I could be wrong, but I think it only shows up if there are some assets loaded that aren't categorized into another Tab menu category.
If you do have such an asset loaded, maybe try the Tab menu from the network editor, instead of the viewport, (though I'd expect the viewport Tab menu to contain everything that the network editor Tab menu contains, so that probably won't make a difference).
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Houdini Indie and Apprentice » can't find "Digital Asset" on tab menu
- neil_math_comp
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Houdini Indie and Apprentice » Exporting Data from Geometry Spreadsheet
- neil_math_comp
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The link you posted is to the Houdini 11.0 docs, specifically the old POPs (not in DOPs). The new POPs (in DOPs) was added in Houdini 12.5, and the old POPs has been hidden for a while.
A Python SOP is probably a reasonable approach. There might be a simpler approach, though I'm not familiar enough with the Python interface to suggest something simpler. However, it'd be invoked by just cooking the Python SOP, (e.g. setting the display flag on it and displaying it in the viewport, or alternatively, just middle-clicking on the node), not from a Python Shell pane.
Someone might have already made an asset to export to something like CSV automatically. I know I've made one to do the opposite.
A Python SOP is probably a reasonable approach. There might be a simpler approach, though I'm not familiar enough with the Python interface to suggest something simpler. However, it'd be invoked by just cooking the Python SOP, (e.g. setting the display flag on it and displaying it in the viewport, or alternatively, just middle-clicking on the node), not from a Python Shell pane.
Someone might have already made an asset to export to something like CSV automatically. I know I've made one to do the opposite.
Houdini Indie and Apprentice » Selecting Primitives
- neil_math_comp
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This was fixed a couple weeks ago. Please try either the latest production build: https://www.sidefx.com/download/ [www.sidefx.com] or a daily build: https://www.sidefx.com/download/daily-builds/ [www.sidefx.com]
Houdini Indie and Apprentice » First boolean. Strange edge issue
- neil_math_comp
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That's a “bridge” edge, so that the top and bottom polygons can have holes in them. If there were no bridge to the middle, there'd be two separate polygons: the outer quad, and the inner dodecagon wound backwards. If you really want that, you can use a Dissolve SOP to dissolve the edge, and turn off bridging.
As for dealing with issues with extrusion afterward, that depends on the specifics of what extrusion you're trying to do. I'd hope that most cases of extrusion would work as expected.
As for dealing with issues with extrusion afterward, that depends on the specifics of what extrusion you're trying to do. I'd hope that most cases of extrusion would work as expected.
Technical Discussion » Houdini won't load .OBJ files
- neil_math_comp
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If you find anything interesting from Process Monitor, please post it submit a bug report. That could be quite helpful.
Edit: Whoops! It didn't occur to me that it might (or might not) pose a privacy/security risk to you to post Process Monitor data, so it's probably safest not to directly post a file on a public forum.
Edit: Whoops! It didn't occur to me that it might (or might not) pose a privacy/security risk to you to post Process Monitor data, so it's probably safest not to directly post a file on a public forum.
Edited by neil_math_comp - June 5, 2018 13:22:24
Houdini Indie and Apprentice » Hiding a "master"/"template" geometry from both OpenGL display and render?
- neil_math_comp
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Could you post a HIP file?
If you're talking about guide geometry, I seem to recall that you can disable that either by right-clicking on the node state button on the left of the viewport and unchecking the guide you'd like to disable, or turning off all guide geometry in the Display Options.
However, guide geometry never shows up in renders, as far as I know, so I'm not sure that's what you're talking about. If something is showing up in renders, it must have the display/render flag on. If the thing you don't want displayed is an object, you can uncheck the object's display flag. If it's a SOP in a network and you want a different node displayed, set the display flag to the SOP you'd like displayed.
If you're talking about guide geometry, I seem to recall that you can disable that either by right-clicking on the node state button on the left of the viewport and unchecking the guide you'd like to disable, or turning off all guide geometry in the Display Options.
However, guide geometry never shows up in renders, as far as I know, so I'm not sure that's what you're talking about. If something is showing up in renders, it must have the display/render flag on. If the thing you don't want displayed is an object, you can uncheck the object's display flag. If it's a SOP in a network and you want a different node displayed, set the display flag to the SOP you'd like displayed.
