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Technical Discussion » More inteface wonkiness (updated)
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- OneBigTree
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Technical Discussion » More inteface wonkiness (updated)
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- OneBigTree
- 374 posts
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jsmack
Redshift is compatible only with specific builds of Houdini. Remove Redshift from the environment for builds of Houdini that are incompatible.
As for Redshift constantly breaking Houdini, take it up with them.
I don't think they can do much if the something in the camera code changes in every Houdini build. It never broke for SI or max or maya. In fact Houdini is the only software I have encountered where a third party renderer can mess up viewport cameras.
Edited by OneBigTree - Aug. 19, 2020 17:02:22
Technical Discussion » HQueue - Invalid output patth specified in output driver
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- OneBigTree
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mrCatfishNo it doesn't.
Just to be clear, if you use $HIP or $JOB, it does work?
But never mind, using Afanasy now, works without any problems and is super fast.
Technical Discussion » HQueue - Invalid output patth specified in output driver
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- OneBigTree
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I am trying to submit a very simple Redshift scene to HQueue, but no matter what I type in the output patch I get the same error:
Invalid output path specified in output driver (/out/Redshift_ROP1)
Make sure that either $HIP or $JOB is used in the output path.
I am using $HIP or $JOB just for testing but I want also to be able to specify a custom path anywhere in my network, since I have a NAS I am rendering to.
Also I f I use “render current HIP File”, HQueue is unable to find the file which is also on the NAS.
I am completely at a loss here. All the access rights are set and I and HQueue working in previous versions (kinda).
Invalid output path specified in output driver (/out/Redshift_ROP1)
Make sure that either $HIP or $JOB is used in the output path.
I am using $HIP or $JOB just for testing but I want also to be able to specify a custom path anywhere in my network, since I have a NAS I am rendering to.
Also I f I use “render current HIP File”, HQueue is unable to find the file which is also on the NAS.
I am completely at a loss here. All the access rights are set and I and HQueue working in previous versions (kinda).
Edited by OneBigTree - July 7, 2020 19:30:46
Technical Discussion » More inteface wonkiness (updated)
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- OneBigTree
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jsmackErm, you mean I need to uninstall my main production tool only to be able to use Houdini? Without Redshift Houdini is even more useless to me.
Uninstall redshift
The ongoing trouble with Redshift and the Houdini camera system only supports my view that this is in desperate need of an overhaul.
Edited by OneBigTree - June 11, 2020 15:33:48
Technical Discussion » More inteface wonkiness (updated)
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- OneBigTree
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After some time I opened Houdini again to do some work. But as things are, instead of doing some work I had to start to investigate new camera bugs. Another two hours wasted. Here is what's happened:
Technical Discussion » Background Image sequence realtime
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- OneBigTree
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jsmack
I was under the impression that it already did that when playing back.
Yes, in a way it seems to do it. It seems to cache the first 50 frames or so.
I don't see an option to assign more memory to image caching or anything and if it is really cashing the playback performance is abysmal. I can easily play 4k exr sequences in other applications.
Btw. I am talking about a sequence loaded in the Camera as background.
Edited by OneBigTree - Jan. 25, 2020 11:18:34
Technical Discussion » Background Image sequence realtime
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- OneBigTree
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Is there any way to load a background image sequence into memory so I can play a scene in realtime without having to flipbook it first?
Technical Discussion » More inteface wonkiness (updated)
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- OneBigTree
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Here's the next one:
In this video I demonstrate the weird connection between the “hide other objects” switch for object context and the “switch lo local context view” function, which is not a bug but a major oversight in my opinion. It also shows how Houdini tries to do things without being asked to and not being helpful at all. Please don't make decisions for the user unless the user asks for it.
In this video I demonstrate the weird connection between the “hide other objects” switch for object context and the “switch lo local context view” function, which is not a bug but a major oversight in my opinion. It also shows how Houdini tries to do things without being asked to and not being helpful at all. Please don't make decisions for the user unless the user asks for it.
Technical Discussion » More inteface wonkiness (updated)
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- OneBigTree
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Here's a video showing the transform handle disappearing and tool settings not being transferred to the (edit) node.
The disappearing handle happens a lot, not just in this specific case. Things like this can really slow you workflow down significantly.
I might add a few other thing to this thread in time. I find it hard to work with a software where such fundamental things are so unreliable.
The disappearing handle happens a lot, not just in this specific case. Things like this can really slow you workflow down significantly.
I might add a few other thing to this thread in time. I find it hard to work with a software where such fundamental things are so unreliable.
Edited by OneBigTree - June 11, 2020 15:29:16
Houdini Indie and Apprentice » Creating a partial edgeloop
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- OneBigTree
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ryuku
you may still do this in two these steps
in your XSI video selection is similar to Houdini's Shift+A
order yes, but why to select them not in order :?
and with Edit you may Slide on Surface (with Uniform Distance under the viewport)
I have no problem selecting it in an order - the laser select tool has.
Shift-A helps certainly. But the edit/slide does not always. It works in this specific case with scale because all the edges are in a plane. There are many other cases where sliding a partial edge loop might not be that easy especially if you create more than one parallel partial edge loop. Also you don't have an animatable parameter for the ratio.
I am grateful for all the suggestions and they do help if I'm forced to model in Houdini. But I hope the tools keep evolving to be on par with other applications eventually.
