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Technical Discussion » Snow Leopard and Houdini good to go?
- drew
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My linux desktop at work just packed up this week, 3 months after the support contract expired, so now I'm in the market for a new machine. I'd quite like to have a MacPro but with this Houdini issue taking forever to get fixed up and the fact that they don't support high end graphics cards I can't really make the switch with confidence. $10k+ will most likely still be going to Dell/HP.
Houdini Lounge » How do I set OGL shaders to zero?
- drew
- 117 posts
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See
http://en.wikipedia.org/wiki/Environment_variables [en.wikipedia.org]
Specifically the bit that says “The most common method of setting an environment variable in Windows is via <Control Panelystem:Advanced:Environment Variables>”.
http://en.wikipedia.org/wiki/Environment_variables [en.wikipedia.org]
Specifically the bit that says “The most common method of setting an environment variable in Windows is via <Control Panelystem:Advanced:Environment Variables>”.
Edited by - Oct. 28, 2009 19:47:30
Technical Discussion » Error Running python render script
- drew
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I'm seeing some sort of problem where ROPs fired off from the main GUI fail after around 800-900 frames which seems to be related to running out of file descriptors (10.0.374 Ubuntu9.04). I wonder if it's related ?
-Drew
-Drew
Houdini Lounge » HOT Houdini Ocean Toolkit Foam
- drew
- 117 posts
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The best suggestion I can give is to look at the vopsop example foamparts.hip and the vex displacement shader in the docs. You will need to learn how to “export” from a displacement shader to a surface shader. There is no “plug'n play” shader provided.
-Drew/eloop
-Drew/eloop
Technical Discussion » HDK: compile problem on mac
- drew
- 117 posts
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It's working for me. I see that error but it's only a warning and the compile still works.
-Drew
-Drew
Technical Discussion » HOT: Houdini Ocean Toolkit ...on Win64?
- drew
- 117 posts
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Hi Chopstix,
Sorry no progress on the Win64 front I'm afraid. But I'm interested to know about DD using the HOT, no-one told me … Any ideas where it was used ?
-Drew
Sorry no progress on the Win64 front I'm afraid. But I'm interested to know about DD using the HOT, no-one told me … Any ideas where it was used ?
-Drew
chopstix
Hey guys,
I'm over at a smaller FX house running on Windows XP 64 bit and have not been able to get the HOT (Houdini Ocean Toolkit) to work in our pipeline.
If you're not familiar with HOT, check it out:
http://odforce.net/wiki/index.php/HoudiniOceanToolkit [odforce.net]
I know Digital Domain used it pretty recently and it's worked well for a lot of people. Unfortunately, I think there are some problems with the XP64 build.
Anyone else out there experiencing this?
If I can't get it working, anyone have any good advice for creating a custom ocean surface solver? I could use a lot of layered noise, but we want something with more realistic motion like the stuff Tessendorf has developed.
Any help, examples, links, etc would be great! We only have 2 Houdini TD's, myself and one other artist who primarily uses MAX but also knows Houdini pretty well. I'm not looking for a plugin solution or a hand out at all but any info to point me in the right direction would be great.
Thanks in advance!
Technical Discussion » Mplay :- adjust gamma
- drew
- 117 posts
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I notice if you run mplay from the command line you see -
You used to be able to set a preference to not use GPU code for accelerated rendering but that seems to have disappeared. I'm using a Macbook Pro with a GeForce 8600M GT.
No vertex or fragment shader created.
Failed to load shader : ogl2/ogl2_imagecc_gamma.frag
You used to be able to set a preference to not use GPU code for accelerated rendering but that seems to have disappeared. I'm using a Macbook Pro with a GeForce 8600M GT.
Houdini Lounge » HOT Houdini Ocean Toolkit Foam
- drew
- 117 posts
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There is an example foamparts.hip in recent releases that demonstrates one way to go about this.
-Drew
-Drew
Technical Discussion » Stereoscopic Titles?
- drew
- 117 posts
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This is a good reference …
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereorender/ [local.wasp.uwa.edu.au]
-Drew
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereorender/ [local.wasp.uwa.edu.au]
-Drew
Technical Discussion » Houdini Mac, openGL crippled?
- drew
- 117 posts
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I can't give an informed opinion here as I haven't really pushed houdini on my Mac yet. I do know that one of my colleagues has used it succussfully for real work.
-Drew
-Drew
Technical Discussion » Houdini Mac, openGL crippled?
- drew
- 117 posts
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The reason is more likely that the Mac's OpenGL implementation is deficient. Houdini uses OGL and hence is by definition compliant.