Houdini Indie and Apprentice » Houdini Apprentice and "What's up with selections in 16.5.473"
- neil_math_comp
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joxYep. You can download and install a daily build from https://www.sidefx.com/download/daily-builds/ [www.sidefx.com]
is it possible to update
Houdini Apprentice to the latest build ?
Technical Discussion » Noisy Ocean Rendering
- neil_math_comp
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mawnYep. I'm assuming that the issue is that it's not dicing enough far away from the camera, so it might help to increase the amount of dicing by increasing the Shading Quality Multiplier to 2 or more.
it's the part of the ocean, that's far away from the camera, at the horizon, that troubles me.
If that doesn't help, it would be useful if you could post a HIP file demonstrating the issue.
Technical Discussion » Noisy Ocean Rendering
- neil_math_comp
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It's probably an issue with the dicing quality; it's probably switching to undiced geometry too close to the camera. That seems to come up fairly often with renders of somewhat-but-not-very flat oceans.
On the Rendering > Dicing tab of the Mantra ROP, try setting the Shading Quality Multiplier to 2 and see if that makes a difference. There might also be some tweaks to the Z-Importance parameter that would be useful, but I don't remember the exact behaviour of it.
On the Rendering > Dicing tab of the Mantra ROP, try setting the Shading Quality Multiplier to 2 and see if that makes a difference. There might also be some tweaks to the Z-Importance parameter that would be useful, but I don't remember the exact behaviour of it.
Technical Discussion » Windows HDK project setup
- neil_math_comp
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No problem. If you have any questions, feel free to ask. It's unfortunate that there aren't more of our HDK plugin examples ported to CMake yet, but at least there are 2 of them now, (SOP_Star and SOP_WindingNumber).
Technical Discussion » Windows HDK project setup
- neil_math_comp
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The only safe ways to build HDK plugins are using hcustom, CMake, or Makefiles (if you carefully follow the instructions for Makefiles in the HDK docs). I strongly recommend using hcustom or CMake, because it's significantly easier to set up than trying to mash something together manually that will correctly build against the HDK. I've seen a bunch of Visual Studio projects circulating that don't work 100% correctly, but that look on the surface like they work.
I added another HDK SOP example using CMake a few days ago, (you might need to download a daily build, instead of the production build). It's relatively easy to set up. Just copy the toolkit/samples/SOP/SOP_WindingNumber directory to somewhere outside the Houdini installation directory, make sure to change the CMakeLists.txt file's
You're correct that Houdini 16.5 HDK plugins require VS2015, specifically Update 3. (Update 2 had a bunch of serious bugs.)
I added another HDK SOP example using CMake a few days ago, (you might need to download a daily build, instead of the production build). It's relatively easy to set up. Just copy the toolkit/samples/SOP/SOP_WindingNumber directory to somewhere outside the Houdini installation directory, make sure to change the CMakeLists.txt file's
CMAKE_PREFIX_PATH
line to point to the toolkit/cmake directory in the Houdini installation. You can use either the CMake GUI or the command line to build, so if you want to integrate it into QtCreator, you can probably have the command line get run as a custom build operation in QtCreator. You can alternatively have it run hcustom, if the plugin has only one cpp file.You're correct that Houdini 16.5 HDK plugins require VS2015, specifically Update 3. (Update 2 had a bunch of serious bugs.)
Technical Discussion » How do I get node name from @OpInput1
- neil_math_comp
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Does the following not work?
In most cases, if you put a comma after between two expressions, it makes a single expression that evaluates both sides, ignores the value of the first, and yields the value of the second, so:
would evaluate-but-ignore the value of
s@name = @OpInput1;
In most cases, if you put a comma after between two expressions, it makes a single expression that evaluates both sides, ignores the value of the first, and yields the value of the second, so:
s@name = (@OpInput1,"$OS");
would evaluate-but-ignore the value of
@OpInput1
, then would assign the "$OS"
to s@name
.
Houdini Indie and Apprentice » Primitive selection is not selecting what it should
- neil_math_comp
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Hi! This is apparently fixed in a recent daily build. Could you try installing 16.5.483 or later from https://www.sidefx.com/download/daily-builds/ [www.sidefx.com] and see if that fixes it?
Houdini Indie and Apprentice » Can't select point under mouse cursor
- neil_math_comp
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Hi! This is apparently fixed in a recent daily build. Could you try installing 16.5.483 or later from https://www.sidefx.com/download/daily-builds/ [www.sidefx.com] and see if that fixes it?
