hi dsierra ,
are you rendering transparent geometry with refractions and reflections activated ??
once i had extra long rendertime only on 1 frame due to overlapping geometry ( shaded with glass shader ) .
posted about it ( on odforce forum) but didnt get any reply , so i started ‘investigating’ and found what caused that .
i used a PolyDoctor SOP to clean the mess and render frames in a more lifetime-compatible-times .
–
hope you finished the rendering or , if not , hope you have a similar issue like mine !
.cheers
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Technical Discussion » Render hangs on random frame, doesn't finish
- zarti
- 330 posts
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Technical Discussion » Bullet physics implementation and other stuff
- zarti
- 330 posts
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TimeShifted Christmas celebration !!?
yeah ..
.. better to be ‘consumed’ long before 12AM of 21 December 2012 .
–
impressive performance cybermax ! bravo .
.cheers
yeah ..
.. better to be ‘consumed’ long before 12AM of 21 December 2012 .
–
impressive performance cybermax ! bravo .
.cheers
Houdini Lounge » Houdini 13 Wishlist.
- zarti
- 330 posts
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Delight0092agree . that sounds pretty great indeed !
Fantastic you guys are supporting this.
–
here is another tiny dot :
- wd be great to have an Image Manager .
.. which manages all the images ( and sequences ) loaded within a scene .
ive been using LightWave for a decade and this little but useful feature is one that i miss ( esp when the project has a lot of references and textures to jump from and to ) .
i hope the attached pic could look pretty self-explanatory about its usefulness .
oc , other additional / alternated options wd make it fit perfectly into houdini's enviro .. IMHO .
.cheers
Technical Discussion » Bullet physics implementation and other stuff
- zarti
- 330 posts
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Houdini Lounge » Using noise texture on a geometry light
- zarti
- 330 posts
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Houdini Indie and Apprentice » Couple of questions about digital asset
- zarti
- 330 posts
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thanks again Jeff !
both posts invite one to experiment with already available OTLs , while not exposing those to any ‘ danger ’ .
more reassuring than the DOCs , so ill leave my vote here in hopping to see those inside docs .
very useful !
.cheers
both posts invite one to experiment with already available OTLs , while not exposing those to any ‘ danger ’ .
more reassuring than the DOCs , so ill leave my vote here in hopping to see those inside docs .
very useful !
.cheers
Technical Discussion » mantra surface shader reflection artifacts ??
- zarti
- 330 posts
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hi ,
from ‘ far ’ , it looks something similar to what happened to me too :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21333&highlight=specular [sidefx.com]
hope it 's the same and you can resolve it !
.cheers
from ‘ far ’ , it looks something similar to what happened to me too :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21333&highlight=specular [sidefx.com]
hope it 's the same and you can resolve it !
.cheers
Technical Discussion » particles attract to each other
- zarti
- 330 posts
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hi Jeff ,
wd be great to have the file ( you attached to your first post here ) installed with houdini itself in future .
it is the best ive downloaded which describes while-s , if-s , and other nodes .
im sure it wd take you 1/1000th of time it took you to make that scene .
thanks for it , anyway .
.cheers
wd be great to have the file ( you attached to your first post here ) installed with houdini itself in future .
it is the best ive downloaded which describes while-s , if-s , and other nodes .
im sure it wd take you 1/1000th of time it took you to make that scene .
thanks for it , anyway .
.cheers
Houdini Indie and Apprentice » Free Assets?
- zarti
- 330 posts
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DragonSeer
.. . I am on Windows and Side Effects is installed under C:\Program Files\Side Effects Software. When I ..
you are in a good place .
now go ahead in “ houdini ” folder .
then turn left on “ help ” ,
then right on “ examples ” and youll find a big door called “ nodes ” .
push it and Ta-Daaa !! a lot of rooms filled with *.otl-toys ! ..
Have Fun !
.cheers
Houdini Indie and Apprentice » Where is the default crash file location
- zarti
- 330 posts
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.. additionally ,
if you try to open a hip file , there should be 3 $-signed paths on the open file dialog .
choose $TEMP and youll be redirected in the folder your crashed scene was saved by houdini .
personally i try to remember the random number ( scene name ) houdini gave to the file , so i can quickly reopen it .
time stamp of the file helps , if you forget the above mentioned random number .
