By default, the Reference Field inside the resize_container node of the AutoDopNetwork only tracks the density field. Try typing the word temperature after density. This will cause the resize_container to base it's bounding area on both fields, not just density. I also switch to the Max Bounds tab and deactivate Clamp To Maximum. Under Bounds tab I usually up padding to 0.5.
If those tips don't work go ahead and post your example file.
Found 2523 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Smoke Bounding Box
- Enivob
- 2536 posts
- Offline
Houdini Learning Materials » New to FX
- Enivob
- 2536 posts
- Offline
Check out Peter's video [vimeo.com] on Particle Streams.
Also Tokeru has some nice example files. [tokeru.com]
Also Tokeru has some nice example files. [tokeru.com]
Houdini Indie and Apprentice » Why does houdini apprentice last 1month
- Enivob
- 2536 posts
- Offline
I get the same error. My only solution has been to uninstall and install the newest version. How did you locate the license and “unlock” it?
I just thought the one month was kind of like a lease on a license similar that you get when you login to a network, your lease on a particular IP expires after a certain amount of time.
I just thought the one month was kind of like a lease on a license similar that you get when you login to a network, your lease on a particular IP expires after a certain amount of time.
Houdini Learning Materials » Osprey Rising HIP File?
- Enivob
- 2536 posts
- Offline
Also the “how to read excel data” was not included in the example files released. In the tutorial Jeff mentions he would add an example file in response to a question asked by an end user.
Houdini Lounge » Why Doesn't Jeff Wagner's Mac Crash?
- Enivob
- 2536 posts
- Offline
Go for it - as i said you should code it up,I don't have access to the SideFX source code, no one does it is proprietary software. I would not know how to recompile a massive app like that or even determine where the fix would need to be applied.
It seems to me the problem is not a glsl shader, but what happens after the shader fails. For instance if I click on the Simple Female Character using the tool shelf I get a crash if the Materials button for the viewport is on. If I leave the Material button off I get one step farther before Houdini crashes. The character node is created and I can navigate the network view but the view port is blank.
as you're the only one out in the world using a MacMini for HoudiniA MacMini is essentially a Mac Laptop with no display so there are a lot of those out there that fall into this category. I typically see 1-4 posts a month about people who can't run Houdini on their mac. To a new use it just looks like Houdini does not work.
I run a bunch of other 3D programs on OSX that don't seem to have the same troubles as HoudiniI use other 3D programs on the MacMini just fine, Blender, Marvelous Designer, Clarisse, MakeHuman, C4D. Those programs have to deal with the given hardware for their view ports and they don't crash out like Houdini does.
Edited by Enivob - Dec. 31, 2016 09:39:05
Houdini Lounge » Why Doesn't Jeff Wagner's Mac Crash?
- Enivob
- 2536 posts
- Offline
Nothing is stopping you.I think the problem is more comprehensive than a glsl patch. A coder would need the original source code to Houdini itself to make an effective change and recompile. Are you hinting that it is just a shader crash that is pulling down the entire Houdini application when it crashes? I think it is an unhandled exception from issuing an OpenGL call that fails on invalid hardware. The failure is unexpected and unhandled. That is why I suggest an IF/THEN/ELSE could fix it.
I guess it is easier for them that you buy new MacYeah, that'll never happen for me again. I don't see much value in Apple computers at this point.
Houdini Lounge » Why Doesn't Jeff Wagner's Mac Crash?
- Enivob
- 2536 posts
- Offline
Thanks for the info, I guess i was hoping for a Christmas miracle and I could use Houdini on my MacMini again.
I never understood how Software giants could have unresolved issues? I mean there are millions of dollars to solve the problem and tons of brain power. In my mind all you need is an if then else to fix the problem.
If the code is attempting to use an OpenGL function that is known to crash on Intel, don't perform that operation and instead use a non-crashing default. Aren't there software fall backs to hardware accelerated features that could reside in an ELSE condition?
I never understood how Software giants could have unresolved issues? I mean there are millions of dollars to solve the problem and tons of brain power. In my mind all you need is an if then else to fix the problem.
If the code is attempting to use an OpenGL function that is known to crash on Intel, don't perform that operation and instead use a non-crashing default. Aren't there software fall backs to hardware accelerated features that could reside in an ELSE condition?
Edited by Enivob - Dec. 30, 2016 09:08:39
Houdini Lounge » Why Doesn't Jeff Wagner's Mac Crash?