Houdini Indie and Apprentice » Alembic export
- neil_math_comp
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Could you try installing Houdini 16.0, (you can download it from https://www.sidefx.com/download/daily-builds/ [www.sidefx.com] ), and seeing if it has the same issue? You won't need to uninstall Houdini 16.5.
Edited by neil_math_comp - May 28, 2018 09:24:11
Technical Discussion » Nvidia Driver Versions
- neil_math_comp
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Oh, another wild guess! Do you by any chance have “Nahimic” audio software installed? I think many MSI laptops have it installed by default, possibly others. A lot of people were hitting a crash on startup associated with it a few months ago, and the crash may be fixed by manually updating it or uninstalling it. Houdini doesn't actually use it, but it seems to somehow cause an issue with a UI library we use.
Technical Discussion » Nvidia Driver Versions
- neil_math_comp
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CatherineLAlas. It was worth a shot.
Sadly, it's still crashing at start-up !
CatherineLSome people have reported crashes on startup related to sending crash logs or usage stats information. That issue might or might not have been fully fixed in a build a couple weeks ago. If it had been that issue, setting the environment variable above to 0 would have disabled sending of crash logs and usage stats information, even if you'd previously agreed to have crash logs or usage stats sent.
What is this variable for ?
My guess was that it might have been what Nicolas Heluani above was encountering, because it was fixed upon deleting the Documents\houdini16.5 directory, which would have contained any crash logs or usage stats to send, and would have removed the saved preference regarding whether to send them or not.
CatherineLThat's okay. You don't need to. Most people on Windows probably don't start Houdini from a command line. I only mentioned it because a command line shell would probably have a cached old set of environment variables, so a new shell would need to be started if you were using the command line.
I'm not starting houdini from a command line shell, because I don't know how to do it.
CatherineLIf it is because of lack of power, it'd most likely be the graphics card. The graphics card and driver need to at least support OpenGL 3.3. The CPU and OS need to be 64-bit. The system requirements page [www.sidefx.com] says that SSE4.2 is required, but that's currently only for certain OpenCL simulation stuff with the Intel OpenCL driver. That page also has more information about graphics drivers, and there's a supported graphics cards page [www.sidefx.com], which is non-exhaustive, but if you have one of those, it should be okay.
Do you think it could be my laptop ? Maybe it isn't powerful enough to launch houdini ?
Also note that Windows 8 and 10 have a tendency to uninstall drivers you've installed and reinstall other driver versions (newer or older), unless you jump through some hoops to prevent that, but that might not be a factor here.
Technical Discussion » Nvidia Driver Versions
- neil_math_comp
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Wild guess time! Could some of you try adding a system environment variable
On Windows, the start menu entry “Edit the system environment variables” should probably come up if you start typing “environment”. Click that, click the “Environment Variables…” button. If it's already present in one of the two tables, select it and press “Edit” to edit it, change the value to
HOUDINI_ANONYMOUS_STATISTICS
with value 0
On Windows, the start menu entry “Edit the system environment variables” should probably come up if you start typing “environment”. Click that, click the “Environment Variables…” button. If it's already present in one of the two tables, select it and press “Edit” to edit it, change the value to
0
, press OK, OK, and OK. If it's not already present, click “New” for the lower table, add it, press OK, OK, and OK. If you start Houdini from a command line shell, you'll need to restart the shell, else you should be able to just start Houdini.
Edited by neil_math_comp - May 24, 2018 11:30:17
Houdini Indie and Apprentice » How can I use Mountain geometry node instead of Mountain2.0?
- neil_math_comp
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The “Max Octaves” parameter in the new Mountain SOP is similar to the “Fractal Depth” parameter in the old Mountain SOP. Is there something else you're using the old Mountain SOP for?
Houdini Indie and Apprentice » How to move individual objects in geometry level
- neil_math_comp
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If you transform a whole object, all of its geometry will be transformed. If you want to transform just some of it, you'll either need to split the geometry into two inner objects and just transform one of them, or you can use a Transform SOP to directly transform the point positions of a group. Hopefully one of those approaches will get you what you need.
I tend to work almost exclusively at the SOP level, so I'm rather biased toward using SOPs, but if the sphere and the box don't need to be in the same detail for anything, they might as well be separate objects.
I tend to work almost exclusively at the SOP level, so I'm rather biased toward using SOPs, but if the sphere and the box don't need to be in the same detail for anything, they might as well be separate objects.
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