Ah, ok…I did think you meant something else with ‘viewport’ selector.
And I do get the ‘crash’ as well. (16.5.268)
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Technical Discussion » Viewport Selector Segmentation Fault
- BabaJ
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Technical Discussion » Viewport Selector Segmentation Fault
- BabaJ
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Houdini Indie and Apprentice » VEX printf() in Mac OS - where are the results?
- BabaJ
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On windows here…but it may be just the same.
By default wrangle nodes are set to run over points.
If you put down that wrangle node with no geometry input, it won't get activated so that function won't run.
Try switching to detail (once only) mode or just put down a sphere, box or something to the node if you want to stay in run over mode.
You should see a printout then.
Your syntax for the print function is good.
By default wrangle nodes are set to run over points.
If you put down that wrangle node with no geometry input, it won't get activated so that function won't run.
Try switching to detail (once only) mode or just put down a sphere, box or something to the node if you want to stay in run over mode.
You should see a printout then.
Your syntax for the print function is good.
Technical Discussion » Stopping the cooking
- BabaJ
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I've had a somewhat recent situation where in addition to putting cook on Manual, I turned off all display flags and it still cooked.
I also turned on performance monitor and found the geo node that showed what was cooking in the scene.
So in that node I put a null node with it set to display. And after saving/closing, I reopened the file with a new instance of Houdini…and the scene would still cook.
There were no sims or file nodes importing data.
The only thing that helped was for me to arbitrarily go through nodes one by one copying, pasting, delete original node and rename new name to original nodes name.
These things sometimes just happen in Houdini and are difficult to report as bug since they are not easily reproducable.
I also turned on performance monitor and found the geo node that showed what was cooking in the scene.
So in that node I put a null node with it set to display. And after saving/closing, I reopened the file with a new instance of Houdini…and the scene would still cook.
There were no sims or file nodes importing data.
The only thing that helped was for me to arbitrarily go through nodes one by one copying, pasting, delete original node and rename new name to original nodes name.
These things sometimes just happen in Houdini and are difficult to report as bug since they are not easily reproducable.
Technical Discussion » Text Input Disabled
- BabaJ
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Thanks Tomas, scroll lock does indeed do what you say.
Will check for that next time it happens unexpectedly.
Bad memory on my part since I have used CHOP keyboard node and you need to toggle scroll lock to get input.
Will check for that next time it happens unexpectedly.
Bad memory on my part since I have used CHOP keyboard node and you need to toggle scroll lock to get input.
Edited by BabaJ - Dec. 27, 2017 13:07:13
Technical Discussion » Text Input Disabled
- BabaJ
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Hello,
I was wondering if anyone knows what keyboard typing combinations might turn off my ability to enter any keystrokes anywhere in my scene file.
This happens occassionaly and I haven't been able to ‘catch’ what combo I might have done before the issue comes up.
I'm assuming that as I am working and typing away I might be doing some special combination.
Hard for me to catch because it's usually when I am working at a fast clip, so recalling the previous steps is not easy ( because there may have been alot of keypresses ).
What happens is that I can't enter any keystrokes anywhere within the scene file e.g. parameter textboxes, naming a node, python shell window, etc.
Might just report it as a bug, although I can't duplicate what brings it on.
The only way to resolve it is to close the hip file and reopen.
I was wondering if anyone knows what keyboard typing combinations might turn off my ability to enter any keystrokes anywhere in my scene file.
This happens occassionaly and I haven't been able to ‘catch’ what combo I might have done before the issue comes up.
I'm assuming that as I am working and typing away I might be doing some special combination.
Hard for me to catch because it's usually when I am working at a fast clip, so recalling the previous steps is not easy ( because there may have been alot of keypresses ).
What happens is that I can't enter any keystrokes anywhere within the scene file e.g. parameter textboxes, naming a node, python shell window, etc.
Might just report it as a bug, although I can't duplicate what brings it on.
The only way to resolve it is to close the hip file and reopen.
Technical Discussion » Combining multiple Beizier/NURBS Curves
- BabaJ
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Technical Discussion » Help with the VEX float PI error
- BabaJ
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That's because PI is already defined by Houdini for you, because it is something that is used frequently.
Get rid of your declaration and just use ‘PI’ wherever you want.
Get rid of your declaration and just use ‘PI’ wherever you want.
Houdini Indie and Apprentice » Bridge like maya
- BabaJ
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Why does this need the sort node?
So that most of the vex code can create the polygon sequentially from one point to the next, using a simple incrementing ‘for’ loop.
