Found 221 posts.
Search results Show results as topic list.
Technical Discussion » How to use scipy with Houdini 17 on windows?
- kahuna031
- 897 posts
- Offline
I've spent a few weeks on this and asked more clever people for guidance. After setting up mingwpy and going through various compilation guides I gave up and told Sidefx to drop the rfe I've posted for including it to Houdini as I understood the scale of issue.
Technical Discussion » Render view way faster(30x) than render to disk when timeline seeking after first render on trivial animation.
- kahuna031
- 897 posts
- Offline
On windows, I once found that I could speed up the render startup significantly when running as admin.
Technical Discussion » Carve Node and Attributes
- kahuna031
- 897 posts
- Offline
Loop over the prims in for each, this will then work in a channel expression to have prim attribs controlling it:
prim(opinputpath(“.”,0),'myAttrib', 0,0)
prim(opinputpath(“.”,0),'myAttrib', 0,0)
Technical Discussion » "Random" controlled rotation for floor tiles
- kahuna031
- 897 posts
- Offline
Use ‘copy to points’ inside a for each loop that iterates over the points. For optimization then put the whole thing inside a ‘compiled block’, this will thread the copying.
Work in Progress » 3 point align of 2 similar meshes (like in Maya)
- kahuna031
- 897 posts
- Offline
Nice Olivierth. Can't try at the moment but have you looked at driving this with the ‘python states’ in H17?
I'm also into photogrammetry and looking for best solution to these problems.
I'm also into photogrammetry and looking for best solution to these problems.
Houdini Engine for Maya » Environment Artist: Question About Building Tools with Houdini for Maya.
- kahuna031
- 897 posts
- Offline
Sorry for the late response Subtle. Are you still in search for python wrappers? It's basically writing a bunch of python to control the nodes attributes and its interaction with the maya scene.
For example, when starting my gui I load Engine, hda node, import maya files with helper data, create materials that matches what comes out from the Houdini setup etc. The widgets on the interface is typically linked to the attributes on the asset node.
The best way to start would probably be look into writing qt interfaces for Maya. Down the lines of this: https://vimeo.com/122424605 [vimeo.com]
For example, when starting my gui I load Engine, hda node, import maya files with helper data, create materials that matches what comes out from the Houdini setup etc. The widgets on the interface is typically linked to the attributes on the asset node.
The best way to start would probably be look into writing qt interfaces for Maya. Down the lines of this: https://vimeo.com/122424605 [vimeo.com]
Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- kahuna031
- 897 posts
- Offline
I started to get the same errors but it was also affecting Maya so unlikely a Houdini specific issue in my case. Made an unsuccesfull attempt at reverting graphic drivers but then we switched vnc system at work wich happened to fix all my troubles so I stopped investigate.
I'm thinking it originate in a Windows update?
I'm thinking it originate in a Windows update?
Technical Discussion » Render startup under windows - run as admin?
- kahuna031
- 897 posts
- Offline
I've had render startup times on 10 seconds when rendering a simple box. I'm using Windows and now I've seemed to found a fix by starting the app with admin rights. Can there be a license issue here? Anyone else that has met similar render startup times?
I know I should file a bug but interested to hear people out first.
I know I should file a bug but interested to hear people out first.
Edited by kahuna031 - June 29, 2018 14:15:05
Houdini Engine for Maya » Triggering Maya Python or MEL from a Houdini Engine Asset button callback
- kahuna031
- 897 posts
- Offline
I vote for the envoke script in hda's as this follows Houdini's native workflow best. Having a paralell system to hda's python tools could be a great addition (“on created” scripts, python module etc). Forcing recaching on the other hand sounds like a very special setup and could be a real annoyance during realtime editing.
Technical Discussion » Fatal Error: Segmentation fault
- kahuna031
- 897 posts
- Offline
Not sure if it's related but I've found that the latest nvidia drivers kills houdini whenever opening a remote desktop connection. Tested against an Houdini version I knew I could use remotely before.
Edit: Hmmm, can't reproduce anymore, I did do some stuff, most notably turning off “In game overlay” in nvidias geforce experience app.
Edit 2: Got one! Chrash when trying to open a menu in 16.5.439.
Edit: Hmmm, can't reproduce anymore, I did do some stuff, most notably turning off “In game overlay” in nvidias geforce experience app.
