I have a large urban model with lots of buildings. For each building, I need to to do some slow operations using Sops that add some attributes to the geometry.
I have never used Hqueue before, but I am wondering: is there a way to parallelise this process using Hqueue. I would have to create one job for each building. Each building could then be processed by a separate client.
http://www.sidefx.com/docs/houdini15.0/ref/hqueue [sidefx.com]
This page says: “Technically HQueue can start any script on client machines, not just simulations and renders.Once you have an HQueue farm set up, you can use it to distribute other types of work.”
So it sounds like it is possible. Any suggestions on how to do this?
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Technical Discussion » Hqueue for sops
- phtj
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Houdini Indie and Apprentice » Convert to image format's colorspace
- phtj
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Houdini Indie and Apprentice » Convert to image format's colorspace
- phtj
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I notice that a png image rendered to Mplay turns out looking much lighter and brighter than one rendered to disk.
After some testing, I discovered that it was due to the fact that when I “save frame” in Mplay, the “Convert to image format's colorspace” is selected.
Is there a way to automatically convert the image to the png colorspace when I render to disk?
After some testing, I discovered that it was due to the fact that when I “save frame” in Mplay, the “Convert to image format's colorspace” is selected.
Is there a way to automatically convert the image to the png colorspace when I render to disk?
Houdini Indie and Apprentice » Hidden line geometry
- phtj
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Is there a way to generate hidden line geometry?
I know we can do it with wren, but I am wondering if there is a way to do it at the geometry level, so that I can export a hidden line dxf dile?
I know we can do it with wren, but I am wondering if there is a way to do it at the geometry level, so that I can export a hidden line dxf dile?
Houdini Indie and Apprentice » visualizer showing duplicates
- phtj
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When I visualize an attribute with a numeric value (Style = Text), it seems to be showing the same number two times. See attached image. Am I doing something wrong?
Houdini Indie and Apprentice » Composite frames into a grid
- phtj
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Houdini Indie and Apprentice » Composite frames into a grid
- phtj
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I have a short animation. I would like to automatically combines the frames into a single image, where the frames are arranged in a grid (or matrix).
For example, lets say I have 12 frames being rendered. I would then like to automatically create a single images that is 4 x 4 frames in size.
I am sure there is a way to do this in the compositing network. Maybe someone can give me some pointers.
For example, lets say I have 12 frames being rendered. I would then like to automatically create a single images that is 4 x 4 frames in size.
I am sure there is a way to do this in the compositing network. Maybe someone can give me some pointers.
Houdini Indie and Apprentice » New polyextrude and Extrusion Mode
- phtj
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The help card for the new polyextrude says that the Extrusion Mode parameter has four options:
- Primitive Normal
- Point Normal
- Translate Local
- Translate Global
However, when using the node I only get the first two. I am using Houdini V15.0.244
- Primitive Normal
- Point Normal
- Translate Local
- Translate Global
However, when using the node I only get the first two. I am using Houdini V15.0.244
Houdini Indie and Apprentice » New Polyextrude and normals
- phtj
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It seems that the new Polyextrude node ignores any normals that you create explicitly. For example, see attached file.
I create some point normals, and then use Polyextrude to extrude using “Extrusion Mode = Point Normals”. However, the resulting extrusion ignores the point normals I created.
Is this behaviour correct?
I create some point normals, and then use Polyextrude to extrude using “Extrusion Mode = Point Normals”. However, the resulting extrusion ignores the point normals I created.
Is this behaviour correct?
Houdini Indie and Apprentice » nodes that iterate
- phtj
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Five years on from the original question, and I still see people on the forum asking similar questions. It still all seems rather opaque, and when trying to teach Houdini to others, it makes it difficult.
Now in H15 it is more complex, since we can now also use the “@” method in some parameter fields, similar to the $PT and $PR (or “@ptnum” and “@primnum”). So basically, this is what I have figure out for SOP nodes.
Group Parameters
============
For “Group” parameter fields, you can use the “@” method in all nodes. This also includes “@intrinsic:”
Other Parameters
===========
For other parameter fields, you can only use the “@” method in some nodes, i.e. in the nodes that iterate. However, note that in these cases “@intrinsic:” does not work. So far the iterating SOP nodes I know of are as follows:
- Attribcreate
- Point
- Primitive
- Partition
- Delete
- Group
For nodes that do not iterate but where iteration is required, the solution is to create an explicit loop, and use a “point”, “prim”. or “detail” HScript function.
Please let me know if I am wrong on any of this.
Now in H15 it is more complex, since we can now also use the “@” method in some parameter fields, similar to the $PT and $PR (or “@ptnum” and “@primnum”). So basically, this is what I have figure out for SOP nodes.
