I have this same exact problem in 17.5.250. Did you ever find a workaround?
I can successfully eyedrop another eye swatch but I can't eyedrop the viewport without it coming out a shade darker.
I too have fiddled with color and gamma settings all night.
What is this “right click workaround” you refer to?
UPDATE:
Oops, figured it out. The stupid hidden default shader (why isn't it created explicitly, like Mantra IPR ROP is) was muting up the works. If you assign your /obj node to the constant shader from the material palette you will be good to go.
Found 104 posts.
Search results Show results as topic list.
Technical Discussion » Selecting colors from the viewport
- nicholasralabate
- 114 posts
- Offline
Work in Progress » OpenCL Smooth SOP
- nicholasralabate
- 114 posts
- Offline
Sorry for the necro, but why does VEX need two steps? I am trying to write my own smooth in VEX right now and it is moving towards the average distance of its neighbors… but it is inside a SOP Solver. What would the two steps be in that case?
Technical Discussion » Using a MIDI (DAW) control surface to control Houdini (playback / setting keyframes and parameters)?
- nicholasralabate
- 114 posts
- Offline
This is so freaking cool, reminds me of what people do in videogame world although I guess if your sim is running sub-realtime it's about the same thing:
https://youtu.be/NwPIoVW65pE?t=1333 [youtu.be]
I have a similar issue with trying to tweak interactive art on iThings and am looking into OSC for that (it's harder to wire up instruments like this). In my experience even though it goes over the network OSC is typically fast enough for pleasurable parameter control. I tested it with shooting a Leathal Enforcers light gun to trigger the vfx from Unity and the sfx from Max! Anyways, the advantage of the OSC approach is that you wouldn't have to write an OS-specific layer for each of Mac/Linux/Windows.
Regardless, I am very interested in your code I hope you post it for the community soon! PM sent!
https://youtu.be/NwPIoVW65pE?t=1333 [youtu.be]
I have a similar issue with trying to tweak interactive art on iThings and am looking into OSC for that (it's harder to wire up instruments like this). In my experience even though it goes over the network OSC is typically fast enough for pleasurable parameter control. I tested it with shooting a Leathal Enforcers light gun to trigger the vfx from Unity and the sfx from Max! Anyways, the advantage of the OSC approach is that you wouldn't have to write an OS-specific layer for each of Mac/Linux/Windows.
Regardless, I am very interested in your code I hope you post it for the community soon! PM sent!
Technical Discussion » Exporting animation from Houdini to Unity
- nicholasralabate
- 114 posts
- Offline
I know a quite few people using Houdini to do character animation for games – H can handle low-poly rigs like a champ. It's pretty straightforward to export to Unity, and the approach with the “@” symbol does work though it's just a notational convenience (it collects the animation clips underneath the model in the Assets window).
Do you have a hip file you can post? Maybe I can help you out!
Do you have a hip file you can post? Maybe I can help you out!
Houdini Engine for Unity » Lotsa crashes with instancing 50K+ prefabs
- nicholasralabate
- 114 posts
- Offline
Is there a documented limit to the number of instances Houdini Engine for Unity supports? I'm trying to bring in between 10K to 100K instances of a prop and I seem to almost always succeed at less than 10K and almost always fail with more than 50K.
I'm on a machine that should handle it, 64GB RAM and RTX2080. It doesn't seem to matter if the material on the prefabs is marked as GPU instanced or not.
Unity hard crashes, and the Windows event log indicates that the DLL that got the segfault was Mono.
Anybody have any recommendations? Is this just not supported to instance so many prefabs at the same time?
P.S. The prefab is a cube
I'm on a machine that should handle it, 64GB RAM and RTX2080. It doesn't seem to matter if the material on the prefabs is marked as GPU instanced or not.
Unity hard crashes, and the Windows event log indicates that the DLL that got the segfault was Mono.
Anybody have any recommendations? Is this just not supported to instance so many prefabs at the same time?
P.S. The prefab is a cube
Houdini Learning Materials » GameDev Terrain Texture ROP Won't Export
- nicholasralabate
- 114 posts
- Offline
I am trying to go through this tutorial and having the same exact problem – nothing is exported and no error is reported.
https://www.artstation.com/khael/blog/wrdA/introduction-to-procedural-terrain-12-houdini-amp-ue4 [www.artstation.com]
I dug into the SOP and saw that there was an error in the ROP net. It was using $TEMP/BlahBlah.exr to store some intermediary images and on OSX you aren't allowed to write there without root permissions (I think). So I changed $TEMP to $HIP and it started baking.
https://www.artstation.com/khael/blog/wrdA/introduction-to-procedural-terrain-12-houdini-amp-ue4 [www.artstation.com]
I dug into the SOP and saw that there was an error in the ROP net. It was using $TEMP/BlahBlah.exr to store some intermediary images and on OSX you aren't allowed to write there without root permissions (I think). So I changed $TEMP to $HIP and it started baking.
