If indeed multipart exrs are the problem, you may check out this posting on how to revert to "the old" regular ones:
https://www.sidefx.com/forum/topic/81532/?page=1#post-351236 [www.sidefx.com]
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Technical Discussion » Exr multilayered not reading in 3rd party apps
- protozoan
- 1630 posts
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Houdini Lounge » How to use Color COP?
- protozoan
- 1630 posts
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raincole
After I opened your file, my file fixed itself too. (???)
Something strange is afoot there.
Houdini Lounge » How to use Color COP?
- protozoan
- 1630 posts
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Houdini Lounge » How to use Color COP?
- protozoan
- 1630 posts
- Online
Are you sure it's not a display glitch?
If you put down a brand new colorCOP, in 19.0.475, without some custom presets or anything present, it should be pure white.
Is it possible that you're in manual mode? (bottom right of the global UI, the dropdown next to the little brain icon).
Another thing that I have on this machine here is that sometimes the previews on the nodes get "stuck" and update only when moving the network editor. But this is purely a display thing, it still cooks perfectly fine, and the composite view shows it correctly, assuming that it auto-cooks.
If you put down a brand new colorCOP, in 19.0.475, without some custom presets or anything present, it should be pure white.
Is it possible that you're in manual mode? (bottom right of the global UI, the dropdown next to the little brain icon).
Another thing that I have on this machine here is that sometimes the previews on the nodes get "stuck" and update only when moving the network editor. But this is purely a display thing, it still cooks perfectly fine, and the composite view shows it correctly, assuming that it auto-cooks.
Technical Discussion » Getting light received on a geometry, as an attribute
- protozoan
- 1630 posts
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paulfe
I am experimenting turning 3D objects into vectorial 2D for a plotter machine.
Now that's something you don't see often, interesting!
Technical Discussion » Getting light received on a geometry, as an attribute
- protozoan
- 1630 posts
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If "simplistic" lighting is enough (like: find out what's approximately in the shadow of a directional light or a point light) you can look at the mask by feature SOP. This won't do "real" lighting though.
Technical Discussion » 2.5D Style Dust
- protozoan
- 1630 posts
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The good looking stuff is typically hand drawn, but you can create these shapes procedurally so that they hold up quite well.
Check out this "anime water" tutorial for inspiration, it's for Blender, but the principle in Houdini is exactly the same (for the the way they created the foam patterns):
https://www.youtube.com/watch?v=zZsfr5f273c [www.youtube.com]
Dust, fire, etc can all be done like this.
Check out this "anime water" tutorial for inspiration, it's for Blender, but the principle in Houdini is exactly the same (for the the way they created the foam patterns):
https://www.youtube.com/watch?v=zZsfr5f273c [www.youtube.com]
Dust, fire, etc can all be done like this.
Houdini Lounge » Houdini needs better debug logging
- protozoan
- 1630 posts
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Houdini Lounge » Houdini needs better debug logging
- protozoan
- 1630 posts
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raincole
Maybe it's what Houdini lacks? A way to collect logs for debugging.
When it segfaults, there should be a traceback in the console you started it from (or where you redirected that to), this has helped in the past to sniff out the reasons for crashes. Don't you get those?
Technical Discussion » All legacy commands will be removed in the next release.
- protozoan
- 1630 posts
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Pure speculation, but I think it means the init-scripts are done for in favor of systemd.
Technical Discussion » Karma, MaterialX, oh my
- protozoan
- 1630 posts
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szmatefy
Does anybody know how to access point attributes in MaterialX?
Check out the USDPrimVarReader. Just be aware that some common attributes get automatically converted (Cd for example) and are called differently.
As for dispersion: I'm not 100% up to speed, but I think it's still on the "to be implemented" list and not available now.
Technical Discussion » GLTF Exporter
- protozoan
- 1630 posts
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kif11
as well as GLTF animation.
