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Technical Discussion » Houdini Indie Starting In Apprentice After Hangs
- neil_math_comp
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It sounds like you should probably check out the “Download and Installation FAQ” at https://www.sidefx.com/faq/troubleshooting/ [www.sidefx.com] If the stuff there doesn't help, please feel free to contact support: https://www.sidefx.com/support-programs/ [www.sidefx.com]
Houdini Lounge » Anonymous usage statistics Not responding
- neil_math_comp
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If you add the environment variable
HOUDINI_ANONYMOUS_STATISTICS
and set its value to 0
, that should skip stuff to do with the anonymous usage stats. Hopefully that helps!
Technical Discussion » Object points always showing
- neil_math_comp
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It looks like you have the point marker display option on. The toggle button for it is on the toolbar to the right of the viewport, the icon that's just a dot, under the icon that looks like sunglasses and above the icon that looks like a pin pointing up and right. If you click it, point markers should turn off.
There will sometimes also be point markers if you're in point select mode, regardless of the point marker display option, but it's not in point select mode in that screenshot. Some nodes also have guide geometry that has a pixel per point being copied to or things like that. If I recall correctly, the guide geometry for the current node can be turned off by right-clicking on the icon on the left viewport toolbar that has red, green, and blue axes with a yellow circle in the middle, and unchecking the checkbox for the guide geometry. Alternatively, there's a display option to turn off all node guide geometry in the display options dialog.
There will sometimes also be point markers if you're in point select mode, regardless of the point marker display option, but it's not in point select mode in that screenshot. Some nodes also have guide geometry that has a pixel per point being copied to or things like that. If I recall correctly, the guide geometry for the current node can be turned off by right-clicking on the icon on the left viewport toolbar that has red, green, and blue axes with a yellow circle in the middle, and unchecking the checkbox for the guide geometry. Alternatively, there's a display option to turn off all node guide geometry in the display options dialog.
Technical Discussion » problem encountered when selecting points for a "Constrain Points to target" Houdini 16.5
- neil_math_comp
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jhpIf it was fixed in April 13th's build, it should still be fixed in the latest production build (16.5.473) at https://www.sidefx.com/download/ [www.sidefx.com] or the latest daily build (16.5.475) at https://www.sidefx.com/download/daily-builds/ [www.sidefx.com] Is it still happening in one of those?
Just discovered this bug when working on FEM simulation. Thought it was my user error, very frustrating. Glad to hear it should be fixed the updated build.
Technical Discussion » Increasing Icon / Text Sizes
- neil_math_comp
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It should hopefully work to do:
0) Start Houdini
1) Edit > Preferences > General User Interface > Global UI Size > High DPI
2) Press Accept
3) Close Houdini
4) Reopen Houdini
Does that work for you?
0) Start Houdini
1) Edit > Preferences > General User Interface > Global UI Size > High DPI
2) Press Accept
3) Close Houdini
4) Reopen Houdini
Does that work for you?
Edited by neil_math_comp - May 16, 2018 12:43:19
Technical Discussion » polybevel warning - "Skipping inconsistently wound manifold edge"
- neil_math_comp
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illiastatkevychIt looks like the polygons in group2 are wound the wrong way. PolyBridge has the “Delete Source Primitives” and “Delete Destination Primitives” options on by default, because they will usually be like caps filling the hole in a larger surface that's also being filled by the bridge, so they will have their normals pointing inside the bridge, instead of outside.
Hi, I'm having a similar issue but with a bit different setup. Reverse SOP doesn't help. Could you please advise?
If you use a Reverse SOP on the branch dealing with group2, then on PolyBridge, have the Source Reverse Winding checked, and the Destination Reverse Winding unchecked, that seems to get things to work. Alternatively, you could skip a whole lot and after the first PolyExtrude, just rotate the model 180 degrees around y (or use Reverse), then use another PolyExtrude, turning on Output Back.
Technical Discussion » Hhow can I invert a SDF ..?
- neil_math_comp
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Hi Ashish,
Keep the Uniform Sampling Divs unchanged. tamte meant that in a separate node, after creating the SDF, you can multiply the value of each voxel by -1. You can do that with a Volume Mix node by setting Post-Mult to -1, or you can do that with a Volume Wrangle node by doing
Hopefully that's what you were looking for.
Keep the Uniform Sampling Divs unchanged. tamte meant that in a separate node, after creating the SDF, you can multiply the value of each voxel by -1. You can do that with a Volume Mix node by setting Post-Mult to -1, or you can do that with a Volume Wrangle node by doing
@density *= -1;
(or if you have a name
attribute, use the name of the volume, instead of density
).Hopefully that's what you were looking for.
SI Users » Material to SOP in object merge
- neil_math_comp
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I hope you don't mind that I removed an indent from that last line in your post, since otherwise it would have only set the parameter if
objnode
was not a Geometry object. I don't often edit other people's posts apart from forum formatting issues, but I figure if it's intended to be a reference for others and you don't mind, it's probably worth it.
