Hi everyone, I have an issue with Houdini indie. When I select a camera it often resets its transform to (0,0,0) . And I can't even undo to make it go back the old position. What's the deal with that ? is it a bug, or is there something I don't get ?
I noticed it happens only when view is in “show handles” mode.
This “thing” has already cost me an annoying amount of time. I really would like to know what is happening
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Technical Discussion » camera reset on selection issue
- gui2one
- 101 posts
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Houdini Indie and Apprentice » Static object interacting with smoke solver
- gui2one
- 101 posts
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Houdini Indie and Apprentice » No success with HQueue....
- gui2one
- 101 posts
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dani2055
Guys I finally got it sorted out!
I am going to post a short “How to” later on this evening or the latest by tomorrow morning!
Thank You again!!
Dani
Hi Dani. I have troubles running Hqueue render with 2 PCs too.
It would be awesome if you could explain what you did to make it work.
Houdini Engine for Unity » Feature request
- gui2one
- 101 posts
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Houdini Learning Materials » Pyro FX Render Passes
- gui2one
- 101 posts
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Houdini Engine for Unity » Feature request
- gui2one
- 101 posts
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2-manipulating splines point by point is kind of slow, it would be amazing to be able to select a group of points and to be able to scale or rotate the points.
Actually I think you can edit multiple curvepoints at a time in unity (a houdini curve ) . Which is kind of ironic, because it's still not possible in houdini ( Indie at least ).
Somebody correct me if I am wrong :?:
Houdini Indie and Apprentice » can Indie render on EC2 cloud ?
- gui2one
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By render limitations , do you mean resolution limitation ? or the“ one mantra token only” limitation ?
Houdini Indie and Apprentice » can Indie render on EC2 cloud ?
- gui2one
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I am using Houdini Indie on windows7.
I am trying to render on the amazon EC2 cloud.
Is it even possible with a Indie License ?
I am trying to render on the amazon EC2 cloud.
Is it even possible with a Indie License ?
Houdini Learning Materials » Pyro FX Render Passes
- gui2one
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Hi, to get sperate render passes , just add “extra image planes” on a mantra Rop node. You will find it in “Images/Extra Image Planes” tab (on houdini 14).
-> click on “+” button at the bottom, then you can add any vex variable name.
-> for pyro shader you can find a list of build in variables : smoke_color , smoke_mask, fire_color, fire_mask. Enter on of these in the “vex variable” field. Be careful to set the “vex type” to something suitable.
->Then you can render your image, and mantra will output a separate image plane for each vex variable you want to export ( you can render any pass you can imagine.)
Hope it helps.
-> click on “+” button at the bottom, then you can add any vex variable name.
-> for pyro shader you can find a list of build in variables : smoke_color , smoke_mask, fire_color, fire_mask. Enter on of these in the “vex variable” field. Be careful to set the “vex type” to something suitable.
->Then you can render your image, and mantra will output a separate image plane for each vex variable you want to export ( you can render any pass you can imagine.)
Hope it helps.
Houdini Engine for Unity » issue with multiparm_block in unity
- gui2one
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Houdini Engine for Unity » hda in unity returns invalid argument [SOLVED]
- gui2one
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ok ! it hits me now : I wasn't paying attention to the template flag in houdini at all. I thought only the display flag was important.
Indeed , it was the the node with the template flag “on” that was disappearing in unity. I unchecked the template flag in my hda, and everything works fine now, even without “import templated geo” checked on.
Thank's a lot for the info.
Indeed , it was the the node with the template flag “on” that was disappearing in unity. I unchecked the template flag in my hda, and everything works fine now, even without “import templated geo” checked on.
Thank's a lot for the info.
Houdini Engine for Unity » issue with multiparm_block in unity
- gui2one
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Hi everyone, I have issue with a multiparm block from an object_merge sop.
I am trying to use a set of multiple curves to add door holes in some wall geometry.
the multiparm block from the object_merge sop appears ok in the hda top level UI, no problem about that.
Things become a little stranger once in unity: I can still see the multiparm thingy, I can add as many items as I want. but the part where I would drag and drop a unity gameobject is grayed out. I can't drop anything in.