You may need to specify what you mean by "GLTF animation". Because exporting animation to gltf is now supported (regular channel data, also bone animations etc).
If there's something that's not working for you, post it and file a bug report, because it should.
Edited by protozoan - Dec. 8, 2021 04:37:43
Houdini Lounge » Downloading old version
- protozoan
- 1630 posts
- Online
You can write to support@sidefx.com
I don't think they have a "complete" archive of all builds, but sometimes retain a few (at least that's where I got one in the past when I had a similar problem).
I don't think they have a "complete" archive of all builds, but sometimes retain a few (at least that's where I got one in the past when I had a similar problem).
Technical Discussion » Shadow Matte
- protozoan
- 1630 posts
- Online
As a workaround (for now) you can do the following:
Render a beauty pass of your shadow catcher, and render a beauty unshadowed AOV.
(Then you have basically one with and one without the shadow).
Use for example COPs or another software like Nuke to subtract them from each other.
The result is the shadow.
Render a beauty pass of your shadow catcher, and render a beauty unshadowed AOV.
(Then you have basically one with and one without the shadow).
Use for example COPs or another software like Nuke to subtract them from each other.
The result is the shadow.
Technical Discussion » Invert animation formula
- protozoan
- 1630 posts
- Online
You could use
If someone ever has the brilliant idea though to set $RFEND to 0, the universe may collapse. So beware.
1 - $FF/$RFEND
If someone ever has the brilliant idea though to set $RFEND to 0, the universe may collapse. So beware.
Technical Discussion » Karma XPU texture resolution limit?
- protozoan
- 1630 posts
- Online
There's a limit of 2K per default at the moment.
To go further, set the env variable KARMA_XPU_MAX_TEXTURE_RES, for example:
for 8K max.
Careful: The memory management right now is a bit experimental. Use very carefully.
To go further, set the env variable KARMA_XPU_MAX_TEXTURE_RES, for example:
export KARMA_XPU_MAX_TEXTURE_RES="8192"
for 8K max.
Careful: The memory management right now is a bit experimental. Use very carefully.
Houdini Indie and Apprentice » How do you move primitives along their normal direction?
- protozoan
- 1630 posts
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Another method would be to use the dedicated PeakSOP.
It has the advantage, that you can easily animate it with keyframes, for example (the EditSOP is difficult in that regard).
It has the advantage, that you can easily animate it with keyframes, for example (the EditSOP is difficult in that regard).
Technical Discussion » Render Polygons As Subdivision, but for Karma?
- protozoan
- 1630 posts
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If you bring your stuff in via scene import, it's enough to tick on "Render as subdivision surfaces" on the OBJ side.
If not, you can use an Edit Properties LOP for example, and set subdivisionScheme to catmullClark.
If not, you can use an Edit Properties LOP for example, and set subdivisionScheme to catmullClark.
Technical Discussion » MaterialX: Load .mtlx shader file?
- protozoan
- 1630 posts
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You can, and it's a simple as:
FileLOP, and sublayer it in
(There's a bunch of .mtlx example materials to load and try out in $HFS/houdini/materialx/resources/Materials/Examples )
*Edit: I'm getting old, I forgot to attach the example hip, it's done now
FileLOP, and sublayer it in
(There's a bunch of .mtlx example materials to load and try out in $HFS/houdini/materialx/resources/Materials/Examples )
*Edit: I'm getting old, I forgot to attach the example hip, it's done now
Edited by protozoan - Nov. 13, 2021 14:47:03
Technical Discussion » KARMA XPU Displacement
- protozoan
- 1630 posts
- Online
As far as I understand, the principled shader doesn't get rendered in XPU (since XPU doesn't do VEX), it gets (internally) translated into an USDpreviewsurface shader, basically as a fallback to prevent that you just see nothing.
The way forward is to use materialX with XPU.
The black rims are a bug that is currently being worked on, as I recall.
The way forward is to use materialX with XPU.
The black rims are a bug that is currently being worked on, as I recall.
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