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Technical Discussion » Rizom Unwrap produces different results with the Labs bridge
- 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
- 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
- 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
- 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
Technical Discussion » Viewport flip now in H18
- OneBigTree
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DaJuice
Really strange. For what it's worth I have never seen this happen, not in H18, 17.5 or prior. I am not able to reproduce it with a quad-view like in your video and any amount of zooming, panning or clicking. Win10 Pro, 1070 cards here. A very Maya-like solution but maybe try nuking your prefs like sekow and see if it helps.
Yes, I have to try that. Allthough I didn't make any major changes. I tried a few variations for everything camera related in the prefs but it didn't change anything.
Edit:
So I renamed my Houdini18 folder in documents and let Houdini create a new one with default prefs and that fixed it.
Somewhere in those prefs files I need to find the culprit because since I don't know the source of the issue it can happen anytime again. I did not change much in the prefs. And if a standard setting in a prefs file can cause it it is a bug.
I'll keep investigating. Thanks all for you input.
Edited by OneBigTree - Dec. 31, 2019 16:02:29
Technical Discussion » Viewport flip now in H18
- OneBigTree
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sekowI am 100 percent sure it has nothing to do with redshift. I have removed redshift from my H18 installation.
Had the same issue couple weeks ago too. Could not repo, but it happened pretty frequently. Ive purged all user pref (minus all my preset) and stopped acting up. I am not sure anymore if it had something to do with Redshift.
Technical Discussion » Viewport flip now in H18
- OneBigTree
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edward
I can't tell from the video exactly what actions you're doing but please log it ( https://www.sidefx.com/forum/topic/15603/ [www.sidefx.com] ) if you haven't already. It's crucially important that you describe in painstaking detail, ALL the mouse movement, mouse button clicks, and key presses that you're making and in the exact order to reproduce. It's the holidays right now though so replies will be probably slow until next week or after.
I do exactly what you see in the video: I select the object. In between I reset the view to repeat it. There's nothing more to it. No complicated steps to repro. You can even hear the clicks and see the little circle when I click. That's really it. View reset is done using the standard key combo.
I will log it once I know it is repro able and an actual bug. To find that out I posted here first.
Edited by OneBigTree - Dec. 31, 2019 11:19:33
Technical Discussion » Viewport flip now in H18
- OneBigTree
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I posted a video some time ago showing the ortho views flipping (inverting) when selecting an object in H17.5.
I had hoped this would be fixed in H18 or be an issue with Redshift.
It turns out neither is true.
I made a new Scene in H18 containing only a camera object. Redshift is disabled (not loaded at all).
I still have the same issue. Selecting the camera object in viewport, treeview or network will flip the ortho views.
I find it hard to believe that this slipped QA, so I need to know if anyone can repro.
Edit: I tried again and it happens in maximized ortho views as well, with any scene content.
Info: I am running a dual screen setup Win10 Pro 64bit, 64gig RAM, Graphics card is a 2080 super, but it happens on my other work station as well so I don't think it is in any way system related.
Scene is attached.
Edit:
Here is the video I recorded in H17.5 some time ago, when I still wasn't sure if redshift caused it.
I had hoped this would be fixed in H18 or be an issue with Redshift.
It turns out neither is true.
I made a new Scene in H18 containing only a camera object. Redshift is disabled (not loaded at all).
I still have the same issue. Selecting the camera object in viewport, treeview or network will flip the ortho views.
I find it hard to believe that this slipped QA, so I need to know if anyone can repro.
Edit: I tried again and it happens in maximized ortho views as well, with any scene content.
Info: I am running a dual screen setup Win10 Pro 64bit, 64gig RAM, Graphics card is a 2080 super, but it happens on my other work station as well so I don't think it is in any way system related.
Scene is attached.
Edit:
Here is the video I recorded in H17.5 some time ago, when I still wasn't sure if redshift caused it.
Edited by OneBigTree - Dec. 31, 2019 11:24:37
Technical Discussion » Optix DSO error when switching to Karma
- OneBigTree
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Technical Discussion » Optix DSO error when switching to Karma
- OneBigTree
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jsmackBut if it doesn't load properly suppressing the messages won't change that, would it? I usually have it a 2.
make sure you haven't set HOUDINI_DSO_ERROR > 0 in your env. Setting it to zero (default) will suppress the messages.
Technical Discussion » Optix DSO error when switching to Karma
- OneBigTree
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H18.0.287, Optix Denoser installed, Path entry is in the .env file and checked.
Whenever I switch to Karma the first time (no matter if Optix is enabled or not) I'm getting DSO errors for all the dlls in the Houdini dso/karma library. After that Karma renders fine.
Optix runs without issues in 17.5.
What am I missing? Is there anything else I need to configure?