.cheers
if you try to open a hip file , there should be 3 $-signed paths on the open file dialog .
choose $TEMP and youll be redirected in the folder your crashed scene was saved by houdini .
personally i try to remember the random number ( scene name ) houdini gave to the file , so i can quickly reopen it .
time stamp of the file helps , if you forget the above mentioned random number .
.cheers
Houdini Indie and Apprentice » Edge ring selection or select next at that direction
- zarti
- 330 posts
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the 3rd sticky thread of this forum 's section explains some ways of submiting RFEs ..
.cheers
.cheers
Houdini Indie and Apprentice » How to create or sculpt a Swirling Fluid like in this ad?
- zarti
- 330 posts
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hi ,
from what i see , maybe you do not even need any simulation at all :
- generate 3 or 4 or more ( relatively ) dense meshes ( random lines with random points )
- random rotation and random twists / mesh ( on the same axis )
- use particlefluidsurface SOP to generate the final Fluid shape .
.. theoretically
from what i see , maybe you do not even need any simulation at all :
- generate 3 or 4 or more ( relatively ) dense meshes ( random lines with random points )
- random rotation and random twists / mesh ( on the same axis )
- use particlefluidsurface SOP to generate the final Fluid shape .
.. theoretically
Houdini Lounge » Non Square UV's
- zarti
- 330 posts
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almost there
ok , i could be wrong , but here is how i see the UV ‘world’ :
~( 2D Edition )~
- an Origin ( 0, 0 ) –{ Birth }
- an End ( 1, 1 ) –{ Death }
- distances in any direction are the same in the other one –{ Laws of Physics }
- if you go beyond the End ( eg: 1.1, 2.3 ) you should get what you Believe :
ok , i could be wrong , but here is how i see the UV ‘world’ :
~( 2D Edition )~
- an Origin ( 0, 0 ) –{ Birth }
- an End ( 1, 1 ) –{ Death }
- distances in any direction are the same in the other one –{ Laws of Physics }
- if you go beyond the End ( eg: 1.1, 2.3 ) you should get what you Believe :
- a- Repeat –{ Reincarnation }
b- Streak –{ Annihilation }
c- Decal –{ Eternal Paradise / Hell }
if we agree with above points ,
now let speak shortly ( not that i know to much in reality ) about textures and polygons :
- a texture ( no mater its base / height ratio ) will fit itself into a ratio of 1:1 .
- a polygon in scene has a ratio of 1:1 , but that can be changed inside the UV world .
now if you say you are working with an 3:1 ratio image , \
im afraid you need to be 3 times more accurate when things move into U than V .
if this IS the problem solved by BodyPaint viewport's feature ( changing the display ratio ) ,
i believe Houdini can mimic it .
so , just to make sure this is it and since you are reaching 1000 words count ..
maybe it is worthy to post a picture ?
Houdini Lounge » Non Square UV's
- zarti
- 330 posts
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rurik2000
.. . I don't need tiling, just a rectangular 3 to 1 aspect ratio on which I want to lay my UV's without having to fit everything in a square…It feels like any other UV layout app can do that…
What am I missing?
hi ,
if you want a 3:1 ratio on your UVs , you can stretch down your UVs vertically using a TransformUV SOP .
you can do many other things to UVs after you have generated them initially .
press Tab and go into the Material submenu . there you wll find several nodes which deal with UVs .
you are not limited only to those ones in houdini to manipulate UVs .. , but thats a good place to start .
.cheers
p.s.: ive never seen a UV space ( on any application ) displayed in a ratio different from 1:1 ( ?! )
Technical Discussion » Export Vertex Normal Map
- zarti
- 330 posts
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ha - haa ! you sent me back in time ..
installed 10.1 but im afraid the option you mentioned is about the shape of the emitter , not initial direction .
following your post i tried to send into LW some non-edge-sharing-polies ( polyextrude > size down > only front faces ) , so no neighbour interpolation could occur . also i deformed point ‘s normals badly so i could easily notice the results of option you said above . well .. im failing to start moving particles . without any kind of force / wind , the normals only seem insufficient . i even cannot see those ( !?! )
hope im wrong though , since you seem to be ’ forced ' by invisible vectors to use LW .
installed 10.1 but im afraid the option you mentioned is about the shape of the emitter , not initial direction .
following your post i tried to send into LW some non-edge-sharing-polies ( polyextrude > size down > only front faces ) , so no neighbour interpolation could occur . also i deformed point ‘s normals badly so i could easily notice the results of option you said above . well .. im failing to start moving particles . without any kind of force / wind , the normals only seem insufficient . i even cannot see those ( !?! )
hope im wrong though , since you seem to be ’ forced ' by invisible vectors to use LW .