Houdini Indie and Apprentice » Can't export animation in FBX
- nicholasralabate
- 114 posts
- Offline
Yes, I'm running Mojave. I'll write a bug, but my larger point was that it is sort of annoying to have two ways (menu and ROP) to do (purportedly) the same exact thing especially on such a platform-slash-engine finicky process as FBX export where unfortunately things often descend into “try ever export option available until it works”… it would just be nice to have less variables.
I guess the benefit is that you save time by not dropping a ROP, but… really? It's not like removing the default File SOP in 17.0. That's something people do a thousand times a day. Export (for me at least) is an end-of-proj thing that has to be perfect so I don't mind spending 1000ms dropping a ROP.
I guess the benefit is that you save time by not dropping a ROP, but… really? It's not like removing the default File SOP in 17.0. That's something people do a thousand times a day. Export (for me at least) is an end-of-proj thing that has to be perfect so I don't mind spending 1000ms dropping a ROP.
Edited by nicholasralabate - May 2, 2019 15:18:22
Technical Discussion » FBX Import Dialog
- nicholasralabate
- 114 posts
- Offline
I have the same problem – the import FBX dialog goes offscreen on my MacBook Air (only use it for modeling and animating on the road, no sims). Thank you for the Agent SOP workaround, that seems to work. Just opening a FBX file as if it were a HIP also worked for me, though it took me a sec to realize that the default file open dialog only lists .hip files.
Seems like the open option is better, right? Otherwise I can't figure out how to see the hierarchy when using just the agent SOP. Anyways, thanks!
P.S. Too bad you can't just use tab to choose the off-screen button, that would be a no-brainer! (Or making it not go offscreen in the first place, or making it scroll, etc. etc.)
Seems like the open option is better, right? Otherwise I can't figure out how to see the hierarchy when using just the agent SOP. Anyways, thanks!
P.S. Too bad you can't just use tab to choose the off-screen button, that would be a no-brainer! (Or making it not go offscreen in the first place, or making it scroll, etc. etc.)
Houdini Indie and Apprentice » Can't export animation in FBX
- nicholasralabate
- 114 posts
- Offline
“I just burned a couple hours with the same broken FBX exporter (File->Export->Filmbox FBX…).”
I wish they would just remove that menu-level option – I just lost time because in 17.5 Apprentice the menu-level option silently fails whereas the FBX ROP correctly warns you that FBX export is unsupported in Apprentice.
Why are there two ways to export FBX? Just so we can have divergent bugs like these? I vote to just get rid of the menu-level option and stick to the ROP.
I think it is especially a big problem because FBX export in all apps is finnicky and if you are in blind try-everything mode you now have to try everything TWICE because, hey, maybe it works one way in the menu-level FBX version and another way in the FBX ROP.
I wish they would just remove that menu-level option – I just lost time because in 17.5 Apprentice the menu-level option silently fails whereas the FBX ROP correctly warns you that FBX export is unsupported in Apprentice.
Why are there two ways to export FBX? Just so we can have divergent bugs like these? I vote to just get rid of the menu-level option and stick to the ROP.
I think it is especially a big problem because FBX export in all apps is finnicky and if you are in blind try-everything mode you now have to try everything TWICE because, hey, maybe it works one way in the menu-level FBX version and another way in the FBX ROP.
Edited by nicholasralabate - April 29, 2019 17:52:28
Houdini Indie and Apprentice » Mantra Error; Command Exit Code: -1073741819
- nicholasralabate
- 114 posts
- Offline
If you want more information, you can look in Event Viewer under “Applications” and you should see the exact DLL that caused the crash. For me it was the VEX DLL:
Houdini Indie and Apprentice » Mantra Error; Command Exit Code: -1073741819
- nicholasralabate
- 114 posts
- Offline
I am having this same problem with 17.5. I tried background rendering and it work then the problem came back. I next tried command line rendering (at least this error is causing me to learn new workflow) and that also has started to fail. I have Alfred-style progress enabled so I can see the error occurs in the middle of a frame but beyond that I have NO IDEA how to troubleshoot this:
ALF_PROGRESS 72%
ALF_PROGRESS 73%
ALF_PROGRESS 74%
ALF_PROGRESS 75%
ALF_PROGRESS 76%
ALF_PROGRESS 77%
ALF_PROGRESS 78%
ALF_PROGRESS 79%
ALF_PROGRESS 80%
Error: Command Exit Code: -1073741819
If you search around you will see that exit code is (in hex form) 0xC000005 which is an access violation:
https://techcommunity.microsoft.com/t5/Ask-The-Performance-Team/Access-Violation-How-dare-you/ba-p/373106?advanced=false&collapse_discussion=true&q=access%20violation&search_type=thread [techcommunity.microsoft.com]
So it could be anything from a bug in Mantra to bad RAM… very hard to tell on my own!