Edit 2: Got one! Chrash when trying to open a menu in 16.5.439.
Edited by kahuna031 - June 11, 2018 04:41:42
Technical Discussion » How to remove some inner idges?
- kahuna031
- 897 posts
- Offline
Beware polysplit doesn't handles holes along the cut curve so you need to split it up per continuous segment.
Technical Discussion » How to remove some inner idges?
- kahuna031
- 897 posts
- Offline
If I understand correctly: create a line between your points and feed that into the polysplits second input, your geo to the first.
Technical Discussion » Erratic wire movement
- kahuna031
- 897 posts
- Offline
Do you have collision on the head? If so- make sure that it doesn't intersect with the wires.
Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- kahuna031
- 897 posts
- Offline
This is the best solutions I've found for windows. It logs you off and starts a Houdini session. Might not be the cleanest solution you'll see but it has never failed me which other tricks has.
First create a .bat file containing:
(the tscon might difffer, that's your “session id” and can be found through google .
Then create a shortcut to this file, edit the shortcut to start with admin rights.
First create a .bat file containing:
ECHO ON tscon 6 /dest:console /password:* cd %HOMEDRIVE%%HOMEPATH% "C:\Program Files\Side Effects Software\Houdini 16.5.321\bin\houdinicore.exe
Then create a shortcut to this file, edit the shortcut to start with admin rights.
Edited by kahuna031 - May 18, 2018 13:13:26
Technical Discussion » Animating Voroni Fracture Points and Fixing the Resulting Geo
- kahuna031
- 897 posts
- Offline
Problem seems to be your triangulation can't handle deformation. Some things to test:
First of all, always try adding a “normal” node after these operations, might be that it's just a display issue.
Secondly. Transfer the normal from the mesh to the top points (using ray).
Third. After the extrude and bevel you know the desired height from the surface for the points, by using ray or wranglers you can mess around with the shape while guarantee the height stays the same. Like subdividing the top and raying against the source mesh to snap it to the correct height.
Could also be a good to test the divide>bricker function. (I'd probably try doing this after you've moved the primitive to a rest position to get a consistent topology between frames, this will take a bit of math though)
First of all, always try adding a “normal” node after these operations, might be that it's just a display issue.
Secondly. Transfer the normal from the mesh to the top points (using ray).
Third. After the extrude and bevel you know the desired height from the surface for the points, by using ray or wranglers you can mess around with the shape while guarantee the height stays the same. Like subdividing the top and raying against the source mesh to snap it to the correct height.
Could also be a good to test the divide>bricker function. (I'd probably try doing this after you've moved the primitive to a rest position to get a consistent topology between frames, this will take a bit of math though)
Edited by kahuna031 - May 17, 2018 14:48:48
Technical Discussion » Boolean not working with PolyExtrude
- kahuna031
- 897 posts
- Offline
Seconded. One problem I've noticed that the Boolean inverts polyextrude output when one sets a negative “Distance” value on the poly extrude. Expected behavior would be for the polyextrude to always output correct winding order as there is nothing strange of wanting to extrude a polygon downwards. (#82897)
Houdini Engine for Maya » Triggering Maya Python or MEL from a Houdini Engine Asset button callback
- kahuna031
- 897 posts
- Offline
Technical Discussion » Can constrain to path be interactive in viewport
- kahuna031
- 897 posts
- Offline
Think your best option for this would be to LMB drag the parameter to the viewport and make a HUD slider for it.
Technical Discussion » Delete Geometry when Intersect
- kahuna031
- 897 posts
- Offline
Changed it to a feedback loop and the loop now switches between merging the new iteration or not depending if it interesects with exising. The intersection nodes output doesn't have to be plugged in to be of use in this case.
I removed the compiling as there's not much use when in feedback mode and there's a connection needed somewhere in my setup to make it compileable.
I removed the compiling as there's not much use when in feedback mode and there's a connection needed somewhere in my setup to make it compileable.
Technical Discussion » Delete Geometry when Intersect
- kahuna031
- 897 posts
- Offline
You can use a intersect node and then a switch node with the expression 0==npoints (“../intersectionNodeName”). Then have your switch node switch to a null node when this expression is true.
-
- Quick Links