Found 75 posts.
Search results Show results as topic list.
Work in Progress » Instant Meshes Bridge Sop
- smbell
- 75 posts
- Offline
This may be a function of the Instant Meshes code itself, but the output seems to be different every time it runs on the same geo. Is there any way to make the output repeatable? This is causing problems with the reproducability of downstream nodes like scatter etc.
Houdini for Realtime » weird normal baking results
- smbell
- 75 posts
- Offline
Hi,
I'm getting some funky results with the maps baker vs the simple baker. I'm transferring a converted heightfield from low to high. The left is the new baker and the right is the correct simple baker. I've tried about everything I can think of here. I'm sure i'm doing something wrong.
I'm getting some funky results with the maps baker vs the simple baker. I'm transferring a converted heightfield from low to high. The left is the new baker and the right is the correct simple baker. I've tried about everything I can think of here. I'm sure i'm doing something wrong.
Edited by smbell - July 19, 2019 17:01:07
PDG/TOPs » @pdg_index not starting at 1
- smbell
- 75 posts
- Offline
I've got an HDA processor with iterations set to 16 and if I set the output geometry name to
I've fixed it with
$PDG_DIR/geo/$OS.`@pdg_index`.bgeo.sc
the numbers come out 16-31. Is this supposed to happen?I've fixed it with
$PDG_DIR/geo/$OS.`@pdg_index - (chs("iterations") - 1)`.bgeo.sc
but seems buggy.
Edited by smbell - July 12, 2019 02:09:18
Houdini Engine for Unity » TerrainLayer in Unity is not fully opaque
- smbell
- 75 posts
- Offline
seelan
There is a strength setting in the HDA's Inspector UI Terrain section for each splatmap layer.
I can't seem to find this.. I don't have the section that is shown in the documentation. Is it possible that this isn't in the linux build?
Houdini Engine for Unity » Build errors with very basic tutorial scene
- smbell
- 75 posts
- Offline
seelan
Good catch. It is a bug that will be fixed in tomorrow's daily build.
Thanks! Working great.
Houdini Engine for Unity » Build errors with very basic tutorial scene
- smbell
- 75 posts
- Offline
I'm somewhat new to unity and the houdine engine, so I'm following along with the PDG for indie gamedev tutorials and when I tried to do a quick build of just 5 cubes from my HDA I get this error:
Assets\Plugins\HoudiniEngineUnity\Scripts\Core\HEU_HAPIUtility.cs(659,22): error CS0103: The name ‘EditorUtility’ does not exist in the current context
I can play it with the built in player fine. I'm sure there's something I'm doing wrong. One thing I've noticed is that there seems to be quite a bit of information and tutorials on how to get the Houdini engine setup and working, but nothing on how to actually work with it in a game, no one has ever done anything besides hit play in the editor that I can find.
It's my understanding that all the houdini engine stuff is stripped out when you build your game, so assumed it would just work.
Unity 2019.1.9f1, houdini 17.5.309, this happens in windows and with the new linux build.
Assets\Plugins\HoudiniEngineUnity\Scripts\Core\HEU_HAPIUtility.cs(659,22): error CS0103: The name ‘EditorUtility’ does not exist in the current context
I can play it with the built in player fine. I'm sure there's something I'm doing wrong. One thing I've noticed is that there seems to be quite a bit of information and tutorials on how to get the Houdini engine setup and working, but nothing on how to actually work with it in a game, no one has ever done anything besides hit play in the editor that I can find.
It's my understanding that all the houdini engine stuff is stripped out when you build your game, so assumed it would just work.
Unity 2019.1.9f1, houdini 17.5.309, this happens in windows and with the new linux build.
Edited by smbell - July 7, 2019 14:41:55
Technical Discussion » Skipping/Lagging dragging the time slider 17.5.xxx vs 17.0.506 and earlier
- smbell
- 75 posts
- Offline
Hi,
I'm experiencing weird very super random time slider skipping/lag while dragging the time slider, even on an empty scene. It will randomly just hang for a fraction of a second here and there and is not able to maintain smooth playback compared to 17 and 16.5. Time slider scrubbing is super smooth on 17 and 16.5. I tried the maya aproach of removing the user prefs folder and starting fresh, but it still does it. I tried setting the openCL to GPU/CPU 1 or 2. Viewport openGL and UI performance is not a problem
Setting tuned-adm to latency-performance which disables CPU frequency scaling doesn't help.
I'm on Centos 7.6, dual xeon 2640 v3's, 96gb ram, dual 1080ti's.
Anything else I can try? I'd like to use 17.5, but it's pretty annoying.
