@Artye: Thanks for the scenefile, it was helpful to help me find what was going on here…
Despite using the default example materials (e.g. bricks, woodchips, concrete etc.) Houdini was not giving me displacement in the viewport.
After rechecking all my Display settings, and being sure I had the proper shading model turned on, I found the culprit in the shader settings.
So even for the example materials with displacement, the “Displacement>Custom Input>Enable Input Displacement” was turned off. Checking this box immediately fixed the issue in the viewport.
Not sure if this checkbox is supposed to be turned off by default, or somewhow one of my Houdini settings has changed?
rob
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Technical Discussion » Displacement not showing in viewport
- RobW
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Technical Discussion » Displacement not showing in viewport
- RobW
- 147 posts
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Having the same issues with displacement. In H15.5 it works as expected, but in H16 I cannot get it to work.
Not even a scenefile from H15.5 in H16 will work.
As far as I can tell, something is broken here.
rob
Win7, H16, GTX980 on 378.66
Not even a scenefile from H15.5 in H16 will work.
As far as I can tell, something is broken here.
rob
Win7, H16, GTX980 on 378.66
SI Users » An ex Softimage Tecky has jumped in too!
- RobW
- 147 posts
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Technical Discussion » H16: Mantra 'cannot find geometry' render error?
- RobW
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Nope, unfortunately that doesn't work on my end.
For both scenes
I'll think a log a bug, and add both scenes to the report.
Something very weird is going on here
Edit: Got a quick reply from support, it has to do with spaces in your scenefile name. And ths is fixed in the new build.
So re-saving with underscores to remove the spaces in the file name also resolves the render error.
For both scenes
I'll think a log a bug, and add both scenes to the report.
Something very weird is going on here
Edit: Got a quick reply from support, it has to do with spaces in your scenefile name. And ths is fixed in the new build.
So re-saving with underscores to remove the spaces in the file name also resolves the render error.
Edited by RobW - Feb. 27, 2017 10:37:09
Technical Discussion » H16: Mantra 'cannot find geometry' render error?
- RobW
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Hi,
In a couple of situations, all of a sudden Mantra throws me this error:
“mantra: Can't find geometry /obj/box_object1/normal1/output1” or something alike from the network tree.
One scene was some basic modeling on a cube, another is a simple scatter on a grid.
Not sure what's going on here….
rob
In a couple of situations, all of a sudden Mantra throws me this error:
“mantra: Can't find geometry /obj/box_object1/normal1/output1” or something alike from the network tree.
One scene was some basic modeling on a cube, another is a simple scatter on a grid.
Not sure what's going on here….
rob
Technical Discussion » UI Question
- RobW
- 147 posts
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Yo Alex!
Simplest way of doing it is to:
a. add sliders at the topnode, after the SRT values or
b. collapse the entire tree into a subnet, and start adding sliders there.
(Be aware if you ‘unpack’ the subnet, you will loose all sliders.)
Access all the parameters in the network by clicking the cog wheel icon in the parameters panel and choose the first option.
You can now easily drag and drop parameter sliders, add min/max values to them and such.
You can even create new sliders parameters that will drive others inside the network.
Have a read on the ‘Parameter Interface’ and channel linking.
I asked about this here https://www.sidefx.com/forum/topic/48367/?page=1#post-218524 [sidefx.com]
If you need an example just say so,
rob
Simplest way of doing it is to:
a. add sliders at the topnode, after the SRT values or
b. collapse the entire tree into a subnet, and start adding sliders there.
(Be aware if you ‘unpack’ the subnet, you will loose all sliders.)
Access all the parameters in the network by clicking the cog wheel icon in the parameters panel and choose the first option.
You can now easily drag and drop parameter sliders, add min/max values to them and such.
You can even create new sliders parameters that will drive others inside the network.
Have a read on the ‘Parameter Interface’ and channel linking.
I asked about this here https://www.sidefx.com/forum/topic/48367/?page=1#post-218524 [sidefx.com]
If you need an example just say so,
rob
Technical Discussion » Nightmare!poor UI behaviour
- RobW
- 147 posts
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I'll be the one saying it…. 1366*768???????
Any 3D app will not work ‘properly’ unless it's at least 1920*1080 with all popups, flyouts and the likes..
Haven't worked with a resolution that low since… well… can't remember
Any 3D app will not work ‘properly’ unless it's at least 1920*1080 with all popups, flyouts and the likes..
Haven't worked with a resolution that low since… well… can't remember
Edited by RobW - Feb. 27, 2017 05:08:29
Houdini Indie and Apprentice » H16 - showing shader colors in viewport?
- RobW
- 147 posts
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Technical Discussion » Q: driving expression with external data (slider)?
- RobW
- 147 posts
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After some more RTFM and some testing with dragging and dropping parameters, I found the culprit.
The driving parameter should be referenced as a channel as well.
So instead of ,“../../subnet/minrot”, it should read ,ch(“../../subnet/minrot”),
Works like a charm now!
rob
The driving parameter should be referenced as a channel as well.
So instead of ,“../../subnet/minrot”, it should read ,ch(“../../subnet/minrot”),
Works like a charm now!
rob
Edited by RobW - Feb. 25, 2017 04:59:07
Technical Discussion » changing display colors in Houdini?
