Houdini was working fine yesterday, but today I get this:
Not sure why.
So what to do? Uninstall then re-install to fix?
Found 13305 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Error opening Houdini 17 apprentice
- DevoStevo
- 35 posts
- Offline
Houdini Indie and Apprentice » Smoke sim not showing up when add to tracking data.
- svc_sidefx
- 18 posts
- Offline
Hi, I'm still pretty green to houdini and I have a question I hope someone could help me with. I've made a smoke sim and it works at the origin point, but when I parent it to tracking data it doesn't show up. The hierarchy looks like this: Tracking data > objects > Source object > DOP network. The source object and the rest of the object track and move perfectly, but the sim just will start or I just can't see it. Sims don't just have to be at the origin do they?
Image Not Found
Technical Discussion » Console Error, can't render
- Isy
- 1 posts
- Offline
Hi!
I can't render in Houdini v16 anymore, the console is giving me this error:
QWidget: Must construct a QApplication before a QPaintDevice
It was working yesterday, not sure what happened.
I hope someone can help me.
Thanks
Isy
I can't render in Houdini v16 anymore, the console is giving me this error:
QWidget: Must construct a QApplication before a QPaintDevice
It was working yesterday, not sure what happened.
I hope someone can help me.
Thanks
Isy
Houdini Indie and Apprentice » error
- ibuibu69
- 1 posts
- Offline
When I start houdini 17, this error occurs…
Could you help me??
Error while populating shelf with shelf tool assets.
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\shelfutils.py”, line 183, in populateShelfFromJSON
_ensure_toolbar_dir_exists()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\shelfutils.py”, line 279, in _ensure_toolbar_dir_exists
toolbar_dir = hou.homeHoudiniDirectory() + “/toolbar”
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 67480, in homeHoudiniDirectory
return _hou.homeHoudiniDirectory(*args)
UnicodeDecodeError: ‘utf8’ codec can't decode byte 0x83 in position 24: invalid start byte
Exception in thread Thread-2:
Traceback (most recent call last):
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 808, in __bootstrap_inner
self.run()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 68171, in __threadRun
self.__run()
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 761, in run
self.__target(*self.__args, **self.__kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 142, in <lambda>
thread = threading.Thread(target=lambda: function(*args, **kwargs))
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 162, in thread_code
it.next()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 365, in check_for_shelf_tool_assets
asset_info_file = shelfutils._shelf_tool_assets_info_file()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\shelfutils.py”, line 283, in _shelf_tool_assets_info_file
return hou.homeHoudiniDirectory() + “/toolbar/shelf_tool_assets.json”
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 67480, in homeHoudiniDirectory
return _hou.homeHoudiniDirectory(*args)
UnicodeDecodeError: ‘utf8’ codec can't decode byte 0x83 in position 24: invalid start byte
Error while checking for updates
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 84, in wrapper
return decorated_function(*args, **kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 194, in wrapper
_run_main_thread_worker_thread_code(it)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 153, in _run_main_thread_worker_thread_code
it.next()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 265, in check_for_asset_updates
installed_assets_info = _read_installed_assets_info()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 657, in _read_installed_assets_info
_ensure_asset_store_dir_exists()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 667, in _ensure_asset_store_dir_exists
if not os.path.exists(_installed_assets_info_file()):
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 731, in _installed_assets_info_file
return asset_store_dir() + “/” + _current_user_dir() + “/installed_assets.json”
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 735, in asset_store_dir
hou.homeHoudiniDirectory() + “/asset_store”)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 67480, in homeHoudiniDirectory
return _hou.homeHoudiniDirectory(*args)
UnicodeDecodeError: ‘utf8’ codec can't decode byte 0x83 in position 24: invalid start byte
Could you help me??
Error while populating shelf with shelf tool assets.