Edited by BabaJ - Dec. 21, 2017 01:15:26
Houdini Indie and Apprentice » Bridge like maya
- BabaJ
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Just saw Mestelas post after I did.
If you want only one primitive/polygon like Mestela did;
The node in the green netbox.
If you want only one primitive/polygon like Mestela did;
The node in the green netbox.
Houdini Indie and Apprentice » Bridge like maya
- BabaJ
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Technical Discussion » 64 to 128 GB ram, worth it?
- BabaJ
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I've only run Houdini on a 16GB machine.
Even though I've heard you can get by on 32GB and also heard one saying if $ is a concern that 64GB can be a sweet spot;
That I would probably go for 128GB on my next rig anyway.
The reason being is that even with only having worked with 16GB I get the sense that no matter how much you have, you can certainly up your ‘ambition’ to match and make use of what you have,e.g. larger size sims, more concurrent sims, higher resolutions, etc.
…but perhaps you should keep an eye on this thread from those who have actually used rigs with varying amounts of ram
Even though I've heard you can get by on 32GB and also heard one saying if $ is a concern that 64GB can be a sweet spot;
That I would probably go for 128GB on my next rig anyway.
The reason being is that even with only having worked with 16GB I get the sense that no matter how much you have, you can certainly up your ‘ambition’ to match and make use of what you have,e.g. larger size sims, more concurrent sims, higher resolutions, etc.
…but perhaps you should keep an eye on this thread from those who have actually used rigs with varying amounts of ram
Technical Discussion » No Render of Geometry after CopyToPoint
- BabaJ
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Hi jsmack,
Thanks for your response.
Reading this and playing around with the file again I now have more questions than before.
There seems to be assumptions I've had that needs some more re-evaluation.
Probably best to ‘isolate’ my new questions and post as a new threads.
I think I need to start with understanding better the relationship of normals visualized in my scene to what is getting rendered, or rather how it does or does not afect the render/s.
Thanks again for the ‘chew-on’ factor.
Thanks for your response.
Reading this and playing around with the file again I now have more questions than before.
There seems to be assumptions I've had that needs some more re-evaluation.
Probably best to ‘isolate’ my new questions and post as a new threads.
I think I need to start with understanding better the relationship of normals visualized in my scene to what is getting rendered, or rather how it does or does not afect the render/s.
Thanks again for the ‘chew-on’ factor.
Technical Discussion » No Render of Geometry after CopyToPoint
- BabaJ
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Hello,
I was wondering if someone might be able to provide an insight as to what is going on in the scene of my file.
Within my “Poles” obj node, I have a blue netbox with two wrangle nodes that both ‘promote’ normals on the primitives with:
@N = @N;
There seems to be an issue with my red colored wrangle node.
Although in my scene view it shows(displays) the primitive normals as being in the ‘correct’ direction;
It doesn't render at all, with exception of the endcap.
I played around with it and get renders if I do any of the following changes:
After my ‘red colored wrangle node’ -
1) Adding a polyframe node with N as Tangent.
or
2) Use an attribute delete node and remove the points normal attribute.
Alternatively, instead of using wrangle to add normal to primitives, use attribute promote nodes
( as in my yellow netbox ).
It seems the ‘issue’ is that when there are both normals on the points and on the primitives that there is a possible ‘conflict’.
In this case maybe because the geometry that was copied to point number one has a normal in the opposite direction compared to that used for point number zero; Possibly causing the normals to ‘flip’ in their corresponding geometry.
But then again, my scene view suggests this isn't the case ( primitive normals turned on ).
So I don't know if there is a ‘display’ bug or something I am not understanding.
I was wondering if someone might be able to provide an insight as to what is going on in the scene of my file.
Within my “Poles” obj node, I have a blue netbox with two wrangle nodes that both ‘promote’ normals on the primitives with:
@N = @N;
There seems to be an issue with my red colored wrangle node.
Although in my scene view it shows(displays) the primitive normals as being in the ‘correct’ direction;
It doesn't render at all, with exception of the endcap.
I played around with it and get renders if I do any of the following changes:
After my ‘red colored wrangle node’ -
1) Adding a polyframe node with N as Tangent.
or
2) Use an attribute delete node and remove the points normal attribute.
Alternatively, instead of using wrangle to add normal to primitives, use attribute promote nodes
( as in my yellow netbox ).
It seems the ‘issue’ is that when there are both normals on the points and on the primitives that there is a possible ‘conflict’.