Technical Discussion » Export Vertex Normal Map
- zarti
- 330 posts
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when you export obj with vertex normals , it appears normals arent being written .
while point normals do . you can activate those on SurfEditor panel .
strangely ( ! ) the menu 's name is Vertex Normal Map .
–
not sure what you want to do with those in Layout ( you didnt described it / i may not be aware of their usefulness in Layout ) , but maybe you can write an PFX exporter and send those data there .
did you tried FBX ?
while point normals do . you can activate those on SurfEditor panel .
strangely ( ! ) the menu 's name is Vertex Normal Map .
–
not sure what you want to do with those in Layout ( you didnt described it / i may not be aware of their usefulness in Layout ) , but maybe you can write an PFX exporter and send those data there .
did you tried FBX ?
Houdini Lounge » Rendering a sequence of images hard restarts machine. Help!
- zarti
- 330 posts
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on win7 , have you checked the Event Log Viewer ?
usually there is some ‘ readable ’ messages on what happened ,
but mostly an Error Code you can track and find what caused the crash .
–
before changing my workstation , i had a similar behavior from my pc ; problem was bad air-flow and the first to ‘ give up ’ was the graphic card .
!good luck
usually there is some ‘ readable ’ messages on what happened ,
but mostly an Error Code you can track and find what caused the crash .
–
before changing my workstation , i had a similar behavior from my pc ; problem was bad air-flow and the first to ‘ give up ’ was the graphic card .
!good luck
Technical Discussion » Vertices from COP Image
- zarti
- 330 posts
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Houdini Lounge » Houdini 13 Wishlist.
- zarti
- 330 posts
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jumaku
I have never said that houdini needs plugins or coding support improvements.
I am just saying that i am 100% sure that there could be better way to visualize the basic interface in new way (tag's for example would speed up the animation and modelling process a lot). This would only need little upgrade. And tags would make the original user interface more logical and fast to use, because with tags there wouldn't be too much information on same object tree.
UI improvements would be great deal for new users, and i guess that there are lot of (autodesk users for example) professionals who would like to change they software to other… It is just a quite big step for new users who has used to use maya for example.
This all conversation gives me that image that Houdini people are not welcoming me to their user group (because you are forbidding me to send feature requests because i am new user, really? Why? That's not fair) . In other forums people are saying: that's great idea, that's not bad but it is… hi, welcome to user group… etc… They are more happy people, at least it looks like that. That is interactive conversation, where information goes to two directions and that's why it improves the software to the right direction.
This all sounds like i am wasting my time (here in forums), sorry but i feel like it… so i will try other softwares -> thank you for reading. Maybe i will check sidefx again after few years, good luck for future.
Normally the general discussions are meant for everybody. It should be closed thread if topic is meant for old users only. Just saying.
hi jumaku ,
i do believe posting here suggestions or wishes on how youd want houdini to be Is a Very Good thing .
and please do not think or judge about the houdini community just reading this thread .
–
back on topic : i do agree with you to a certain degree .
for special tasks ( not everything / in every context ) there needs to be alternative wokflows , IMHO too .
so i wdnt say to redo its interface . no . i dont know how i could call that , but let say ‘ a layer ’ .. or better ‘ a state ’ .
linear-modeling is without doubt the first thing that comes in my mind .
and when i say ‘ a state ’ the Edit SOP's drag/edit session is a micro-example .
i dont know where in the priority list this thing wd be , but , Yes ! id love to see some of energies of dev team spent on SOP context and more specifically refine modelling nodes and workflow .
in short ; i do not want houdini to be like modo or other specific modelling apps . Never !
just make it so there is no enough excuses to open another app to model something whom components arent going to be procedural . or at least to a certain degree ..
.cheers
Technical Discussion » Extract only the outside mesh of a fluid mesh
- zarti
- 330 posts
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