Found 240 posts.
Search results Show results as topic list.
Technical Discussion » Random attribute values on points with randomVOP
- stu
- 246 posts
- Offline
This is a ridiculously simple question, but it's been a while. How do I get random point attributes in the attributeVOP? I've got the global point number running though a randomVOP and then into an addattributeVOP but all of the points are getting the same value…
Houdini Lounge » The license server is not running
- stu
- 246 posts
- Offline
I was doing an overnight render and woke up to see that houdini had shut itself down. I try to start it up again, thinking that maybe the machine had crashed and restarted and now I get this error upon launch:
ERROR: invalid machine name
The license server is not running
The license server may not serve licenses
The license server does not allow this machine to read licenses
The option to manually enter the keys is greyed out, so I'm stuck.
Any ideas as to what happened, or how I can get houdini running again?
UPDATE: a restart seems to have fixed it - I'll see if it's still running when I get home tonight.
ERROR: invalid machine name
The license server is not running
The license server may not serve licenses
The license server does not allow this machine to read licenses
The option to manually enter the keys is greyed out, so I'm stuck.
Any ideas as to what happened, or how I can get houdini running again?
UPDATE: a restart seems to have fixed it - I'll see if it's still running when I get home tonight.
Houdini Lounge » Shaky path animation
- stu
- 246 posts
- Offline
Yeah, that was the first thing that I thought of too. As a test I put an object and the camera on two paths, both perfectly straight in the z axis at 0 in x and gave them both the same positional animation, only with the camera behind the object by 25 units. They should have stayed the same distance apart for the entire time, but a measureSOP told a different story, frame by frame - 25.000, 25.000, 25.000, 25.0001, 25.000, 25.00001, 25.000, etc.
Houdini Lounge » Shaky path animation
- stu
- 246 posts
- Offline
The noise was just to get some rough animation into the travel and wasn't sufficiently frequent enough to cause the problem, and I get the same issue without the noise. I feel like I've run into some sort of precision issue with the objects' position along the curve.
I've taken to filtering the translations in CHOPs (you can see the precision spikes pretty clearly in the CHOPs curves, especially with a SlopeCHOP) and then exporting the filtered worldspace locations back to another object.
I've taken to filtering the translations in CHOPs (you can see the precision spikes pretty clearly in the CHOPs curves, especially with a SlopeCHOP) and then exporting the filtered worldspace locations back to another object.
Houdini Lounge » Shaky path animation
- stu
- 246 posts
- Offline
Hey all,
I'm getting a “shaky” response out of some simple path animation (camera following an object, both on a separate path) and I was wondering if anyone else had encountered this sort of thing and had a solution/work around. Both of the paths are nurbs curves (see attached). I'm sure that it's something obvious and I'm just missing it.
I'm getting a “shaky” response out of some simple path animation (camera following an object, both on a separate path) and I was wondering if anyone else had encountered this sort of thing and had a solution/work around. Both of the paths are nurbs curves (see attached). I'm sure that it's something obvious and I'm just missing it.
Houdini Lounge » Houdini 15 Wishlist
- stu
- 246 posts
- Offline
Kfinla
I really want to see Houdini and Substance work together.
Procedural geometry + procedural Texturing seems like a match made in heaven.
+1
Work in Progress » warped texture render
- stu
- 246 posts
- Offline
This is happening most likely because your geometry contains ngons (polygons with more than 4 sides). Try a Divide SOP to cut it up, or better yet, Polysplit the geometry in a way that eliminates the polygons with more than 4 sides (suggestion below). Mantra does it's best to render 5+ sided polygons, but the result can be the stretching that you're seeing here.
Houdini Lounge » PolySplit SOP doesnt work in a subnet
- stu
- 246 posts
- Offline
I've run into an issue with the PolySplit SOP and I was wondering if anyone else has run into the same thing - it doesn't work in a subnet. The tool won't establish itself on en edge or a point in order to execute the cut. It works at the top level of a SOP network just fine however.
Bug submitted.
Bug submitted.
Houdini Lounge » Credit where it's due
- stu
- 246 posts
- Offline
I've been pretty vocal in the past with regards to a number of past interactive viewport shortcomings and I have to say that H14 is a giant improvement here - not only is the snapping mechanism light years ahead of what we had in H13, but the pre-selection highlight scheme is also a welcome improvement.
Kudos!
Kudos!
Technical Discussion » H14 Floating view focus problem
- stu
- 246 posts
- Offline
From SESI, in recognition of my bug submission:
“This is a problem that our developers are aware of. They are working to fix it.”
“This is a problem that our developers are aware of. They are working to fix it.”
Technical Discussion » H14 Floating view focus problem
- stu
- 246 posts
- Offline
Darric
It's making it really frustrating to work in H14 right now.
Agreed, I've had to limit myself to using the one monitor.
edit: bug submitted.
