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Technical Discussion » Simulation doesn't update inside "pyro_sim" node
- Enivob
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If your hardware is flawed, waiting for a new build won't matter. What graphics card are you using? Does your computer meet the minimum requirements to run Houdini?
Technical Discussion » Simulation doesn't update inside "pyro_sim" node
- Enivob
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Hmm..I just tried your test and it works ok on my H16 system. I see smoke growing at both levels.
Try diving inside the simulation and locate the pyro node. Under the Guides tab then under Visualization make sure something is checked on, like Multi Field.
Try diving inside the simulation and locate the pyro node. Under the Guides tab then under Visualization make sure something is checked on, like Multi Field.
Technical Discussion » Why my fluid simulation looks like spaghetti ...?!
- Enivob
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Try decreasing particle separation. The smaller, the better, the slower. I find 0.08 to 0.04 works ok on my 32GB system. Also while working on the particle separation try turning off viscosity. Once you dial in your particle separation then enable viscosity.
Edited by Enivob - March 4, 2017 14:49:35
Technical Discussion » Include vertex groups in FBX export?
- Enivob
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At the end of your network add Color nodes that reference each group. This should setup Vertex colors that other applications can detect when they import the FBX file that you exported from Houdini.
Edited by Enivob - March 4, 2017 09:39:39
Houdini Indie and Apprentice » Growing an object via smoke or particles
- Enivob
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Check out Varomix's particles along curve tutorial. It shows how to convert and object and scatter it along a curve.
https://www.youtube.com/watch?v=pBZM387_SYg [youtube.com]
For growing your box you could try something as simple as an animated Clip node along a single axis. One of the oldest ways to reveal an object over time. Follow it up with a polycap if you need a capped end.
https://www.youtube.com/watch?v=pBZM387_SYg [youtube.com]
For growing your box you could try something as simple as an animated Clip node along a single axis. One of the oldest ways to reveal an object over time. Follow it up with a polycap if you need a capped end.
Technical Discussion » Portal interior lighting and noise
- Enivob
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Here are basic speed up tips I use with Mantra:
First switch to Physically Based Rendering.
Then increase the tile size from 16 to 36.
While you are on that tab also change the drop down to use all processors, not all processors but one.
Don't drop your Adaptive Noise value so low, you'll just spend all your time at the high sample value. And keep your samples a little close to one another. You have 1 and 20. Try something like 3 and 9 or 4 and 16. For adaptive noise try high values like 0.9 just to see how much faster you can render.
Overall these kinds of scenes challenge any render system. What you really need is an additional pass like a photon pass. Then that information can help define light in nooks and crannys so your main noise value does not have to be so high.
Sorry, I don't have any help on photon maps, I have not used them in Mantra. I have used them in Renderman and Redshift and they help get that clean GI look.
First switch to Physically Based Rendering.
Then increase the tile size from 16 to 36.
While you are on that tab also change the drop down to use all processors, not all processors but one.
Don't drop your Adaptive Noise value so low, you'll just spend all your time at the high sample value. And keep your samples a little close to one another. You have 1 and 20. Try something like 3 and 9 or 4 and 16. For adaptive noise try high values like 0.9 just to see how much faster you can render.
Overall these kinds of scenes challenge any render system. What you really need is an additional pass like a photon pass. Then that information can help define light in nooks and crannys so your main noise value does not have to be so high.
Sorry, I don't have any help on photon maps, I have not used them in Mantra. I have used them in Renderman and Redshift and they help get that clean GI look.
Technical Discussion » Pyro Bug or setting change?
- Enivob
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Your scene seems to work fine in my viewport. What graphics card are you using?
Edited by Enivob - March 2, 2017 09:39:03
Technical Discussion » Rigid body object breaking apart on initial velocity
- Enivob
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You could try dropping down a Pack node after the Merge. This may make them appear as a single point to DOPs.
Another way is to drop down a ROP Output Driver after the Merge and write the geometry out as .obj file. Then bring that file back into the same SOP network and move the Display flag to the File node. DOPs should only see one mesh at that time.
Another way is to drop down a ROP Output Driver after the Merge and write the geometry out as .obj file. Then bring that file back into the same SOP network and move the Display flag to the File node. DOPs should only see one mesh at that time.
Technical Discussion » H16 Turn Off Fog In Viewport Background?
- Enivob
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@twod: Thanks, I turned off the Reference Plane/Ortho Grid and that seemed to do the trick. I am running H16 on the MacMINI with only 1.5GB of vRam Intel HD4000.
At least I can dabble now
At least I can dabble now
Technical Discussion » [SOLVED]H16 OpenCL Errors (Windows 10, nVidia Graphics Card)
- Enivob
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Thanks for the tips.
I tried re-installing the nVidia driver. I chose Custom and Clean install. This fixed my problem.