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\shelfutils.py”, line 183, in populateShelfFromJSON
_ensure_toolbar_dir_exists()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\shelfutils.py”, line 279, in _ensure_toolbar_dir_exists
toolbar_dir = hou.homeHoudiniDirectory() + “/toolbar”
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 67480, in homeHoudiniDirectory
return _hou.homeHoudiniDirectory(*args)
UnicodeDecodeError: ‘utf8’ codec can't decode byte 0x83 in position 24: invalid start byte
Exception in thread Thread-2:
Traceback (most recent call last):
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 808, in __bootstrap_inner
self.run()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 68171, in __threadRun
self.__run()
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 761, in run
self.__target(*self.__args, **self.__kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 142, in <lambda>
thread = threading.Thread(target=lambda: function(*args, **kwargs))
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 162, in thread_code
it.next()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 365, in check_for_shelf_tool_assets
asset_info_file = shelfutils._shelf_tool_assets_info_file()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\shelfutils.py”, line 283, in _shelf_tool_assets_info_file
return hou.homeHoudiniDirectory() + “/toolbar/shelf_tool_assets.json”
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 67480, in homeHoudiniDirectory
return _hou.homeHoudiniDirectory(*args)
UnicodeDecodeError: ‘utf8’ codec can't decode byte 0x83 in position 24: invalid start byte
Error while checking for updates
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 84, in wrapper
return decorated_function(*args, **kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 194, in wrapper
_run_main_thread_worker_thread_code(it)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hdefereval.py”, line 153, in _run_main_thread_worker_thread_code
it.next()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 265, in check_for_asset_updates
installed_assets_info = _read_installed_assets_info()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 657, in _read_installed_assets_info
_ensure_asset_store_dir_exists()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 667, in _ensure_asset_store_dir_exists
if not os.path.exists(_installed_assets_info_file()):
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 731, in _installed_assets_info_file
return asset_store_dir() + “/” + _current_user_dir() + “/installed_assets.json”
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\sas\localassets.py”, line 735, in asset_store_dir
hou.homeHoudiniDirectory() + “/asset_store”)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 67480, in homeHoudiniDirectory
return _hou.homeHoudiniDirectory(*args)
UnicodeDecodeError: ‘utf8’ codec can't decode byte 0x83 in position 24: invalid start byte
Technical Discussion » Houdini 17.352 | Icones apeer black
- Roiros
- 1 posts
- Offline
Technical Discussion » anyone else using Houdini with Malwarebytes 3.0 and having issues?
- bobc4d
- 320 posts
- Offline
I run Malwarebytes and after I upgraded from Apprentice to Indie when ever I would add a node or move around in view port, sometimes it would take 5 or more seconds to react. I uninstalled Malwarebytes and Houdini is flying, no hesitation. it did seem to work fine before I upgraded to I wonder if that had something to do with it. I might try reinstalling Malwarebytes and see how it plays with Houdini.
edit: I sent email to support and they believe Malwarebytes is hitting the executables, which would make sense.
edit: I sent email to support and they believe Malwarebytes is hitting the executables, which would make sense.
Edited by bobc4d - Dec. 18, 2018 20:44:39
Technical Discussion » Render in multiple machines whit only one Indie license.
- martinlarravide
- 28 posts
- Offline
How can I distribute the render within differents machines not in a same network? I have a Indie license only, and I need to render in some friends machines (Remote). Can I use Houdini Engine? There is any documentation for this?
Thanks
Thanks
Houdini Indie and Apprentice » Uvlayout is not random enough
- olivierth
- 1010 posts
- Offline
Hi!
I wanted to layout uvs so they are fairly random in their rotations. I copied a deformed grid (4 points) and used copy transform sop to have many copies with a small rotation on each. I set the orientation of the uvlayout sop at 1 (this cancels rotations).
The problem is all the vertical/horizontal shapes are at the top and all the sideways shapes are at the bottom. This looks way to organized for what I'm going for.
Is there a way to randomize it more?
-Olivier
I wanted to layout uvs so they are fairly random in their rotations. I copied a deformed grid (4 points) and used copy transform sop to have many copies with a small rotation on each. I set the orientation of the uvlayout sop at 1 (this cancels rotations).
The problem is all the vertical/horizontal shapes are at the top and all the sideways shapes are at the bottom. This looks way to organized for what I'm going for.
Is there a way to randomize it more?
-Olivier
Technical Discussion » Select Polygon Edge Boundary, but with Python and/or Nodes?
- MACHIN3
- 2 posts
- Offline
Hi,
I'm trying to replicate the behavior of the “Select Polygon Edge Boundary” viewport selection tool, but with Python and Nodes.