Whenever I switch to Karma the first time (no matter if Optix is enabled or not) I'm getting DSO errors for all the dlls in the Houdini dso/karma library. After that Karma renders fine.
Optix runs without issues in 17.5.
What am I missing? Is there anything else I need to configure?
Edited by OneBigTree - Dec. 19, 2019 14:35:37
Houdini Indie and Apprentice » Substance and Houdini 18 Apprentice
- OneBigTree
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dreamerflyer19AndreGOK,this works,thanks.Though Not the best solution.
Use multiple Channel Copy nodes.
Yes, it's amazing how even something that is supposed to make shading easier like substances can be turned into something losing all benefits when used in Houdini
Not a viable solution to use substances in any software.
BTW I get the same errors when using the normal substance material SOP. So it's not just the new COP….
Technical Discussion » Houdini 18 HQueue Error
- OneBigTree
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drew
I note that there is now a daily build that fixes this problem (it did for me). That said it still isn't working for me due to other problems. I'm interested in knowing if anyone is actually using HQueue with H18 that doesn't use the default network mounts?
I stopped trying to use HQueue altogether and switched to Pandora which still has it's quirks but is so much easier to setup up and maintain… and it's free.
https://prism-pipeline.com/pandora/ [prism-pipeline.com]
Edited by OneBigTree - Dec. 5, 2019 09:58:45
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- OneBigTree
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@Luiz
how can I make these changes permanent?
Edit: nvm, got it.
Thanks for the quick fix anyway.
how can I make these changes permanent?
Edit: nvm, got it.
Thanks for the quick fix anyway.
Edited by OneBigTree - Dec. 1, 2019 17:32:20
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- OneBigTree
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@stevenshook
What he means is this:
Unlock the rizomUV node by rightclicking on the node and select “allow editing…”
dive into the network of the rizom node and find the rizomuv_processor. Click on it and change its name from “rizomuv_processor1” to “rizom_processor” (remove the uv and the 1)
go back one level and check your rizom path and the output path again.
After that it should work when you click on cook.
What he means is this:
Unlock the rizomUV node by rightclicking on the node and select “allow editing…”
dive into the network of the rizom node and find the rizomuv_processor. Click on it and change its name from “rizomuv_processor1” to “rizom_processor” (remove the uv and the 1)
go back one level and check your rizom path and the output path again.
After that it should work when you click on cook.
Edited by OneBigTree - Dec. 1, 2019 17:27:15
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- OneBigTree
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JabbaTheNut
I am having the exact same issues. Cannot get RizomUV nodes to work. I am on Mac OS Catalina with Houdini 18. I noticed that the RizomUV Processor node inside of the RizomUV Unwrap node points to a Windows directory (i.e., C:\). Because the node is locked out, I cannot change the settings. Are there Houdini.env settings that I could impose?
I can easily change the path in the advanced section of the unwrap node and save as permanent defaults.
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- OneBigTree
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stevenshook
I keep getting the error message:
Error
Invalid source /obj/geo1/rizomuv_unwrap1/file1
Error: Unable to read file “C:/Users/Steven/sidefx_rizom_bridge_untitled_rizomuv_unwrap1.fbx”.
GeometryIO: Unable to open file ‘C:/Users/Steven/sidefx_rizom_bridge_untitled_rizomuv_unwrap1.fbx’
GeometryIO: Unable to open file ‘C:/Users/Steven/sidefx_rizom_bridge_untitled_rizomuv_unwrap1.fbx’.
Same here. Even though I manually configured the path to the exe and the temp directory.
Apparently no fbx is written.
Edited by OneBigTree - Nov. 30, 2019 00:18:46
Technical Discussion » Gaea Bridge in 18?
- OneBigTree
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mihatsuProbably the same as with the rizomUV bridge. Uncheck “production build only” and update to 303.
Hi,
In https://youtu.be/7X-r_XarMLI?t=1161 [youtu.be] they show the Gaea bridge tool but I cannot find it from SideFX Labs?
Houdini for Realtime » SideFX Labs - RizomUV Bridge
- OneBigTree
- 378 posts
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stevenshook
Hi,
I was just watching the video by Luiz Kruel on using the three nodes associated with the RizomUV software. I have version 18.287 and the nodes don't show-up. I believe that the video was made with version 17.5.360 and was dated 27/11/19. The believe that comments did say that the nodes were included with version 18 in the SideFX Labs.
Was wondering what I was doing wrong.
Thank you,
Steve Shook
It doesn't seem to be in the local production build but in the 303 build when you turn off “production build only” in the tool update.
Information on this is all very vague.
Edited by OneBigTree - Nov. 29, 2019 23:40:18
Houdini Indie and Apprentice » Camera angle/rotation
- OneBigTree
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Nope. I've been criticizing this years ago. Using the Lookat constraint to build a target camera is pointless because of this limitation. You can't dolly in on your target because the object coordinate system is not aligned.
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