I can use the Terrain tools!
I tried re-installing the nVidia driver. I chose Custom and Clean install. This fixed my problem.
I can use the Terrain tools!
Edited by Enivob - Feb. 25, 2017 21:20:01
Technical Discussion » Q: driving expression with external data (slider)?
- Enivob
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If it is not working as you have tried consider moving the fit into an attributeWrangle and referencing channels instead. You will need to create an attribute instead of a variable then reference that attribute in the stamps instead.
Click on the little side button to create the additional channels on the attributeWrangle. Now you should be able to use a relative reference on the min/max channels from the higher level.
f@rot_val = fit(360*rand(@ptnum),0,1,ch("minrot"),ch("maxrot"));
Technical Discussion » [SOLVED]H16 OpenCL Errors (Windows 10, nVidia Graphics Card)
- Enivob
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I am getting OpenCL errors on the same hardware that H15.5 worked fine on.
Do I need to install OpenCL? (I have never before AFAIK)
If Houdini requires this software why doesn't the Houdini installer simply install it or at least mention that you need to run another installer.
I am pretty much dead in the water with H16 on my Windows 10 nVidia based system.
What button do I click on to make Houdini 16 work correctly?
Do I need to install OpenCL? (I have never before AFAIK)
If Houdini requires this software why doesn't the Houdini installer simply install it or at least mention that you need to run another installer.
I am pretty much dead in the water with H16 on my Windows 10 nVidia based system.
What button do I click on to make Houdini 16 work correctly?
Edited by Enivob - Feb. 25, 2017 21:19:27
Technical Discussion » H16 Terrain Hills Shelf tool Errors Out
- Enivob
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When I click the shelf tool button I get a bunch of nodes in error state.
I have a nVidia 660gtx with 2GB of vRAM and it is OpenGL 4.3 compliant according to specs.
This graphics card does meet specified harware minimums but is not listed as one of the supported cards on this website. What is also weird is that cards that are under spec are listed as acceptable, i.e. a GTX580 with only 1GB of vRAM.
So is my hardware compliant?
Does the website hardware specs need updated?
I am getting a lot of no-joy out of this H16 release.
I have a nVidia 660gtx with 2GB of vRAM and it is OpenGL 4.3 compliant according to specs.
This graphics card does meet specified harware minimums but is not listed as one of the supported cards on this website. What is also weird is that cards that are under spec are listed as acceptable, i.e. a GTX580 with only 1GB of vRAM.
So is my hardware compliant?
Does the website hardware specs need updated?
I am getting a lot of no-joy out of this H16 release.
Houdini Lounge » H16 Uninstaller Does Not Work on OS X 10.11
- Enivob
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Just reporting in that the uninstaller for H16 does not work on my MacMINI. Neither does Houdini itself.
It never reaches Summary and is just stuck at the Uninstallation phase.
It never reaches Summary and is just stuck at the Uninstallation phase.
Edited by Enivob - Feb. 23, 2017 11:11:02
Technical Discussion » H16 Turn Off Fog In Viewport Background?
- Enivob
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The only reason I ask is that H16 completely crashes on my MacMINI, which is under spec. It crashes immediately when I try to navigate anywhere in the viewport. I assumed it was this new fading effect but it probably is more related to those new large ruler numbers.
Anyway, it does not matter. I know the MacMINI is not supported in any way. I just hate throwing away an i7 8 core processor when I really need more cores to do my work.
Using H15.5 I at least could dabble around in apprentice and try out things. With H16 I am completely shut down on the OSX Mac platform.
Anyway, it does not matter. I know the MacMINI is not supported in any way. I just hate throwing away an i7 8 core processor when I really need more cores to do my work.
Using H15.5 I at least could dabble around in apprentice and try out things. With H16 I am completely shut down on the OSX Mac platform.
Edited by Enivob - Feb. 24, 2017 15:33:42
Technical Discussion » H16 Turn Off Fog In Viewport Background?
- Enivob
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Technical Discussion » How could I use a texture as Fluid emission source?
- Enivob
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You can scatter points and delete by brightness. Then remember to change the flip object to Particle Source, it defaults to SOP.
Technical Discussion » H16 Turn Off Fog In Viewport Background?
- Enivob
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Hi All,
While the new H16 viewport has some nice features, I wish I could turn them off. I don't want those numbers or fog in the background.
Is there any way to turn these new options off?
While the new H16 viewport has some nice features, I wish I could turn them off. I don't want those numbers or fog in the background.
Is there any way to turn these new options off?
Technical Discussion » License Admin Loop
- Enivob
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Try setting your current user as Admin, under system settings, then try the install again.
Houdini Engine for Unity » Import IK rig from Houdini to Unity Engine
- Enivob
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I don't think there is any file format that will transfer an IK rig. FBX only supports FK.
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