As for noes, the input should be a primitive group, and the output should be an edge group. I've tried to do it with the various group nodes, but couldn't get anywhere.
Ideally I'd like to know if this can be done via python, as that's what I'm most used to, with my Blender addon dev background.
I'm open to hscript and VEX as well, if either is better suited for the task.
In Blender/BMesh, I'd just iterate over the edges in the face group and for each edge, check the polygons on both sides. If only one of the faces is in the face group, I'd know that's a boundary edge.
I could also check for other properties, like the selection state, whether an edge is manifold, etc.
Is there a way to access the geometry like this or similar in Houdini? I'd appreciate any pointers.
I've checked out this asset on orbolt and tried to understand how it is done. I've left with even more questions now, can't even tell why it does anything at all, ha.
I'd really appreciate any pointers in the right direction, resources to study, etc. Thank you!
I'm trying to replicate the behavior of the “Select Polygon Edge Boundary” viewport selection tool, but with Python and Nodes.
As for noes, the input should be a primitive group, and the output should be an edge group. I've tried to do it with the various group nodes, but couldn't get anywhere.
Ideally I'd like to know if this can be done via python, as that's what I'm most used to, with my Blender addon dev background.
I'm open to hscript and VEX as well, if either is better suited for the task.
In Blender/BMesh, I'd just iterate over the edges in the face group and for each edge, check the polygons on both sides. If only one of the faces is in the face group, I'd know that's a boundary edge.
I could also check for other properties, like the selection state, whether an edge is manifold, etc.
Is there a way to access the geometry like this or similar in Houdini? I'd appreciate any pointers.
I've checked out this asset on orbolt and tried to understand how it is done. I've left with even more questions now, can't even tell why it does anything at all, ha.
I'd really appreciate any pointers in the right direction, resources to study, etc. Thank you!
Houdini Indie and Apprentice » How to object merge geometry nodes with custom node parameters
- mvgraf
- 1 posts
- Offline
Hi,
is it possible to
1. create a Geometry node with custom parameters (see image)
2. link this node in another Geometry node with an Operator Path parameter
3. Instantiate this linked Geometry object multiple times and set different parameters so the build process of the merged geometry differs each time?
This is more of a object orientated approach. Don't know if this is even possible?
Another solution probably would be to put the content in a subnet, but there I only have 4 parameters available and am not so flexible in putting up dynamic scenes .
Cheers,
Georg.
is it possible to
1. create a Geometry node with custom parameters (see image)
2. link this node in another Geometry node with an Operator Path parameter
3. Instantiate this linked Geometry object multiple times and set different parameters so the build process of the merged geometry differs each time?
This is more of a object orientated approach. Don't know if this is even possible?
Another solution probably would be to put the content in a subnet, but there I only have 4 parameters available and am not so flexible in putting up dynamic scenes .
Cheers,
Georg.
Houdini Indie and Apprentice » Constraints Error
- mooopstar
- 10 posts
- Online
Hi guys,
I have a strange error with my glue constraints when copying objects to points.
Is there somebody here who has a clue what i m doing wrong?
In the tutorial from Steven Knipping it is working https://www.youtube.com/watch?v=5x-EQ4JtBJM [www.youtube.com] from
I m not quite sure if i oversaw something.
Thanks for your help !
I have a strange error with my glue constraints when copying objects to points.
Is there somebody here who has a clue what i m doing wrong?
In the tutorial from Steven Knipping it is working https://www.youtube.com/watch?v=5x-EQ4JtBJM [www.youtube.com] from
I m not quite sure if i oversaw something.
Thanks for your help !
Houdini Indie and Apprentice » How to export the texture image I create with Heightfield Quickshade?
- lookdev
- 15 posts
- Offline
Houdini Indie and Apprentice » Bullet solver + Glue constraint lead Houdini fatal crash
- Massa1981
- 1 posts
- Offline
I just start a bullet simulation, more precisely wood fracture. I pre-fracture the object first with boolean, then use it as RBD packed geo. The simulation works fine at this stage.