Group Parameters
============
For “Group” parameter fields, you can use the “@” method in all nodes. This also includes “@intrinsic:”
Other Parameters
===========
For other parameter fields, you can only use the “@” method in some nodes, i.e. in the nodes that iterate. However, note that in these cases “@intrinsic:” does not work. So far the iterating SOP nodes I know of are as follows:
- Attribcreate
- Point
- Primitive
- Partition
- Delete
- Group
For nodes that do not iterate but where iteration is required, the solution is to create an explicit loop, and use a “point”, “prim”. or “detail” HScript function.
Please let me know if I am wrong on any of this.
Houdini Indie and Apprentice » H15 Polyextrude
- phtj
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Thanks for the reply.
I am not really sure why we can't have both methods. For simple extrusions, the old way is more straight forward.
I am not really sure why we can't have both methods. For simple extrusions, the old way is more straight forward.
Houdini Indie and Apprentice » H15 Polyextrude
- phtj
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The new polyextrude in H15 does not seem to support $PR any more.
In H14, I can extrude each prim by a different amounts, using rand($PR). But that no longer works. Is that correct? Any reason why this has been disabled?
Creating a prim attribute like ‘dist’ and then using ‘@dist’ or ‘$DIST’ also does not work any more.
In H14, I can extrude each prim by a different amounts, using rand($PR). But that no longer works. Is that correct? Any reason why this has been disabled?
Creating a prim attribute like ‘dist’ and then using ‘@dist’ or ‘$DIST’ also does not work any more.
Houdini Indie and Apprentice » H15 toon shader
- phtj
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Thanks! I got it now. I merged the outputs from the two material nodes, and it works fine.
I note that the order in the merge node has no effect.
I note that the order in the merge node has no effect.
Houdini Indie and Apprentice » H15 toon shader
- phtj
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I am trying to test out the toon shader in H15. The toon colour shader works fine, but I can't seem to get the toon outline shader to produce anything except solid shapes.
Any suggestions?
Any suggestions?
Houdini Indie and Apprentice » Importing SketchUp geometry to Houdini
- phtj
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There are quite a few questions in the forum about how to import SketchUp files to Houdini. In our case, we just want the geometry - no cameras, lights, etc.
Attached is a PDF I created for how to save as Collada, then import into Houdini, and finally how to clean up the geometry so that you can save it as a single bgeo.
It seems like a bit of a hack to me. When the SketchUp file gets big, I think it will get very difficult to deal with all those file nodes. If anyone knows of a better approach, please let me know.
Attached is a PDF I created for how to save as Collada, then import into Houdini, and finally how to clean up the geometry so that you can save it as a single bgeo.
It seems like a bit of a hack to me. When the SketchUp file gets big, I think it will get very difficult to deal with all those file nodes. If anyone knows of a better approach, please let me know.
Houdini Lounge » Transparency with Opengl renderer
- phtj
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Houdini Lounge » Transparency with Opengl renderer
- phtj
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I am having some trouble getting transparency to work with the opengl renderer. I am n Win 7, with Nvidia K1100M.
When I apply the default glass material to the front of this box, it becomes 100% transparent, so it looks like there is nothing there. (See ogl_test1.jpg)
When I apply a material with opacity maps, then it becomes totally opaque. (See ogl_test2.jpg)
I have tried the parameters in the material OGL settings, but the do not seem to have any effect.
Any help much appreciated.
When I apply the default glass material to the front of this box, it becomes 100% transparent, so it looks like there is nothing there. (See ogl_test1.jpg)
When I apply a material with opacity maps, then it becomes totally opaque. (See ogl_test2.jpg)
I have tried the parameters in the material OGL settings, but the do not seem to have any effect.
Any help much appreciated.
Houdini Lounge » Windows with reflections
- phtj
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I made some progress. I changed the opacity and diffuse maps (see attached) and switched off refractions. I also push the intensity for object reflection up to 1. It seems to give a good result.
Houdini Lounge » Windows with reflections
- phtj
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Thanks Srecko, that fixed it. But now I have a different issue. The reflections now work when I use the default glass material, but not when I use a glass with an opacity map (even when I set Specular Angle to 0).
See attached images. I seem to be getting some reflections on the frame, but not on the glass.
Does anyone know why this might be?
See attached images. I seem to be getting some reflections on the frame, but not on the glass.
Does anyone know why this might be?
Houdini Lounge » Windows with reflections
- phtj
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I am trying to create a simple window that reflects the objects around it. But somehow I don't get any reflections. I have used the default glass. See attached file - I am sure it is something simple.
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