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Houdini Lounge » Drag Box error !!!!!
- stu
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Houdini Lounge » Node Placement
- stu
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Of course, in fact most of my rants here are accompanied by a parallel bug report/update - my apologies to Jenny.
I tried the latest build this morning and the edit SOP was still misbehaving. I'm going to try again tonight - if I can confirm it, ill update the bug report.
I tried the latest build this morning and the edit SOP was still misbehaving. I'm going to try again tonight - if I can confirm it, ill update the bug report.
Houdini Lounge » Node Placement
- stu
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Hopefully I won't get the chance to play the game for much longer - I'm hearing that the issue has been addressed.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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I think that's intended:
Saturday, February 15, 2014
Houdini 13.0.325: Reimplemened hidden-line modes as a true wireframe over surface rendering in GL3, as these modes do not have the same issues with polygon offset that shaded modes do. In addition, Hidden Line Invisible is now truly invisible, so that BG images can be seen through the wireframe.
Saturday, February 15, 2014
Houdini 13.0.325: Reimplemened hidden-line modes as a true wireframe over surface rendering in GL3, as these modes do not have the same issues with polygon offset that shaded modes do. In addition, Hidden Line Invisible is now truly invisible, so that BG images can be seen through the wireframe.
Houdini Lounge » Node Placement
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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twod
Fixed in H13.0.416. It was already patched in the dev version for an unrelated issue, but never backported.
Confirmed the fix on my end, thanks!
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Houdini Lounge » About Mantra
- stu
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He told me once but I can't remember (Mark, care to chime in? ). Back in the Prisms days all of the components had esoteric names.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
- 246 posts
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
- 246 posts
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Single perspective view on my end.
UPDATE: the issue remains the same with quad views, orthos, etc.
UPDATE: the issue remains the same with quad views, orthos, etc.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Moving $HOME/houdini13.0 doesn't change the problem, same result.
Point normals also don't show as selected, and the wireframe does not turn green, it's as if there has been no selection made whatsoever. The points display as blue, and remain that way.
Primitive and edge selection seem to work fine.
UPDATE: if I hit S 3 and select all the edges (which works fine) and then hit S 2 for points, it works. But only AFTER I've selected and/or deselected the edges first. Repeatable.
Point normals also don't show as selected, and the wireframe does not turn green, it's as if there has been no selection made whatsoever. The points display as blue, and remain that way.
Primitive and edge selection seem to work fine.
UPDATE: if I hit S 3 and select all the edges (which works fine) and then hit S 2 for points, it works. But only AFTER I've selected and/or deselected the edges first. Repeatable.
Houdini Lounge » Node Placement
- stu
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BTW SESI, this is easily reproduceable:
-do a bunch of work in SOP space
-edit something
-do a bunch of work in SOP space
-edit something
Houdini Lounge » Node Placement
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Update: my selection issue is still happening, 13.0.401 - bug report updated.
Okay, H13.0.401 reproduceable:
-start new houdini session
-hit TAB, place new geo
-hit ENTER to dive inside
-there will be the default XYZ cube file SOP inside
-hit S 2 in order to select points
-drag-select the entire object in the viewport (in order to select all of the points) - nothing will be selected. Drag-selecting only a portion of the object will work fine.
GL 3.3 viewport renderer.
I've updated the bug report with the same info.
Okay, H13.0.401 reproduceable:
-start new houdini session
-hit TAB, place new geo
-hit ENTER to dive inside
-there will be the default XYZ cube file SOP inside
-hit S 2 in order to select points
-drag-select the entire object in the viewport (in order to select all of the points) - nothing will be selected. Drag-selecting only a portion of the object will work fine.
GL 3.3 viewport renderer.
I've updated the bug report with the same info.
Houdini Indie and Apprentice » Mantra refuses to render the shadows
- stu
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Personally, I'd think that you're usually better off using raytraced shadows/PBR mantra output driver (see attached). Shadow softness is directly proportional to the size of the area light - the larger the light, the softer the shadows.
Houdini Indie and Apprentice » Mantra refuses to render the shadows
- stu
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I just looked at your file - is there a reason that you've set the shadow type on the light to depth map as opposed to raytraced?
Regardless, there were a few things - the light needs to be able to “see” the objects casting a shadow if you're going to use depth maps (I looked through the light and rotated it to see your objects), the bias and shadow blur were too high. See attached.
Regardless, there were a few things - the light needs to be able to “see” the objects casting a shadow if you're going to use depth maps (I looked through the light and rotated it to see your objects), the bias and shadow blur were too high. See attached.
Technical Discussion » H13 and Retina display
- stu
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That's what the “High DPI UI” option is meant to do, isn't it? Scale the UI elements up so that they're larger on monitors with extraordinarily high resolutions? I wouldn't be surprised if the elements aren't simply doubled in pixel size (no filtering) in order to make the jump in scale.
Houdini Lounge » Node Placement
- stu
- 246 posts
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Might be, there's definitely an accumulation to the positional error as the network grows.
Bug report updated with new information, ID=60649.
Bug report updated with new information, ID=60649.
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