I know at least one place where the Mac OGL is horribly broken - 3D textures. Doesn't matter if you have Quadro graphics you're limited to textures around 200-300 Mb. And there is no way to tell when you've run out of texture memory programatically, though practically the desktop crashing on an Intel Macbook gives you pretty clear notification :cry:
-Drew
I know at least one place where the Mac OGL is horribly broken - 3D textures. Doesn't matter if you have Quadro graphics you're limited to textures around 200-300 Mb. And there is no way to tell when you've run out of texture memory programatically, though practically the desktop crashing on an Intel Macbook gives you pretty clear notification :cry:
-Drew
Houdini Indie and Apprentice » Mantra - Scientific Volume Rendering
- drew
- 117 posts
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I posted this to the sidefx mailing list a while back to illustrate how to get started building your own volume primitives. It may be useful.
http://sf.anu.edu.au/~drw900/houdini/misc/rawvol.tar.gz [sf.anu.edu.au]
With nice transfer maps you can get some great results. I use our Drishti software to build the transfer maps which I then use in vop shaders.
http://sf.anu.edu.au/Vizlab/drishti [sf.anu.edu.au]
Here are a few tests. The engine is the standard dataset, the “teapot” of the volume rendering community. The armadillo is a 994x742x732 byte value CAT scan, reasonably large. You can speed things up by compiling large volumes to I3D's and using them as 3d textures instead of using volume primitives which take for ever to read in houdini and pass out to mantra via IFD's. The HDK headers suggest that Houdini stores volumes internally as single floats so it helps to have lots of memory.
-Drew
http://sf.anu.edu.au/~drw900/houdini/misc/rawvol.tar.gz [sf.anu.edu.au]
With nice transfer maps you can get some great results. I use our Drishti software to build the transfer maps which I then use in vop shaders.
http://sf.anu.edu.au/Vizlab/drishti [sf.anu.edu.au]
Here are a few tests. The engine is the standard dataset, the “teapot” of the volume rendering community. The armadillo is a 994x742x732 byte value CAT scan, reasonably large. You can speed things up by compiling large volumes to I3D's and using them as 3d textures instead of using volume primitives which take for ever to read in houdini and pass out to mantra via IFD's. The HDK headers suggest that Houdini stores volumes internally as single floats so it helps to have lots of memory.
-Drew
Technical Discussion » RFE: hdk build tools
- drew
- 117 posts
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Hi all,
I just sent this off to support, but I thought it would be useful for others to see and perhaps make suggestions ?
-Drew
Hi,
Something for the developers … I'd like a cleaner mechanism to get the correct build environment for hdk projects. In the past (and currently for the OSX build) it's been the case that $HT/makefiles/* haven't been updated to correctly reflect the latest versions of Houdini and in particular the $HT/makfiles don't sync up with hcustom. I'd like to suggest that you add extra functionality to the hcustom tool, or make a new “hdk-config” application, that allows Makefiles to be written without referencing $HT/makefiles includes, removing the need to keep both methods up to date. It should probably be similar to tools like sdl-config, fltk-config etc …The code in hcustom / hdk-config that sets the compile options should be shared to maintain easy consistency.
Besides easing the building of straight forward HDK dso's it will also make it easier to configure 3rd party libraries that need to link in with HDK extensions, something that is more of an issue when you want to extend Houdini on OSX where most libraries aren't built for x86_64 (Macports etc).
E.g.
fltk-config
Usage: fltk-config
Options:
Options telling what we are doing:
use GL
use extra image formats (PNG, JPEG)
use glut compatibility layer
use forms compatibility layer
Options telling what information we request:
return C compiler used to compile FLTK
return C++ compiler used to compile FLTK
return flags to compile C using FLTK
return flags to compile C++ using FLTK
return flags to link against FLTK
return flags to link against static FLTK library
even if there are DSOs installed
return FLTK libraries full path for dependencies
Option to compile and link an application:
compile the program with debugging information
Thanks,
Drew
–
Drew Whitehouse
ANU Supercomputer Facility Vizlab
I just sent this off to support, but I thought it would be useful for others to see and perhaps make suggestions ?
-Drew
Hi,
Something for the developers … I'd like a cleaner mechanism to get the correct build environment for hdk projects. In the past (and currently for the OSX build) it's been the case that $HT/makefiles/* haven't been updated to correctly reflect the latest versions of Houdini and in particular the $HT/makfiles don't sync up with hcustom. I'd like to suggest that you add extra functionality to the hcustom tool, or make a new “hdk-config” application, that allows Makefiles to be written without referencing $HT/makefiles includes, removing the need to keep both methods up to date. It should probably be similar to tools like sdl-config, fltk-config etc …The code in hcustom / hdk-config that sets the compile options should be shared to maintain easy consistency.
