uvs = zip(mesh.tessfaces, mesh.tessface_uv_textures.active.data)
for f, uvf in verts_and_uvs:
vcount = len(f.vertices)
nverts += str(vcount) + “ ”
for v in f.vertices:
verts += str(v) + “ ”
uvs += str(uvf.uv1) + “ ” + str(uvf.uv1) + “ ”
uvs += str(uvf.uv2) + “ ” + str(uvf.uv2) + “ ”
uvs += str(uvf.uv3) + “ ” + str(uvf.uv3) + “ ”
if vcount==4:
uvs += “ ” + str(uvf.uv4) + “ ” + str(uvf.uv4) + “ ”
node = etree.Element('mesh', attrib={'nverts': nverts.strip(), ‘verts’: verts.strip(), ‘P’: P, ‘UV’ : uvs.strip()})
Below is my houdini version of that.
The script runs fine. But uvs not rendered correctly in Cycles.
I really can't figure out what I am doing wrong.
Does anybody have a clue ?
for v in geo.points():
P += “%s %s %s ” % (v.position(), v.position(), v.position())
uvsList =
for prim in geo.prims():
subList =
for vert in prim.vertices():
subList.append(vert.point().attribValue('uv'))
uvsList.append(subList)
print uvsList
prims_and_uvs = zip(geo.prims(), uvsList)
for prim, uvsList in prims_and_uvs:
vcount = len(prim.vertices())
nverts += str(vcount) + “ ”
for v in prim.vertices():
verts += str(v.point().number()) + “ ”
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
if vcount == 4:
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
node = etree.Element('mesh', attrib={'nverts': nverts.strip(), ‘verts’: verts.strip(), ‘P’: P, ‘UV’ : uvs.strip()})
I am writing some python scripts to export geometry data to Cycles renderer, under a simple xml file.
As far as simple geometry is concern no problem about that.
But I have a really hard time figuring out how to export uvs.
There is not much infos on the XML api for Cycles standalone. But I have read some examples of exporters for other packages
for v in mesh.vertices:
P += “%f %f %f ” % (v.co, v.co, v.co)
verts_and_uvs = zip(mesh.tessfaces, mesh.tessface_uv_textures.active.data)
for f, uvf in verts_and_uvs:
vcount = len(f.vertices)
nverts += str(vcount) + “ ”
for v in f.vertices:
verts += str(v) + “ ”
uvs += str(uvf.uv1) + “ ” + str(uvf.uv1) + “ ”
uvs += str(uvf.uv2) + “ ” + str(uvf.uv2) + “ ”
uvs += str(uvf.uv3) + “ ” + str(uvf.uv3) + “ ”
if vcount==4:
uvs += “ ” + str(uvf.uv4) + “ ” + str(uvf.uv4) + “ ”
node = etree.Element('mesh', attrib={'nverts': nverts.strip(), ‘verts’: verts.strip(), ‘P’: P, ‘UV’ : uvs.strip()})
Below is my houdini version of that.
The script runs fine. But uvs not rendered correctly in Cycles.
I really can't figure out what I am doing wrong.
Does anybody have a clue ?
for v in geo.points():
P += “%s %s %s ” % (v.position(), v.position(), v.position())
uvsList =
for prim in geo.prims():
subList =
for vert in prim.vertices():
subList.append(vert.point().attribValue('uv'))
uvsList.append(subList)
print uvsList
prims_and_uvs = zip(geo.prims(), uvsList)
for prim, uvsList in prims_and_uvs:
vcount = len(prim.vertices())
nverts += str(vcount) + “ ”
for v in prim.vertices():
verts += str(v.point().number()) + “ ”
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
if vcount == 4:
uvs += str(uvsList) + “ ” +str(uvsList) + “ ”
node = etree.Element('mesh', attrib={'nverts': nverts.strip(), ‘verts’: verts.strip(), ‘P’: P, ‘UV’ : uvs.strip()})
Houdini Indie and Apprentice » Houdini indie export to Cycles(standalone)
- gui2one
- 101 posts
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thanks mandrake0
I will study your otl.
At first glance, it looks like we had the same approach.
I went a little further though, and I am stuck at implementing uv coordinates in the mesh exporter part. It's trickier than I thought.
Did you have any luck with uvs at some point ? ( I see there 's no uv in the otl you linked, but maybe you tried on a later version ^^ )
I will study your otl.
At first glance, it looks like we had the same approach.
I went a little further though, and I am stuck at implementing uv coordinates in the mesh exporter part. It's trickier than I thought.
Did you have any luck with uvs at some point ? ( I see there 's no uv in the otl you linked, but maybe you tried on a later version ^^ )
Houdini Indie and Apprentice » Houdini indie export to Cycles(standalone)
- gui2one
- 101 posts
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I just received an answer from SESI telling me it's ok to do that with Indie.
Very glad to read that ^^
Very glad to read that ^^
Houdini Indie and Apprentice » Houdini indie export to Cycles(standalone)
- gui2one
- 101 posts
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Houdini Indie and Apprentice » Houdini indie export to Cycles(standalone)
- gui2one
- 101 posts
- Offline
Yeah, that was my guess to. All I'm doing is very standard I think.
But I don't want to risk having sideFX SWAT team busting my door open , with vdb smoke bombs and everything
But I don't want to risk having sideFX SWAT team busting my door open , with vdb smoke bombs and everything
Houdini Indie and Apprentice » Houdini indie export to Cycles(standalone)
- gui2one
- 101 posts
- Offline
Hi,
I have spent most the last week end working on a bunch python scripts which “exports” houdini data to Cycles renderer xml format. ( standalone version). I had a lot of fun and thing worked out pretty well so far.
But it suddenly occured to me that it might not be ok with Indie licensing. As I can recall, Indie version doesn't not accept third party renderers integration.
There is no real “integration” here; all houdini does is writing some xml files and launching a shell command.
Is what I am doing out of line ?
I have spent most the last week end working on a bunch python scripts which “exports” houdini data to Cycles renderer xml format. ( standalone version). I had a lot of fun and thing worked out pretty well so far.
But it suddenly occured to me that it might not be ok with Indie licensing. As I can recall, Indie version doesn't not accept third party renderers integration.
There is no real “integration” here; all houdini does is writing some xml files and launching a shell command.
Is what I am doing out of line ?
Houdini Lounge » New documentation is great
- gui2one
- 101 posts
- Offline
I'm getting strange chracters for ' apostrophes among others.
I'm having this problem to. I am on Chrome, windows 7.
Technical Discussion » Reloading Textures, what's the problem ?!
- gui2one
- 101 posts
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Hi , I spent almost an hour trying by ANY mean to have Houdini simply reload some textures without having to restart it …. and that's a big fail.
I tried almost everything :
textcache -c -C
glcache -c
opcook …
opupdate
menu : render/update textures
shelf tool : Textures/Clear Texture Cache
All my texture files are on a NAS, would that be the source of my problem ?
I tried almost everything :
textcache -c -C
glcache -c
opcook …
opupdate
menu : render/update textures
shelf tool : Textures/Clear Texture Cache
All my texture files are on a NAS, would that be the source of my problem ?
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