In this case maybe because the geometry that was copied to point number one has a normal in the opposite direction compared to that used for point number zero; Possibly causing the normals to ‘flip’ in their corresponding geometry.
But then again, my scene view suggests this isn't the case ( primitive normals turned on ).
So I don't know if there is a ‘display’ bug or something I am not understanding.
Houdini Lounge » A new noise reduction technique -> any plans on implementing this one in mantra?
- BabaJ
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I glanced over the actual paper. Don't understand the math and principals behind it all so I can't tell is this paper ‘revealing’ all there is to it, or are there some procedures they are keeping ‘private’ because it's a proprietary endeavor?
Looks like a pursuit by NVidia and their researchers/affiliated universities.
I wonder if it's something NVidia is going to incorporate into their cards at some point where it can be accessed via ‘calls’.
On the other hand, if the paper is ‘revealing’ just about everything there is for someone to take and implement (permissions acquired if needed), yeah I think this could be something very useful to incorporate into Mantra.
If it really does what it is suggesting ( lower render times ), implementing this alongside or as an ‘extra’ feature of Mantra would be great - or even as a new render node tool - “Mantra Jnr.”
But I guess the question too is how much of a difference would the final renders be compared to the ‘standard’ mantra? and aside from render time saving, would it be worth it?
Maybe for hobbyists like myself, it could save me having to doing something like working with Redshift.
Looks like it might take quit a bit of development to incorporate too.
Would be interesting to hear from the folks who have better insights/perspective into these things.
Looks like a pursuit by NVidia and their researchers/affiliated universities.
I wonder if it's something NVidia is going to incorporate into their cards at some point where it can be accessed via ‘calls’.
On the other hand, if the paper is ‘revealing’ just about everything there is for someone to take and implement (permissions acquired if needed), yeah I think this could be something very useful to incorporate into Mantra.
If it really does what it is suggesting ( lower render times ), implementing this alongside or as an ‘extra’ feature of Mantra would be great - or even as a new render node tool - “Mantra Jnr.”
But I guess the question too is how much of a difference would the final renders be compared to the ‘standard’ mantra? and aside from render time saving, would it be worth it?
Maybe for hobbyists like myself, it could save me having to doing something like working with Redshift.
Looks like it might take quit a bit of development to incorporate too.
Would be interesting to hear from the folks who have better insights/perspective into these things.
Technical Discussion » VEX: How do I append a list of attribute into an array prim attribute
- BabaJ
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Thanks for this post Tomas.
I wasn't aware of the functions nuniqueval/uniqueval.
Definitely reduces the amount of code to do the task otherwise.
I wasn't aware of the functions nuniqueval/uniqueval.
Definitely reduces the amount of code to do the task otherwise.
Technical Discussion » random_shash may not be unique?
- BabaJ
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http://www.asciitable.com/ [www.asciitable.com]
Characters in a string each have there own corresponding numeric value;
As such different combinations can result in the same overall numeric value e.g.,
…
b = 98
c = 99
e = 101
f = 102
…
so the string “ce” ends up being of the same value “bf”, i.e. 200 = 99 + 101 = 98 + 102
Of course I could be wrong…but this is my guess of what's going on.
Characters in a string each have there own corresponding numeric value;
As such different combinations can result in the same overall numeric value e.g.,
…
b = 98
c = 99
e = 101
f = 102
…
so the string “ce” ends up being of the same value “bf”, i.e. 200 = 99 + 101 = 98 + 102
Of course I could be wrong…but this is my guess of what's going on.
Technical Discussion » VEX: How do I append a list of attribute into an array prim attribute
- BabaJ
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Is this what your looking for?
Put the following in a wrangle for primitives run over.
You say you want to append, which is why what I wrote takes the existing instance value puts it as the first value of the corresponding new primitive array attribute.
Put the following in a wrangle for primitives run over.
You say you want to append, which is why what I wrote takes the existing instance value puts it as the first value of the corresponding new primitive array attribute.
i[]@Instance_Array;
int Transfered_Instance;
Transfered_Instance = prim(geoself(), "instance", @primnum) ;
push(@Instance_Array, Transfered_Instance);
push(@Instance_Array, 1);
push(@Instance_Array, 2);
Technical Discussion » Houdini and notebook
- BabaJ
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May want to have a look at this:
https://www.sidefx.com/Support/system-requirements/ [www.sidefx.com]
https://www.sidefx.com/Support/system-requirements/ [www.sidefx.com]
Technical Discussion » Two MPlays for two opened files?
- BabaJ
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