Edited by OneBigTree - Jan. 21, 2020 01:21:56
Houdini Indie and Apprentice » Creating a partial edgeloop
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- OneBigTree
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vusta
whatabout a partial answer ?
- use polysplit
- click on your edges, don't have to be EXACT -> next step
- set Edge Perc to 0.5
- sliding ? noooooo…hence partial answer
pre-selected set of edges, also no and still too many steps.
Edit: The edge percentage slider is pretty useless since it uses the direction of every singe edge separately instead of taking combining it:
Edited by OneBigTree - Jan. 20, 2020 19:39:22
Houdini Indie and Apprentice » Creating a partial edgeloop
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- OneBigTree
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Aizatulin
Hi,
or you can use edge divide as described and use the neighbours to interpolate the position between them.
Claiming that all added points are in consecutive order, allows you to determine the right direction of the slide.
Here is an example …
Thanks for the example, but I am looking for something you can use fast during modelling without having to type any code and that uses only one node. Like the tools you get in all other 3d apps.
Your method requires far too many steps.
It is the classic Houdini solution.
Houdini Indie and Apprentice » Creating a partial edgeloop
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- OneBigTree
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ScottKeatingOneBigTree
I take that as a big NOPE.
Pity…
The above selection will work correctly, and edge divide the correct tool for your example.
Unfortunately, it is quite an old node which means some legacy behavior which is probably unexpected.
In the case of edge divide, the order of your selection determines the direction/order of the new edges. So, if you select ‘around’ your box in one consistent direction, everything should work fine.
Obviously this is not a desirable interaction, and is a known issue which we hope to address.
Cheers,
Scott
Thanks for the response. I tried everything and I always get a weird result with edge divide.
Edit: What I find is this: Selecting edges with the laser select tool doesn't take into account the selection order even if I go precisely in the right order over the edges.
I have to single click every single edge in the right order to make it work. Not exactly what I'm looking for, but better than nothing.
I still don't get why the edgeloop tool can not do this.
Edit 2:
this is what I'm looking for. Not only the functionality but also the speed and efficiency:
Edited by OneBigTree - Jan. 20, 2020 19:31:34
Houdini Indie and Apprentice » Creating a partial edgeloop
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- OneBigTree
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Houdini Indie and Apprentice » Creating a partial edgeloop
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- OneBigTree
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Is there any way to a partial edgeloop with the edgeloop tool?
I know you can do it with the edge-divide tool, but that only creates fixed divisions and connects them. It also fails completely with selections that contains edges that share a vertex.
I am looking for something that takes a selection of edges into account and lets me slide the created edgeloop. Just like the edgeloop tool but for a set of edges.
Below is an example of a selection of edges and the result with edge divide. That is not usable at all.
I know you can do it with the edge-divide tool, but that only creates fixed divisions and connects them. It also fails completely with selections that contains edges that share a vertex.
I am looking for something that takes a selection of edges into account and lets me slide the created edgeloop. Just like the edgeloop tool but for a set of edges.
Below is an example of a selection of edges and the result with edge divide. That is not usable at all.
Edited by OneBigTree - Jan. 18, 2020 10:46:00
Technical Discussion » Rizom Unwrap produces different results with the Labs bridge
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- OneBigTree
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When I'm comparing the full auto box unwrap directly in RizomUV for the same object I use from within Houdini with the box setting, the results are significantly different. This happens with all tested objects. This is most apparent with oblong or cubic objects, that should unfold nicely with box unwrap but somehow seem to get “pelted”.
Edited by OneBigTree - Jan. 10, 2020 11:57:02
Technical Discussion » Labd Map Baker Normal transfer and color issue
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- OneBigTree
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I noticed that the map baker seems to generate World space normal when it should transfer a tangent normal map.
Is this a bug or intentional?
As a workaround I have to create a second Quickmaterial and load the original normalmap into the diffuse channel and bake it as diffuse with the appropriate name.
In addition my diffuse map always receives a slight gamma or color change during transfer. Not enough to be cause by a wrong input gamma or something.
Any ideas?
Is this a bug or intentional?
As a workaround I have to create a second Quickmaterial and load the original normalmap into the diffuse channel and bake it as diffuse with the appropriate name.
In addition my diffuse map always receives a slight gamma or color change during transfer. Not enough to be cause by a wrong input gamma or something.
Any ideas?
Houdini Indie and Apprentice » Extruding a Semi Sphere
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- OneBigTree
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tesntryI assume you are trying to extrude the edges. There is an easy trick that lets you use the distance: Add a polygon to the cut and extrude that. You can delete it later. It's a classic modelling procedure.
Hello, I have a semi sphere as shown in the attached image. Using the polyExtrude, I want the extruded primitives to move straight downwards as indicated by the three arrows. At the moment it is extruding as the second image which is not what I want. Any help is highly welcome.
Thanks!
Edited by OneBigTree - Jan. 4, 2020 00:33:06
Technical Discussion » Viewport flip now in H18
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- OneBigTree
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twod
Just zip up the entire housini18.0 folder and attach it to the bug. We can figure it out from there.
Not necessary anymore I found the culprit! But thanks for reading and responding on new-years eve

It is the “automatically set pivot to selection” setting in the 3d Viewport setting. When enabled the ortho views flip on selection. Which is a shame because that is exactly the behavior I need. Maybe the whole camera system needs a revision. There is always something dodgy about it…..anyway:
HAPPY NEW YEAR!
Edited by OneBigTree - Dec. 31, 2019 18:54:38
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