I'm experiencing weird very super random time slider skipping/lag while dragging the time slider, even on an empty scene. It will randomly just hang for a fraction of a second here and there and is not able to maintain smooth playback compared to 17 and 16.5. Time slider scrubbing is super smooth on 17 and 16.5. I tried the maya aproach of removing the user prefs folder and starting fresh, but it still does it. I tried setting the openCL to GPU/CPU 1 or 2. Viewport openGL and UI performance is not a problem
Setting tuned-adm to latency-performance which disables CPU frequency scaling doesn't help.
I'm on Centos 7.6, dual xeon 2640 v3's, 96gb ram, dual 1080ti's.
Anything else I can try? I'd like to use 17.5, but it's pretty annoying.
Technical Discussion » openGL viewport specular weirdness
- smbell
- 75 posts
- Offline
I'm trying to get a very basic viewport shader representation going for my redshift shaders, although this issue doesn't really have anything to do with redshift… I've added the Diffuse Texture Layers from the parameter interface and my diffuse texture loads fine, but the material is super shiny. I have added all the specular and various other related parameters, but it seems like the specular value doesn't work at all to lower the specular. I can increase the roughness to 1 and that works, but it's still showing specular, just very rough. The Enable Specular checkbox also doesn't work, nor does the specular intensity slider. Turning off the specular component in the High Quality Lighting viewport options doesn't work either.
I started from this thread on the RS forums where someone made a nice HDA for the redshift shader to show in the viewport and I was trying to make my own basic version to learn about the openGL viewport stuff.
https://www.redshift3d.com/forums/viewthread/24071/P45/#151805 [www.redshift3d.com]
I started from this thread on the RS forums where someone made a nice HDA for the redshift shader to show in the viewport and I was trying to make my own basic version to learn about the openGL viewport stuff.
https://www.redshift3d.com/forums/viewthread/24071/P45/#151805 [www.redshift3d.com]
Edited by smbell - June 9, 2019 16:57:42
Houdini Indie and Apprentice » Timeshift or offset animation on points
- smbell
- 75 posts
- Offline
vusta
you just have to do a bit of…..errrrr…….SHIFTING
(I've shifted your Transform node)
Oh man, thanks for this! I was banging my head on the wall with an iteration detail attribute to solve this and didn't even think of using the point expression.
Houdini Indie and Apprentice » Trouble getting RSNoise to stick to my packed RBD fracture sim
- smbell
- 75 posts
- Offline
I’ve got a simple voronoi fracture sim with added edge detail (from Jonny Farmfield's example). An object from two Boolean’d spheres falls and breaks on the ground. Everything is working great except I can’t figure out how to get my RSNoise bump texture to stick to my fractured pieces. I’ve tried to do everything suggested from my search results, but it’s not working. I tried to create a vertex UV attribute as well as a rest SOP to no avail. I’m quite certain it’s something simple. Always is.
On a side note, I am creating three point attributes from boolean and fracture groups to pass to my redshift shaders, inside, outside, and ainsideb. This works great and is picked up by RS even though I’ve not specified that the attributes get passed through my assemble SOP. When I do pass them though explicitly they get all jumbled up and don’t correspond to the right points anymore. Does redshift just figure out these attributes on it’s own. They aren’t even listed in the Geometry Spreadsheet yet work correctly. I didn’t want to assume this behavior as it might be messing up other attributes needed for the noise to work.
I’ve attached a file.
On a side note, I am creating three point attributes from boolean and fracture groups to pass to my redshift shaders, inside, outside, and ainsideb. This works great and is picked up by RS even though I’ve not specified that the attributes get passed through my assemble SOP. When I do pass them though explicitly they get all jumbled up and don’t correspond to the right points anymore. Does redshift just figure out these attributes on it’s own. They aren’t even listed in the Geometry Spreadsheet yet work correctly. I didn’t want to assume this behavior as it might be messing up other attributes needed for the noise to work.
I’ve attached a file.
Houdini Indie and Apprentice » Help with for-each copy to points, fix my funky rotations!
- smbell
- 75 posts
- Offline
So I used the Entagma parallel transport video to solve my flipping as the line approached the up vector, and it worked like a charm. Such a useful method!
Now, if I can just figure out how to get my first normal to match the primitive that's being copied. I tried to set it to the normal of the first point, but it doesn't match. If I turn off all the parallel transport stuff the copy to points matches perfectly, just with no rotations, so I know it can do it. One more puzzle piece…
Now, if I can just figure out how to get my first normal to match the primitive that's being copied. I tried to set it to the normal of the first point, but it doesn't match. If I turn off all the parallel transport stuff the copy to points matches perfectly, just with no rotations, so I know it can do it. One more puzzle piece…
Houdini Indie and Apprentice » Help with for-each copy to points, fix my funky rotations!
