Thanks for the response and sorry I couldn't reply until now. I have a couple questions regarding your post.
putenv PATH (“CProgram Files/Side Effects Software/Houdini 14.0.395/engine/maya/maya2015/../../../bin;” + `getenv PATH`)
Does this file path mean that I need to point the PATH variable at the $HOME/bin directory or the $HOME/engine/maya/maya2015 directory?
Also how exactly do you activate the 30 day trial? When I downloaded Houdini Apprentice it popped up with an option to install Houdini Engine which I clicked. Is there something else I need to do to activate it?
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Houdini Engine for Maya » Can't load Houdini Engine into Maya 2015
- NFX
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Houdini Engine for Maya » Can't load Houdini Engine into Maya 2015
- NFX
- 183 posts
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I have a Houdini 14.0.395 apprentice license and have installed it and the Houdini Engine for Maya. However, while the plugin shows up in the plugin manager in Maya everytime I try to load it it says:
// Error: line 1: The specified procedure could not be found.
(houdiniEngine)
And if I try to browse for the .mll and load it manually I get:
// Error: file: CProgram Files/Autodesk/Maya2015/scripts/others/pluginWin.mel line 777: The specified procedure could not be found.
(houdiniEngine)
I have tried creating a Maya environment file and pointing the PATH to both my Houdini bin folder and Houdini Engine plugin folder (I did this both manually and from the MEL command line). I also copy and pasted the module file from the Engine folder into the Maya 2015 module folder. Both attempts give me the same errors.
Any ideas what could be wrong?
// Error: line 1: The specified procedure could not be found.
(houdiniEngine)
And if I try to browse for the .mll and load it manually I get:
// Error: file: CProgram Files/Autodesk/Maya2015/scripts/others/pluginWin.mel line 777: The specified procedure could not be found.
(houdiniEngine)
I have tried creating a Maya environment file and pointing the PATH to both my Houdini bin folder and Houdini Engine plugin folder (I did this both manually and from the MEL command line). I also copy and pasted the module file from the Engine folder into the Maya 2015 module folder. Both attempts give me the same errors.
Any ideas what could be wrong?
Technical Discussion » Dot product of vector VDB and viewing angle
- NFX
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Technical Discussion » Dot product of vector VDB and viewing angle
- NFX
- 183 posts
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So that has actually been something I have been wondering about. It seems to me that if you have a high resolution fog volume that is value 1 all the way across, you would have to smooth it pretty drastically in order for the blur to have any effect on the inner most voxels. Is this right?
Technical Discussion » Dot product of vector VDB and viewing angle
- NFX
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Technical Discussion » Dot product of vector VDB and viewing angle
- NFX
- 183 posts
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Yes, I made sure to do that. I think it had to do with the gradient vectors being so small that the computer just treated them as having 0 magnitude maybe?
Technical Discussion » Dot product of vector VDB and viewing angle
- NFX
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So after playing around with it some more I found that it had to do with the size of the gradient vectors being too small and for some reason using lower resolution volumes provided larger gradient vector results that I was then able to get a better result with. Not sure why this method doesn't work very well with higher resolution volumes. Any ideas?
Technical Discussion » Dot product of vector VDB and viewing angle
- NFX
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So I am working on a project were I need to make a VDB volume more transparent were it's gradient field is aligned with the camera's viewing angle. I figured it would be easy enough to take the normalized gradient of the volume, take the camera normal, and then run a dot product of them in a volume vop, however my result looks really blocky and doesn't seem to work at all. Can anyone share ideas of how to do this?
Technical Discussion » Constraining Ends of Wire
- NFX
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I have been struggling to figure out how I can constrain the rotation and position of both ends of a wire to two animated objects. To get an idea of what I am going for, imagine two balls with a wire's ends attached vertically to each. When the balls rotate and move the ends of the wire need to remain sticking straight out of the balls while the middle deforms in a normal manner.
Any ideas how to pull this off?
Any ideas how to pull this off?
Technical Discussion » Tips on creating very small bodies of water
- NFX
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So I am working on a closeup of water in something the size of a teaspoon and am having difficulty getting the sim to feel small enough. I've tried changing the viscosity, increasing point separation, and changing the scene scale in the hip file preferences but nothing seems to be working well. Any tips?
Technical Discussion » How to use PC Unshaded VOP
- NFX
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So I am working on a project that requires a point to find all points within a radius in a point cloud and then mark them as found. This poses the problem that the point cloud points must be altered inside the VOP. After looking around it seems that the way to do this is to use a PC Unshaded Loop with a PC Export inside, however I can't figure out how to set up the VOP right. I've included a test file and would appreciate it if someone could give me some pointers. Since the file does use point cloud files you may need to save them out and import them again.
Technical Discussion » Compiler Flags for H14
- NFX
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Technical Discussion » Compiler Flags for H14
- NFX
- 183 posts
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I am currently trying to set up visual studios 2012 to work with H14 and am running into some strange errors. I am just wondering if anyone has the latest set of compiler flags needed for release and debugging? Not sure if this is what the problem is but I thought that I would give it a try.
Technical Discussion » Non-reflecting lights show up in reflection pass
- NFX
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Technical Discussion » Non-reflecting lights show up in reflection pass
- NFX
- 183 posts
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So I have been learning about .exr and render passes lately and noticed something weird. I have a couple lights in the scene that are used only for diffuse and not reflections, but for some reason they show up in my direct_noshadow_reflect pass but not my beauty pass or direct_reflect pass. I was wondering if this is a bug or if I am doing something wrong? Here is the file.
Technical Discussion » OpenGl settings H15
- NFX
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Technical Discussion » OpenGl settings H15
- NFX
- 183 posts
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So I'm feeling a little stupid about this but I can't seem to find where the openGl version can be changed in the settings for Houdini 15. Anyone know where I should look.
Technical Discussion » HDK - Parameter layout
- NFX
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Thanks for the tips guys. Everything is working perfectly now. One last question. I noticed that when I open the parameter editor, none of my parameters appear except the main folder that contains them all. Is this normal?
Technical Discussion » HDK - Parameter layout
- NFX
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Thanks for pointing me to that page again Mantragora. I guess I just needed to know I was looking in the right place for things to start clicking for me. You where right, the page addressed all my questions except for how to display the switchers as collapsible. I've been going through the PRM_Type documentation, hoping to find the answer there, but so far no luck.
Technical Discussion » HDK - Parameter layout
- NFX
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So I have been trying to figure out how to set up parameters in HDK and have run across a few things that I haven't been able to figure out how to do:
1. How to horizontally join a parameter to the next.
2. How hide or disable a parameter when another parameter is altered.
3. How to hide ramp ui controls.
4. How to display switchers as radio buttons, drop downs, etc.
5. How to hide a parameter's label.
1. How to horizontally join a parameter to the next.
2. How hide or disable a parameter when another parameter is altered.
3. How to hide ramp ui controls.
4. How to display switchers as radio buttons, drop downs, etc.
5. How to hide a parameter's label.
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