Technical Discussion » H14 Floating view focus problem
- stu
- 246 posts
- Offline
I have the same multiple screen focus issue on my end as well (focus doesn't follow the cursor) - I need to click to activate now, this was never an issue before H14.
Technical Discussion » refraction attenuation in surface model
- stu
- 246 posts
- Offline
Still the case as far as I know, although H14 must be imminent at this point and might address some of these limitations…
Houdini Lounge » Pyro Explosion shaping question
- stu
- 246 posts
- Offline
Thanks Jeff, good advice. “Popcorn” is actually what I'm going for, with that signature, hard, rolling, leading edge, as seen in the example that I posted above (shamelessly stolen from the internet).
Zero-G only refers to the sourceless, gravity-less explosions, ie:
http://www.pond5.com/stock-footage/588520/zerog-explosion-zg012hd.html [pond5.com]
Nothing unique. In the old days you'd put the explosive charge against a black background close to the ceiling of a big warehouse and film it from directly underneath so that the resulting gas cloud and debris falls towards the camera.
The other issue that I'm having is over the first few frames - I key the “gas released” value in the pyro solver up at the beginning in order to get strong initial combustion but that gives me a big glowing, featureless ball that eventually morphs into something resembling an explosion. Is there a better way to initiate the initial violent energy release while maintaining some sort of shape at detonation?
See stock footage example below. My goal is to create a result that I'm happy with and then publish an HDA that has a few parameters boiled up to reshape the result while keeping the spirit of the detonation intact.
Zero-G only refers to the sourceless, gravity-less explosions, ie:
http://www.pond5.com/stock-footage/588520/zerog-explosion-zg012hd.html [pond5.com]
Nothing unique. In the old days you'd put the explosive charge against a black background close to the ceiling of a big warehouse and film it from directly underneath so that the resulting gas cloud and debris falls towards the camera.
The other issue that I'm having is over the first few frames - I key the “gas released” value in the pyro solver up at the beginning in order to get strong initial combustion but that gives me a big glowing, featureless ball that eventually morphs into something resembling an explosion. Is there a better way to initiate the initial violent energy release while maintaining some sort of shape at detonation?
See stock footage example below. My goal is to create a result that I'm happy with and then publish an HDA that has a few parameters boiled up to reshape the result while keeping the spirit of the detonation intact.
Houdini Lounge » Pyro Explosion shaping question
- stu
- 246 posts
- Offline
Hi all,
I'm just now starting to dive into the pyro fluids stuff a little deeper and I'm not able to easily get the shaping that I'm after - what's the trick to generating pyroclastic, gasoline-filled, zero-G explosions? I keep getting fluffy cotton candy, despite my repeated tries at the slot machine that is the Pyro Solver DOP. The volcano preset is a little closer to what I'm looking for, but the values don't seem to translate when I move them over. The fireball preset also doesn't give me what I want - I need the explosion to operate in zero-G, and when I remove the gravity force and the buoyancy values, I get more cotton candy.
Ideas?
I'm just now starting to dive into the pyro fluids stuff a little deeper and I'm not able to easily get the shaping that I'm after - what's the trick to generating pyroclastic, gasoline-filled, zero-G explosions? I keep getting fluffy cotton candy, despite my repeated tries at the slot machine that is the Pyro Solver DOP. The volcano preset is a little closer to what I'm looking for, but the values don't seem to translate when I move them over. The fireball preset also doesn't give me what I want - I need the explosion to operate in zero-G, and when I remove the gravity force and the buoyancy values, I get more cotton candy.
Ideas?
Houdini Lounge » Houdini 14 Wishlist
- stu
- 246 posts
- Offline
Houdini Lounge » Polygon reduction / decimation?
- stu
- 246 posts
- Offline
Be that as it may, I'm very impressed with Z-Brush's latest Z-Remesher tools - it's tendency towards resolving to quads, a target polycount, the ability to paint levels of detail, and using optional curves to suggest parametrization flow make it a very handy tool.
Houdini Lounge » Houdini 14 Wishlist
- stu
- 246 posts
- Offline
I'm hoping that viewport selection sees some attention in H14, particularly edge selection - I'll inadvertently select an edge on the hidden backside of geometry more often than should be the case.
Houdini Lounge » Polybevel SOP issues
- stu
- 246 posts
- Offline
Houdini Lounge » Polybevel SOP issues
- stu
- 246 posts
- Offline
I've just noticed another idiosyncrasy with the polybevel SOP - it's behaviour changes based on the size of the object. If I have a small object and bevel the edges using the “Absolute” setting at, say, an inset of .01 I get a different result than if I scale the object up 10x before the polybevel SOP and change the “Absolute” inset to be 10x the value that I used for the object at 1/10th the size. In theory, they should be identical, no? I get an unwanted result if the object and the “Absolute” inset are too small.
-
- Quick Links