But then, I start building a glue constraint network, applying to a connect adjacent pieces node, create a primitive attribute s@constraint_name and f@strength. When I load this constraint in my RBD sim, I hit the play button, Houdini crash immediately and everything screws up…
Here's my file, My Houdini is 16.0.736(stable version), and my Ram didn't run out as it crashes at the first frame.
Thanks!
Marco
But then, I start building a glue constraint network, applying to a connect adjacent pieces node, create a primitive attribute s@constraint_name and f@strength. When I load this constraint in my RBD sim, I hit the play button, Houdini crash immediately and everything screws up…
Here's my file, My Houdini is 16.0.736(stable version), and my Ram didn't run out as it crashes at the first frame.
Thanks!
Marco
Technical Discussion » UV Seams from mesh intersections
- Alexander_T
- 13 posts
- Offline
Hey guys,
Can someone please tell me if there's a way to create UV seams from geometry intersections? Please see image below, idea being that those planes should split the UV into 8 pieces which I will use to flatten the UV.
Thank you.
Can someone please tell me if there's a way to create UV seams from geometry intersections? Please see image below, idea being that those planes should split the UV into 8 pieces which I will use to flatten the UV.
Thank you.
Edited by Alexander_T - Dec. 14, 2018 18:00:53
Technical Discussion » How to transfer attribute from points to VDB?
- Masaladosa
- 1 posts
- Offline
I have some points scattered on grid and sphere copied to those points, next I convert it to VDB.
I'm using VDB Advect to grow them using VDB Analysis output as speed input. What I want to do is make this blobs grow with different speed and some of them even shrink.
I think I should transfer attribute from points to spheres to VDB to use it as speed for growth… and the last point (spheres -> VDB attribute copy) is where I stuck. Any ideas?
I'm using VDB Advect to grow them using VDB Analysis output as speed input. What I want to do is make this blobs grow with different speed and some of them even shrink.
I think I should transfer attribute from points to spheres to VDB to use it as speed for growth… and the last point (spheres -> VDB attribute copy) is where I stuck. Any ideas?
Technical Discussion » Vellum hair: constraint orientation in DOPS
- JasonSlab
- 1533 posts
- Offline
Hi
Does anyone know if there is a way to constrain hair or cloth(as far as I remember you cant?) to get the same behaviour as using Pin to Animation>Orient Typeame as Position at DOPs level? For example I would like to constrain leaves to branches.
Thanks
J
Does anyone know if there is a way to constrain hair or cloth(as far as I remember you cant?) to get the same behaviour as using Pin to Animation>Orient Typeame as Position at DOPs level? For example I would like to constrain leaves to branches.
Thanks
J
Houdini for Realtime » VAT Sprites Per-Sprite rotation
- AxelMortensenVFX
- 1 posts
- Offline
I don't know if this is some thing that's simple that I'm missing or some thing that's harder than it looks but i haven't seen a post on it yet.
It is possible to give each sprite a random rotation in unreal
It is possible to give each sprite a random rotation in unreal
Houdini Indie and Apprentice » Camera Orientation along it's motion path?
- tomtm
- 126 posts
- Offline
Hi,
how can I orient the camera along it's own path in heading/pitch and bank?
I can't find the displayed curve anywhere as an element to make a look at or similar.
Many Thanks
Tom
how can I orient the camera along it's own path in heading/pitch and bank?
I can't find the displayed curve anywhere as an element to make a look at or similar.
Many Thanks
Tom
Houdini for Realtime » Houdini to Unreal Engine (Houdini Engine) Material Attribute Issue
- trdp90
- 1 posts
- Offline
Hey guys, I am following the unity guard tower tutorial, but I'm using Unreal instead. After recooking in Unreal with Houdini Engine, my materials are not switching out the base houdini material. I even exposed the string parameter to Unreal but I am not able to find what the issue is…
Technical Discussion » UNINSTALL Game Development Toolset Houdini 16
- PhilipPappas
- 10 posts
- Offline
Hello,
how can i remove the installed branch of GameDev Toolset entirely? i wish to install another version and my cmoputer refuses to replace current files for some reason.
Thanks
how can i remove the installed branch of GameDev Toolset entirely? i wish to install another version and my cmoputer refuses to replace current files for some reason.
Thanks
-
- Quick Links