Also, if you search for that exit code as well as render in Google you will see lots of hits for Arnold, Maya, etc.
There are a few posts on odforce about this crash, for one person it came down to disabling overclocking:
https://forums.odforce.net/topic/16087-command-exit-code-1073741819/ [forums.odforce.net]
ALF_PROGRESS 72%
ALF_PROGRESS 73%
ALF_PROGRESS 74%
ALF_PROGRESS 75%
ALF_PROGRESS 76%
ALF_PROGRESS 77%
ALF_PROGRESS 78%
ALF_PROGRESS 79%
ALF_PROGRESS 80%
Error: Command Exit Code: -1073741819
If you search around you will see that exit code is (in hex form) 0xC000005 which is an access violation:
https://techcommunity.microsoft.com/t5/Ask-The-Performance-Team/Access-Violation-How-dare-you/ba-p/373106?advanced=false&collapse_discussion=true&q=access%20violation&search_type=thread [techcommunity.microsoft.com]
So it could be anything from a bug in Mantra to bad RAM… very hard to tell on my own!
Also, if you search for that exit code as well as render in Google you will see lots of hits for Arnold, Maya, etc.
There are a few posts on odforce about this crash, for one person it came down to disabling overclocking:
https://forums.odforce.net/topic/16087-command-exit-code-1073741819/ [forums.odforce.net]
Edited by nicholasralabate - April 24, 2019 12:04:52
Technical Discussion » How to export separate Mesh model by FBX
- nicholasralabate
- 114 posts
- Offline
Also, if you export as Wavefront .obj files that will respect SOP groups. For me, that is a lot easier than dealing with breaking apart all my models at the Houdini /obj level.
Houdini for Realtime » Vertex Animation Tool is not working in Houdini 17
- nicholasralabate
- 114 posts
- Offline
Just in case anybody else is googling this error code in H17, I also get it when my “Target Texture Size” is too small. I had a bullet sim with about 300,000 triangles and the VAT keep failing with this cryptic error message until I bumped the “Target Texture Size” to 8192.
Houdini for Realtime » Problem with export Houdini "vertex animation texture" to Unity
- nicholasralabate
- 114 posts
- Offline
Finally found the correct settings via this thread:
https://www.sidefx.com/forum/topic/54975/ [www.sidefx.com]
For VAT to work on unity-ios I had to export an EXR then manually override Unity's texture import settings to read it in as a RGBA Half texture.
https://www.sidefx.com/forum/topic/54975/ [www.sidefx.com]
For VAT to work on unity-ios I had to export an EXR then manually override Unity's texture import settings to read it in as a RGBA Half texture.
Houdini for Realtime » Problem with export Houdini "vertex animation texture" to Unity
- nicholasralabate
- 114 posts
- Offline
Houdini Lounge » Modeling primarily in Houdini
- nicholasralabate
- 114 posts
- Offline
Thank you Werner for demonstration of using Polydraw as a faster fuse-ing. I was sorely missing Blender's middle-mouse-vertex-move and this gets me a little closer!
SI Users » Zooming in/out + panning on Camera backplate, SI style?
- nicholasralabate
- 114 posts
- Offline
I also am confused, trying to use background for model reference image but any zoom in or out causes the image to “drift”. Is background image not supposed to be used for model reference?
Houdini Learning Materials » Auto Key Keying all sloped attributes option?
- nicholasralabate
- 114 posts
- Offline
I'm starting into character animation as well; was there any resolution on this RFE? I would like the same thing!
Technical Discussion » Does 'Set Project' not work right for anyone else?
- nicholasralabate
- 114 posts
- Offline
I'm seeing this again in 17.0.352 on Windows… I'm reverted to the workaround of choosing a file in the desired directory and then going up to Project Path and deleting the file name.
Houdini Indie and Apprentice » Does Houdini Indie allow alembic export?
- nicholasralabate
- 114 posts
- Offline
-
- Quick Links