Besides easing the building of straight forward HDK dso's it will also make it easier to configure 3rd party libraries that need to link in with HDK extensions, something that is more of an issue when you want to extend Houdini on OSX where most libraries aren't built for x86_64 (Macports etc).
E.g.
fltk-config
Usage: fltk-config
Options:
Options telling what we are doing:
use GL
use extra image formats (PNG, JPEG)
use glut compatibility layer
use forms compatibility layer
Options telling what information we request:
return C compiler used to compile FLTK
return C++ compiler used to compile FLTK
return flags to compile C using FLTK
return flags to compile C++ using FLTK
return flags to link against FLTK
return flags to link against static FLTK library
even if there are DSOs installed
return FLTK libraries full path for dependencies
Option to compile and link an application:
compile the program with debugging information
Thanks,
Drew
–
Drew Whitehouse
ANU Supercomputer Facility Vizlab
Technical Discussion » HDK / HOM / SOP_HOMWave.C ?
- drew
- 117 posts
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oleg
I may be wrong on this, but it looks like the SOP_HOMWave simply shows and example of how to access HOM from C++. This is why it inherits from SOP_HOM, which itself inherits from the regular SOP_Node and has only a thin wrapper in the cookMySop() function from which cookWithHOM() is called.
So I guess I'm not understanding what you gain by inheriting from SOP_HOM in this case ?
-Drew
Technical Discussion » HDK / HOM / SOP_HOMWave.C ?
- drew
- 117 posts
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Browsing around in the HDK I noticed the curious SOP_HOMWave.C example and I'm interested to know where it fits into the scheme of things. It would seem to be a brand new way to do things ? Why would you build a SOP using this method instead of the old HDK way ? I notice that it has a bunch of newer style C++ as well with boost::shared_ptr etc. Is this the shape of things to come, are we going to transition over to this style in the future ?
-Drew
-Drew
Technical Discussion » Compiling HOT on Ubuntu 64 bit
- drew
- 117 posts
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Hi Jens,
Scan down that thread a little further and pick up my latest distribution. The compile should very straight forward now, and the included examples should all work. I'd like feedback if you have any problems.
-Drew
Scan down that thread a little further and pick up my latest distribution. The compile should very straight forward now, and the included examples should all work. I'd like feedback if you have any problems.
-Drew
Technical Discussion » Attaching Rest Position To Volume
- drew
- 117 posts
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This thread might be worth reading - “Volume Attributes” and fluid fields [sidefx.com]. where Jeff Lait says …
I'm using this method to get extra volume attributes into my shaders. The more round about way is to compile them into I3D's, which I resort to when the volumes get large. BTW where he says “name primitive attribute”, read the primitive attribute named “name”.
addendum: where he says object merge, read SOP merge.
-Drew
The way to do this now is by object merging your desired fields into the object to render. Instead of having one volume primitive with several attributes (say, density, temperature) you have one volume primitive per attribute. The name primitive attribute marks the role of each of your volume primitives. By default, the primitives exported from DOPs will have appropriate names attached to them.
Then, in mantra, you merrily add a “temperature” parameter to your shader. This will be overridden on a per sample basis with the incoming temperature field.
I'm using this method to get extra volume attributes into my shaders. The more round about way is to compile them into I3D's, which I resort to when the volumes get large. BTW where he says “name primitive attribute”, read the primitive attribute named “name”.
addendum: where he says object merge, read SOP merge.
-Drew
Edited by - Feb. 7, 2008 16:34:34
Technical Discussion » hdkinstall error [Ubuntu 7.0.4]
- drew
- 117 posts
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You need to set up the runtime environment, so
sudo -s # (type in password)
cd /opt/hfs9.whatever
. houdini_setup
hdkinstall
-Drew
sudo -s # (type in password)
cd /opt/hfs9.whatever
. houdini_setup
hdkinstall
-Drew
Technical Discussion » hdkinstall error [Ubuntu 7.0.4]
- drew
- 117 posts
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You need to set up the runtime environment, so
sudo -s # (type in password)
cd /opt/hfs9.whatever
. houdini_setup
hdkinstall
-Drew
sudo -s # (type in password)
cd /opt/hfs9.whatever
. houdini_setup
hdkinstall
-Drew
Technical Discussion » "Volume attributes" and fluid fields
- drew
- 117 posts
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It was a bug, normals are broken at the moment (N == 0 a lot of the time). I'm told it's fixed in 9.1.
-Drew
-Drew
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