Instead, there are some new parameters ( in the “Houdini Asset OTL” component)
Why can't I access parms directly in the “Houdini Parm” component ?
I have the feeling I am not being very clear …
I attached a picture to illustrate what I am saying
I am trying to use a set of multiple curves to add door holes in some wall geometry.
the multiparm block from the object_merge sop appears ok in the hda top level UI, no problem about that.
Things become a little stranger once in unity: I can still see the multiparm thingy, I can add as many items as I want. but the part where I would drag and drop a unity gameobject is grayed out. I can't drop anything in.
Instead, there are some new parameters ( in the “Houdini Asset OTL” component)
Why can't I access parms directly in the “Houdini Parm” component ?
I have the feeling I am not being very clear …
I attached a picture to illustrate what I am saying
Houdini Engine for Unity » hda in unity returns invalid argument [SOLVED]
- gui2one
- 101 posts
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I have upgraded to the last daily build : 14.0.305
I'm afraid it doesn't solve the problem. There is some evolution though :
Error in the console is gone. but one of the 2 objects in the hda doesn't appear , though it present in unity hierarchy window this time, as “uninitialized_geo”.
fortunately checking “Import Templated Geos” in global settings still solves the problem.And by the way, checking the option on the hda itself doesn't work , contrary to what I wrote in the previous post.
hope it helps.
I'm afraid it doesn't solve the problem. There is some evolution though :
Error in the console is gone. but one of the 2 objects in the hda doesn't appear , though it present in unity hierarchy window this time, as “uninitialized_geo”.
fortunately checking “Import Templated Geos” in global settings still solves the problem.And by the way, checking the option on the hda itself doesn't work , contrary to what I wrote in the previous post.
hope it helps.
Houdini Engine for Unity » hda in unity returns invalid argument [SOLVED]
- gui2one
- 101 posts
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I think I found a solution to my problem.
Everything works fine as long as I check on the “import Templated Geos” which is located in the cooking options of the hda root element, or on houdini engine settings inside unity.
I hope it can be useful to someone with the same issue.
Everything works fine as long as I check on the “import Templated Geos” which is located in the cooking options of the hda root element, or on houdini engine settings inside unity.
I hope it can be useful to someone with the same issue.
Houdini Engine for Unity » hda in unity returns invalid argument [SOLVED]
- gui2one
- 101 posts
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I am trying to load a very simple hda into unity, and it refuses to recook after I made a minor change in the hda and tried to rebuild it. It doesn't build even if I undo the change I made in the hda.
unity debug log window prints :
Obj(id: 1, name: geo1): Invalid argument given: Tempated geo did not cook. Geo info may be out of date.
Object Path: /obj/turret1/geo1
for every subobjects in the asset. ( 2 in my case )
I am using houdini indie 14.0.291
and houdini engine 1.9.17
is it a bug or am I doing something wrong ?
Here is the hda file.
unity debug log window prints :
Obj(id: 1, name: geo1): Invalid argument given: Tempated geo did not cook. Geo info may be out of date.
Object Path: /obj/turret1/geo1
for every subobjects in the asset. ( 2 in my case )
I am using houdini indie 14.0.291
and houdini engine 1.9.17
is it a bug or am I doing something wrong ?
Here is the hda file.
Edited by - April 16, 2015 12:11:00
Houdini Indie and Apprentice » can Indie connect to a distant license server ?
- gui2one
- 101 posts
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Houdini Indie and Apprentice » can Indie connect to a distant license server ?
- gui2one
- 101 posts
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Houdini Indie and Apprentice » can Indie connect to a distant license server ?
- gui2one
- 101 posts
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I understand Houdini licenses are node locked.
I acquired a houdini indie license. I use it on a computer at my work place.
My question is : Is there a way for me to use the same license at home ?
I read on FAQ that you can connect to a “remote” hserver , but does it need to be on the same local network ?
I acquired a houdini indie license. I use it on a computer at my work place.
My question is : Is there a way for me to use the same license at home ?
I read on FAQ that you can connect to a “remote” hserver , but does it need to be on the same local network ?
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