Hi,
I did not manage my nodes well from the very beginning, but now I progressed far far away from what I expected and I completed this project. The problem I have is that I am not able to create a digital asset because my nodes are not sorted under one Geo node, they are distributed and built around Geo node (File Node inside). How can I move all of the nodes including the geo node into a new Geo node ? I tried Copy Paste but it does not work, it does not paste the nodes inside the new level.
Found 72 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Node Management : Moving SOP into a New Geo Node
-
- John31
- 72 posts
- Offline
Houdini Indie and Apprentice » Cut a Geometry
-
- John31
- 72 posts
- Offline
Houdini Indie and Apprentice » Cut a Geometry
-
- John31
- 72 posts
- Offline
True, but Revit FBX is only 14mb, and after importing it to Houdini and use the stash node the file size increased to 200mb. I removed the stash node and uploaded it using Dropbox.
https://www.dropbox.com/s/g9wn0btpogs6k0g/Skid_2.hiplc?dl=0 [www.dropbox.com]
https://www.dropbox.com/s/g9wn0btpogs6k0g/Skid_2.hiplc?dl=0 [www.dropbox.com]
Houdini Indie and Apprentice » Cut a Geometry
-
- John31
- 72 posts
- Offline
Thx for the advice. The file size now is 200mb. I cant seem to be able to upload it in this thread.
Houdini Indie and Apprentice » Cut a Geometry
-
- John31
- 72 posts
- Offline
Houdini Indie and Apprentice » Cut a Geometry
-
- John31
- 72 posts
- Offline
Hi,
I have a surface of geometry and I want to cut in the middle of the surface to open a way for a stairway. I understand that there's many tools in Houdini to cut, but I was not successful implementing these tools in my model. I appreciate if someone can lead to a video or a tutorial for this.
I have a surface of geometry and I want to cut in the middle of the surface to open a way for a stairway. I understand that there's many tools in Houdini to cut, but I was not successful implementing these tools in my model. I appreciate if someone can lead to a video or a tutorial for this.
Houdini Indie and Apprentice » Enabling Renderman for Houdini 17.5. Installing Pro server
-
- John31
- 72 posts
- Offline
Thanks for the reply. I looked inyo renderman wrbsite and downloaded the installar. There's no option for Houdini under renderman 22, and could not find ver 21 to download. Can anyone plz support where can I download ver 21 for houdini ?
Houdini Indie and Apprentice » Enabling Renderman for Houdini 17.5. Installing Pro server
-
- John31
- 72 posts
- Offline
Hi,
I am trying to enable Renderman in Houdini 17.5. I am not sure if Renderman is packed with Houdini already. But I found it in my shelf and there's a render node for it. So I assume it is packed already. Please clarify.
When I try to render using Renderman I got this message: CreateProcess failed for ‘prman’.
I added this to the Houdini Environment Settings file located in the Documents folder
RMANTREE = “C:\Program Files\Pixar\RenderManProServer-20.9”
PATH = “$PATH;$RMANTREE/bin”
But still does not work.
More tips: I could not find Pixar folder in my program Files. I was looking for it to determine which version of Renderman is installed in my system ?
I am trying to enable Renderman in Houdini 17.5. I am not sure if Renderman is packed with Houdini already. But I found it in my shelf and there's a render node for it. So I assume it is packed already. Please clarify.
When I try to render using Renderman I got this message: CreateProcess failed for ‘prman’.
I added this to the Houdini Environment Settings file located in the Documents folder
RMANTREE = “C:\Program Files\Pixar\RenderManProServer-20.9”
PATH = “$PATH;$RMANTREE/bin”
But still does not work.
More tips: I could not find Pixar folder in my program Files. I was looking for it to determine which version of Renderman is installed in my system ?
Houdini Indie and Apprentice » Houdini Engine: FBX File Based to UE4 is not Working
-
- John31
- 72 posts
- Offline
Hello,
I've been trying to load my asset which I created in Houdini 17.5. The asset is based on FBX file. While creating the asset Houdini gave several warnings messages as per attached.

Then I loaded the asset in Unreal Engine, but I ended up looking at Houdini icon only. Hope someone here can support with this issue as I am new to Houdini.
I've been trying to load my asset which I created in Houdini 17.5. The asset is based on FBX file. While creating the asset Houdini gave several warnings messages as per attached.
Then I loaded the asset in Unreal Engine, but I ended up looking at Houdini icon only. Hope someone here can support with this issue as I am new to Houdini.
Edited by John31 - March 16, 2019 09:45:15
Technical Discussion » Flipping Normal: Any Node or Suggestion
-
- John31
- 72 posts
- Offline
Technical Discussion » Flipping Normal: Any Node or Suggestion
-
- John31
- 72 posts
- Offline
Hello,
Please excuse the question, I am still studying this great application. I noticed some normals are flipped after merging operation. I have been looking for a way to fix it but could not find any. Can anyone please direct me to a solution ?
Please excuse the question, I am still studying this great application. I noticed some normals are flipped after merging operation. I have been looking for a way to fix it but could not find any. Can anyone please direct me to a solution ?
Houdini Indie and Apprentice » Converting 3DS Max Model to Procedual in Houdini
-
- John31
- 72 posts
- Offline
Hello,
I am new to Houdini and I am still trying to find my way out and catching up with what Houdini can offer.
One of the many things that got me into Houdini is the procedural workflow which helps reducing the time. However, most of my previous works are saved as FBX exported from 3Ds Max. Once I import the files into Houdini, I noticed that the nodes are created for each object in the scene. My question is there a workflow for optimising a procedural workflow based on objects nodes ? Can you recommend a tutorial for this ?
Thanks,
I am new to Houdini and I am still trying to find my way out and catching up with what Houdini can offer.
One of the many things that got me into Houdini is the procedural workflow which helps reducing the time. However, most of my previous works are saved as FBX exported from 3Ds Max. Once I import the files into Houdini, I noticed that the nodes are created for each object in the scene. My question is there a workflow for optimising a procedural workflow based on objects nodes ? Can you recommend a tutorial for this ?
Thanks,
-
- Quick Links