Confirmed, here is also something strange happens with focus frustrum clipping.
SuSE 10.1 x86_64, nVidia GeForce 7800GT with 8774 drivers, Houdini 8.1.691 32bit
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Technical Discussion » BUG: Focus Frustum Clipping not working in 8.1
- mlesin
- 176 posts
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Technical Discussion » BUG: mplay + xorg + "fit window to image" = X hang
- mlesin
- 176 posts
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Technical Discussion » BUG: mplay + xorg + "fit window to image" = X hang
- mlesin
- 176 posts
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wow! the same issue on quadro.. It's really something wrong with that drivers..
As for other hand, now you know how to reproduce it so you may isolate sequence of procedure calls that cause that hang, to help nvidia find a problem
As for other hand, now you know how to reproduce it so you may isolate sequence of procedure calls that cause that hang, to help nvidia find a problem
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- mlesin
- 176 posts
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diulaThat's not a two cents, that's almost a dollar!
“How can we make Houdini a better modeler?” -a great topic that went horribly wrong due to the person who started it…that's what this has turned into
Anyway, here is my 2 cents on it…
<..wise thougths are skipped..>
I completely agree with you and wishing all of us that SESI would take a look at it at least.
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- mlesin
- 176 posts
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First of all, count down. I understand that you think your opinion is the best, but let's have a respect to each other.
You're mentioned maya modeler as an example, but there IS exactly the same concept of building a history as you model. The only difference is that it's not in side window there by default, so in order to see it, you'd have to go to hypergraph. There are exactly the same nodes (mostly). You're just become accustomed to regularly delete that history there to speedup your work.
But why you can't do the same in Houdini? Just close the network editor, leaving the viewport alone and model like in maya without a single thought of nodes. When you'll need to delete a history, just put the “lock” sign on last node and delete all the others. Thats all.
I modelled in maya, and modelled in houdini, and i found their conceptions as the same. The difference is only in force of habit and different names of the same nodes.
You're mentioned maya modeler as an example, but there IS exactly the same concept of building a history as you model. The only difference is that it's not in side window there by default, so in order to see it, you'd have to go to hypergraph. There are exactly the same nodes (mostly). You're just become accustomed to regularly delete that history there to speedup your work.
But why you can't do the same in Houdini? Just close the network editor, leaving the viewport alone and model like in maya without a single thought of nodes. When you'll need to delete a history, just put the “lock” sign on last node and delete all the others. Thats all.
I modelled in maya, and modelled in houdini, and i found their conceptions as the same. The difference is only in force of habit and different names of the same nodes.
Edited by - Aug. 17, 2006 12:15:41
Technical Discussion » Roll parameter for Look At
- mlesin
- 176 posts
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But I think it would be useful to have roll working as an offset from upvector direction… Exactly like it work without upvector (actully it uses constant up vector 0,1,0 in that case i suppose)
Technical Discussion » SoftPeak and SoftTransform SOPs aren't "soft"
- mlesin
- 176 posts
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Technical Discussion » SoftPeak and SoftTransform SOPs aren't "soft"
- mlesin
- 176 posts
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I'm creating a grid sop, attaching soft transform sop, making some changes there.
It acts like a simple transform, without any falloffs i'm expecting to get. Soft radius parameter have no effect.
The same happens with soft peak sop.
Houdini 8.1.691 32bit
It acts like a simple transform, without any falloffs i'm expecting to get. Soft radius parameter have no effect.
The same happens with soft peak sop.
Houdini 8.1.691 32bit
Technical Discussion » Roll parameter for Look At
- mlesin
- 176 posts
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Why roll parameter works only when Look At Up Vector set to Don't use up vector?
It isn't greyed out in Use Up Vector or Use Quaternion, so I suppose it should work…
I don't know about Use Quaternion mode, but for Use Up Vector mode I find it useful
P.S. Path object is not used
P.P.S. Yes I know i can workaround this using null with Look Up as a parent and rotating a child
It isn't greyed out in Use Up Vector or Use Quaternion, so I suppose it should work…
I don't know about Use Quaternion mode, but for Use Up Vector mode I find it useful
P.S. Path object is not used
P.P.S. Yes I know i can workaround this using null with Look Up as a parent and rotating a child
Technical Discussion » RFE: rotation and scale velocity attributes for motion blur
- mlesin
- 176 posts
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Antoine DurrThanks, it's much clearer now.
So while the granularity of point instancing is limited to a transform blur for each instance, overall, it is a deformation blur because the instance points have time-varying attributes that are read at both shutter-open and shutter-close.