- RobW
- 147 posts
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Nice one!
Although in Maya I changed the colors towards Softimage as well.
Now all 3D apps at least behave the same when selecting things ;-)
cheers!
rob
Although in Maya I changed the colors towards Softimage as well.
Now all 3D apps at least behave the same when selecting things ;-)
cheers!
rob
Technical Discussion » Q: driving expression with external data (slider)?
- RobW
- 147 posts
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Hi,
Thanks for that!
So it - should- have worked as described? I'll fidlle a bit more to see if I can get it to work.
I will also dive into the AttributeWrangle and channels. Always a good thing to have multiple options
cheers!
rob
Thanks for that!
So it - should- have worked as described? I'll fidlle a bit more to see if I can get it to work.
I will also dive into the AttributeWrangle and channels. Always a good thing to have multiple options
cheers!
rob
Edited by RobW - Feb. 24, 2017 10:30:50
Technical Discussion » Q: driving expression with external data (slider)?
- RobW
- 147 posts
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Hi all,
I was just wondering if the above is possible?
Say you have a simple copystamp operation on a grid.
Your random rotation on the stamped copies is set to rotvar = fit(360*rand($PT),0,1,-180,180).
This all works fine.
If I pack the setup into a subnet, is it possible to replace the -180,180 with sliders and link those back into the expression?
e.g. I made two (integer) sliders in the subnet UI named minrot (-180<–>0) and maxrot (0<–>180), and linked them back into the expression:
rotvar = fit(360*rand($PT),0,1, ‘../../subnet/minrot’, ‘../../subnet/maxrot’)
There's no errors, but the sliders in the subnet aren't working. I feel I'm close, but missing something here
cheers for any tips, links etc.
rob
I was just wondering if the above is possible?
Say you have a simple copystamp operation on a grid.
Your random rotation on the stamped copies is set to rotvar = fit(360*rand($PT),0,1,-180,180).
This all works fine.
If I pack the setup into a subnet, is it possible to replace the -180,180 with sliders and link those back into the expression?
e.g. I made two (integer) sliders in the subnet UI named minrot (-180<–>0) and maxrot (0<–>180), and linked them back into the expression:
rotvar = fit(360*rand($PT),0,1, ‘../../subnet/minrot’, ‘../../subnet/maxrot’)
There's no errors, but the sliders in the subnet aren't working. I feel I'm close, but missing something here
cheers for any tips, links etc.
rob
Edited by RobW - Feb. 24, 2017 10:43:49
Houdini Indie and Apprentice » H16 - showing shader colors in viewport?
- RobW
- 147 posts
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Hi,
I've been through all the settings in H16, but cannot get the viewport to show up my shader colors etc…
Must be overlooking something very basic, but not finding it atm….
And yes, the shaders are in the /mat environment, not the /shop one
p.s. I would love to see a nice workflow video on the new shader stuff. H16 is ‘reshuffling the deck’ so to speak on this.
rob
I've been through all the settings in H16, but cannot get the viewport to show up my shader colors etc…
Must be overlooking something very basic, but not finding it atm….
And yes, the shaders are in the /mat environment, not the /shop one
p.s. I would love to see a nice workflow video on the new shader stuff. H16 is ‘reshuffling the deck’ so to speak on this.
rob
Technical Discussion » changing display colors in Houdini?
- RobW
- 147 posts
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Technical Discussion » Help is still broken!
- RobW
- 147 posts
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Support reported there's a Houdini 16.0.504 - Qt4 version for download as well.
I'll give that a try, or just use the online help if that doesn't fix it.
Never had any issues before on this, v14 or 15.x
I'll give that a try, or just use the online help if that doesn't fix it.
Never had any issues before on this, v14 or 15.x
Technical Discussion » Help is still broken!
- RobW
- 147 posts
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Same here, at some point you hvae to restart Houdini to get things going again.
Will log a bug.
Will log a bug.
Houdini Lounge » Houdini 16
- RobW
- 147 posts
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wacom + mouse mode = working now
Maybe a small thing for some, but very happy with this one!
rob
Maybe a small thing for some, but very happy with this one!
rob
Houdini Lounge » Houdini 16
- RobW
- 147 posts
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Houdini Indie and Apprentice » Q: copy point colors onto new geo?
- RobW
- 147 posts
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Houdini Indie and Apprentice » Q: copy point colors onto new geo?
- RobW
- 147 posts
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Hi,
Thanks for that!
After your scene, I had another look as well, and found out you don't need the ‘attribute delete’ node in the beginning, when you check vertices in the ‘attribute transfer node. It’s not checked by default.
I re-did the setup in a clean scene again just to be sure, but it works. With so many options in H, it's easy to loose the overview I guess
Again, thanks for looking into this, and getting me back on track!
rob
Thanks for that!
After your scene, I had another look as well, and found out you don't need the ‘attribute delete’ node in the beginning, when you check vertices in the ‘attribute transfer node. It’s not checked by default.
I re-did the setup in a clean scene again just to be sure, but it works. With so many options in H, it's easy to loose the overview I guess
Again, thanks for looking into this, and getting me back on track!
rob
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