SI Users » Material to SOP in object merge
- neil_math_comp
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Oh, if
objnode
isn't a Geometry object, there won't be a shop_materialpath
parameter. I guess the script will only work if the Object Merge SOPs are merging from objects, instead of directly from SOPs. You could probably check if objnode is type geo
, and if not, switch to using its parent. Putting omething like the following code before the evaluation line might work, (though I'm not great with Python, so I'm just guessing) :if objnode.type().name() != 'geo': objnode = objnode.parent()
SI Users » Material to SOP in object merge
- neil_math_comp
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I fixed the code block in goldleaf's post that seemed not to be liked by the forum's bbcode parser, so now anyone copying the code from his post in the future should hopefully get the correct quotes.
SI Users » Material to SOP in object merge
- neil_math_comp
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Hi Weston! It looks like you have an extra right-double-quote character after the
/shop_materialpath1
text inside the string.
Technical Discussion » Python Error while dividing: TypeError: unsupported operand type(s) for /: 'int' and 'NoneType'
- neil_math_comp
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Justin RhoadesIf the node with path
Does anyone have an idea why this would happen?
/obj/geo1/Percent
doesn't have a parameter whose token is Percent
, node_percent.parm("Percent")
would probably return NoneType
. Make sure you're not mixing up the parameter's token and label. You can hover over a parameter's label to see it's token in the help tooltip. Hopefully that's what you're looking for.
Houdini Indie and Apprentice » transform selection is not round
- neil_math_comp
- 1743 posts
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Could you post a HIP file? My best guess is that you have a non-uniform scale at the object level, though it might be something else weird.
Houdini Lounge » Fatal Error on Mac - Houdini 16.5.268 fails to open even after reinstall
- neil_math_comp
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Haha, I'm glad it worked for you. I'll pass the thanks along to the person who fixed it.
Do be careful with daily builds if you're deep into a production, because they are sometimes less stable than the production builds, and although we try to keep compatibility breaks to a minimum, they do sometimes happen. There just happened to be a fix for this bug as of Saturday's (or Friday's?) build. A list of all changes to daily builds can be found at https://www.sidefx.com/changelog/ [www.sidefx.com]
Do be careful with daily builds if you're deep into a production, because they are sometimes less stable than the production builds, and although we try to keep compatibility breaks to a minimum, they do sometimes happen. There just happened to be a fix for this bug as of Saturday's (or Friday's?) build. A list of all changes to daily builds can be found at https://www.sidefx.com/changelog/ [www.sidefx.com]
Houdini Lounge » Fatal Error on Mac - Houdini 16.5.268 fails to open even after reinstall
- neil_math_comp
- 1743 posts
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Hi! Can you try the latest daily build? https://www.sidefx.com/download/daily-builds/ [www.sidefx.com] There was a related bug fixed a few days ago.
If it still crashes, can you try setting
If it still crashes, can you try setting
HOUDINI_ANONYMOUS_STATISTICS=0
and see if it still crashes on startup? The crash log makes it look like it's crashing trying to send a previous crash log. If it still crashes, can you send the new crash log?
Technical Discussion » Why does the cloth simulation doesn't work properly?
- neil_math_comp
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TSCHOUNAESIt'll automatically compute point normals if subdivision is on, so you don't need to explicitly add normals if you don't want to.
I added Normals to the points of the grid and turned on subdivision on the object.
TSCHOUNAESI meant that setting Mantra or the viewport to compute point normals instead of doing that might be faster than that, since computing vertex normals can be slightly slower than computing point normals, though not always. If you turn on subdivision or compute point normals, you don't need to set the cusp angle for vertex normals, since Mantra and the viewport won't be computing vertex normals in those cases.
It worked too, but my computer didn't become faster.
Is it right, that I had to put @vm_cuspangle = 180; into the VEXpression box in the Attribute Wrangle to change the default value 60 to 180?
Technical Discussion » Why does the cloth simulation doesn't work properly?
- neil_math_comp
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Oh, right! I forgot to mention that you might alternatively just want to turn on subdivision on the object, by setting Render > Display As to “Subdivision Surface/Curves”, and turning on “Render Polygons As Subdivision (Mantra)”. That'd also fix the remaining weird-looking shadows in Mantra that are due to the low resolution of the cloth.
Technical Discussion » Why does the cloth simulation doesn't work properly?
- neil_math_comp
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Ah, the detail attribute I couldn't remember was
vm_cuspangle
, matching one of the Mantra property names. You can put @vm_cuspangle = 180;
into an Attribute Wrangle with Run Over set to “Detail (only once)”, and it'll give you smooth normals in both the viewport and Mantra. It may or may not be faster to set the viewport and Mantra to compute point normals instead, but this gives a way to manage it at the geometry level without having to explicitly compute normals.
Technical Discussion » Crash while creating a sphere in custom node
- neil_math_comp
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It's hard to tell without the code or the rest of the stack trace, but are you 100% sure the detail isn't null or deleted?
SOP_Node::gdp
usually isn't valid unless a cook is currently occurring. (I think it's usually null, but I could be wrong.) There are other ways to get the geometry if the cook isn't currently taking place.
Houdini Lounge » group node filter expression
- neil_math_comp
- 1743 posts
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I'm not gonna lie. I had to look up what
In the Group Expression SOP, you can use
$CG
meant. In the Group Expression SOP, you can use
@Cd.g > 0.5
as the expression. It's the Cd
attribute, hence @Cd
, (and VEX knows that Cd
is normally a 3-float attribute, so it can guess that without needing the v@Cd
), and the .g
is an alternative to .y
for accessing the y component of a vector.
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