- smbell
- 75 posts
- Offline
tl;dr: I'm having some funky normal rotations on only a few line nodes (ones that are nearly aligned to the Z axis) after being wiggled around with a point vop.
I've been following along with various tutorials and combined a bunch of stuff together to make a wavy tentacle ball thing.
It's basically a subdivided sphere with lines copied to the center of the primitives. I'm using a point vop to give the lines some wavy motion. I am using a for-each to copy the primitive at the base of each line to the points down the line and skin it.
I wanted the sphere to be fused with the base of the tentacles, and tried polywire, extrude and sweep, but I couldn't get the control of the profile that I needed at the base. so I ended up with the copy/skin method. I have managed by some small miracle to get the whole thing working great except for the lines that are the closest to being aligned to the -Z axis. It looks like the polyframe is flipping the normals around funky. I've added the regular tangent/normal to normal/up vectors and turned off the up as it wasn't needed and didn't help the situation.
I've got the single pass turned on and isolated one of the lines that has the flipping. If the time slider is scrubbed a bit, it becomes more evident. All the other lines except the ones close to this one are fine.
Can anyone take a look and see if they can figure it out, it's the last issue and i've been banging my head on the wall for a long time with it.
Bonus question: I'm using a vopsop that I copied from an example to align the primitives to 0,0,1 and move them to the origin before my copy to points. This works great, but I tried to recreate it using a point vop and It doesn't seem to work correctly. The working and non working nodes are next to each other in my graph. Why is that?
Thanks
Edit: I was playing around with the point vop that I am using to give the lines some motion and if I change the noise to 1D then it goes away, but obviously the noise is not really that nice in only 1 dimension, so maybe it has something to do with how I'm applying the noise to the points?
Edit 2: I've attached a simplified scene that exhibits the same behavior.
I've been following along with various tutorials and combined a bunch of stuff together to make a wavy tentacle ball thing.
It's basically a subdivided sphere with lines copied to the center of the primitives. I'm using a point vop to give the lines some wavy motion. I am using a for-each to copy the primitive at the base of each line to the points down the line and skin it.
I wanted the sphere to be fused with the base of the tentacles, and tried polywire, extrude and sweep, but I couldn't get the control of the profile that I needed at the base. so I ended up with the copy/skin method. I have managed by some small miracle to get the whole thing working great except for the lines that are the closest to being aligned to the -Z axis. It looks like the polyframe is flipping the normals around funky. I've added the regular tangent/normal to normal/up vectors and turned off the up as it wasn't needed and didn't help the situation.
I've got the single pass turned on and isolated one of the lines that has the flipping. If the time slider is scrubbed a bit, it becomes more evident. All the other lines except the ones close to this one are fine.
Can anyone take a look and see if they can figure it out, it's the last issue and i've been banging my head on the wall for a long time with it.
Bonus question: I'm using a vopsop that I copied from an example to align the primitives to 0,0,1 and move them to the origin before my copy to points. This works great, but I tried to recreate it using a point vop and It doesn't seem to work correctly. The working and non working nodes are next to each other in my graph. Why is that?
Thanks
Edit: I was playing around with the point vop that I am using to give the lines some motion and if I change the noise to 1D then it goes away, but obviously the noise is not really that nice in only 1 dimension, so maybe it has something to do with how I'm applying the noise to the points?
Edit 2: I've attached a simplified scene that exhibits the same behavior.
Edited by smbell - April 24, 2018 12:11:38
Technical Discussion » Geometry copied to points and collision
- smbell
- 75 posts
- Offline
I am in the same boat. It's the first thing I tried to do to replicate what can be done in MASH or Mograph. Did you find a solutions?
edit: I just realized this thread was super old. Maybe someone has some pointers anyways.
edit: I just realized this thread was super old. Maybe someone has some pointers anyways.
Edited by smbell - April 10, 2018 21:07:45
Houdini Indie and Apprentice » How to re-select bouding box of group node
- smbell
- 75 posts
- Offline
Midphase
Just clicking on the Group Node brings back the bounding region handles for me.
hhm, tt didn't seem to be doing that for me, but I figured out I needed to click on the icon to show the selection handles in the left viewport menu.
Edited by smbell - March 29, 2018 18:18:45
Houdini Indie and Apprentice » How to re-select bouding box of group node
- smbell
- 75 posts
- Offline
I'm following along on a tutorial, and I clicked off the bounding box when I was changing it's transforms and I can't for the life of me figure out how to re-select the blue bounding box to adjust it further.
-
- Quick Links