Technical Discussion » BUG: mplay + xorg + "fit window to image" = X hang
- mlesin
- 176 posts
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Technical Discussion » Point Instance Animation
- mlesin
- 176 posts
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I'm also interested in answer to that question, so I'm here because I wouldn't want to miss it. I just haven't found how to subscribe to topic changes without writing there..
Technical Discussion » RFE: rotation and scale velocity attributes for motion blur
- mlesin
- 176 posts
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Ok, I've got your idea.
Actually I didn't knew deformation MB works for point instancing. (BTW, it's unclear why “deformation”?? Isn't it transformation blur for each instanced object?)
My RFE was related to “Velocity Attribute Blur” mode, which doesn't take any N, UP and pscale animation into account.
Anyway, thanks for the trick, it's really helpful.
Actually I didn't knew deformation MB works for point instancing. (BTW, it's unclear why “deformation”?? Isn't it transformation blur for each instanced object?)
My RFE was related to “Velocity Attribute Blur” mode, which doesn't take any N, UP and pscale animation into account.
Anyway, thanks for the trick, it's really helpful.
Houdini Lounge » Why there is no way to save edge selection in a group?
- mlesin
- 176 posts
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Nice trick but it's implementation is very limited. Try to create closed the edge selection form in your example… something like… 0-2 5 4 7 6 3 0
You see… 0 can't be included twice here.
Is this situation with Points and Primitives have only historical reason or any other motivation?
I think it would be great if edges (and possibly verticies) can be also grouped.. I understand that because it would be required to make changes in houdini's kernel to do so and therefore it will always stay in my dreams forever
You see… 0 can't be included twice here.
Is this situation with Points and Primitives have only historical reason or any other motivation?
I think it would be great if edges (and possibly verticies) can be also grouped.. I understand that because it would be required to make changes in houdini's kernel to do so and therefore it will always stay in my dreams forever
Houdini Lounge » Why there is no way to save edge selection in a group?
- mlesin
- 176 posts
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I'm puzzled why I can't save edge selection in a group, especially if i want to do it in a procedural way that group SOP provides?
Technical Discussion » RFE: rotation and scale velocity attributes for motion blur
- mlesin
- 176 posts
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Technical Discussion » HDK installation problems under Linux
- mlesin
- 176 posts
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Then you should set library folder back to X11R6/lib and set -m32 option for the compiler, as Pagefan said.
Technical Discussion » BUG: mplay + xorg + "fit window to image" = X hang
- mlesin
- 176 posts
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twodI've tried, no effect.
You could try disabling irqbalance, as stated in …
BTW, installed Gnome and tried - still the same thing.
Technical Discussion » BUG: mplay + xorg + "fit window to image" = X hang
- mlesin
- 176 posts
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twodI felt it
Well, that bit of NV dump looks about as useful to me as it likely does to anyone else, I'm afraid.
twodI also thought about that, and therefore tried it in TWM (very very simple window manager), i've just have no gnome installed. And, in TWM there was exactly the same thing I had in KDE
The window manager also uses the video card to do various things in 2D. I'm running sawfish with Gnome, and although MPlay occasionally locks up on exit, I've never had it lock up on resize. So it's entirely possible that the window manager is changing the conditions of the test, and thus giving us different results.
twod1) No.
Do you 1) have a dual monitor setup? 2) work with multiple workspaces? Just trying to think of other possible differences.
2) What do you mean “workspaces”? I have 2 desktops in KDE, but Im afraid it doesn't matter because in TWM there was only one possible
twodI've read almost all posts on nVidia forum that may relate to my problem, but I've noticed almost all of similar posts are describing problems everywhere, in almost any OpenGL intensive application.
However, this doesn't look too promising:
http://www.nvnews.net/vbulletin/showthread.php?t=71750 [nvnews.net]
But the 100% CPU timeouts & hangs sound very similar to the problem you're describing. You could try disabling irqbalance, as stated in this post (second post):
http://www.nvnews.net/vbulletin/showthread.php?t=74547 [nvnews.net]
In my case, however, the problem arise only in mplay and nowhere else.
The first time I saw that I thought something wrong with my hardware, but after I saw it on other PC's with completely different configs then my, I think it's related to some combination of driver version and xorg version (and maybe configuration) and to kernel of course..
And maybe only some unique sequence of commands used in mplay arise that bug from such combination
Twod, can you say exact version of xorg you're running, and your PC config? I'll try to compare it to mine.
The other thing that we may try (don't know if it's possible) If you make some special build of mplay with printf's there and there, to help you get an idea about the piece of code where the bug arises…
Technical Discussion » HDK installation problems under Linux
- mlesin
- 176 posts
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You've compiled 64bit plugin. Are you sure you trying to load it into 64bit version of houdini?
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