- Enivob
- 2536 posts
- Offline
Hi All,
I was watching Jeff's webinar on FLIP, part-1.
https://vimeo.com/182074285 [vimeo.com]
At 52:40 Jeff mentions that his Mac has only a 1GB graphics card. This is well below the hardware requirements to run Houdini. I have a 16GB MacMini which has 1.5GB graphics intel card yet I get constant crashing when I try to use Houdini 15.5. This machine is “out of spec” so SideFX offers no support for this hardware configuration.
How does Jeff do it? How does he run Houdini on a low-end, out-of-spec OSX machine? (essentially a MacMini is a Mac Laptop)
Are there secret scripts somewhere that allow Houdini to work on a Mac?
I was disappointed the day my MacMini fell out of scope yet when I see a major SideFX developer still rockin' a Mac I wonder how is this possible?
I was watching Jeff's webinar on FLIP, part-1.
https://vimeo.com/182074285 [vimeo.com]
At 52:40 Jeff mentions that his Mac has only a 1GB graphics card. This is well below the hardware requirements to run Houdini. I have a 16GB MacMini which has 1.5GB graphics intel card yet I get constant crashing when I try to use Houdini 15.5. This machine is “out of spec” so SideFX offers no support for this hardware configuration.
How does Jeff do it? How does he run Houdini on a low-end, out-of-spec OSX machine? (essentially a MacMini is a Mac Laptop)
Are there secret scripts somewhere that allow Houdini to work on a Mac?
I was disappointed the day my MacMini fell out of scope yet when I see a major SideFX developer still rockin' a Mac I wonder how is this possible?
Edited by Enivob - Dec. 29, 2016 09:10:13
Houdini Learning Materials » Osprey Rising HIP File?
- Enivob
- 2536 posts
- Offline
Hi All,
I was watching the FLIP webinar and Jeff Wagner briefly brings up the Osprey Rising file in part 2 around 1:21. I pulled down the webinar source files but that particular HIP file was not included.
Does anyone have a link to the Osprey Rising example file shown in the FLIP webinar part #2?
https://vimeo.com/189254805 [vimeo.com]
I was watching the FLIP webinar and Jeff Wagner briefly brings up the Osprey Rising file in part 2 around 1:21. I pulled down the webinar source files but that particular HIP file was not included.
Does anyone have a link to the Osprey Rising example file shown in the FLIP webinar part #2?
https://vimeo.com/189254805 [vimeo.com]
Houdini Lounge » AMD ProRenderer for Houdini/FX and Houdini Indie?
- Enivob
- 2536 posts
- Offline
A little late to the game I think. Why would Blender need another GPU render when they have Cycles? Because of the close ties with Adobe and Apple's dumb move of including AMD card in their Pro Trash Can line of computers Maxxon has recently adopted this as the new GPU renderer for C4D.
If they really wanted it to be Open source they would publish the scene definition language so anyone could write an exporter. When I visit the developers page I can't find that. Even Arnold publishes that [support.solidangle.com] and they are not even open source.
I guess another freebie is always welcome. I am not sure how useful it will be against heavy scene or instancing, however. But for simple product shot rendering it might be cool if you are stuck on a mac.
If they really wanted it to be Open source they would publish the scene definition language so anyone could write an exporter. When I visit the developers page I can't find that. Even Arnold publishes that [support.solidangle.com] and they are not even open source.
I guess another freebie is always welcome. I am not sure how useful it will be against heavy scene or instancing, however. But for simple product shot rendering it might be cool if you are stuck on a mac.
Edited by Enivob - Dec. 24, 2016 09:26:30
Technical Discussion » bug with pyro and smoke lighting in the scene view
- Enivob
- 2536 posts
- Offline
Oh, you are still using 15.0. Go ahead and upgrade to 15.5. Use the latest version of Houdini, if possible.
Technical Discussion » hda scripted Event handler
- Enivob
- 2536 posts
- Offline
Why not just install a standard event handler that reads an external file for commands? Then you can write to the external file and when the event handler activates it will process commands by reading that file?
Technical Discussion » bug with pyro and smoke lighting in the scene view
- Enivob
- 2536 posts
- Offline
Try turning off Use OpenCL on the Pyro solver. I find when I try to leverage OpenCL and very fine density simulations that I get OpenCL errors in the console. Which is too bad, you really need the acceleration on larger sims.
The Sun lamp has no Attenuation settings, they are all greyed out.
I tried to recreate your issue on my machine with a 1070GTX but it seems to work just fine. I used a division size of 0.008 with a single area light. What division size are you using?
You could always try writing out a single frame from your simulation and then bring that back into a new Houdini scene and light it. This would be one way to eliminate the possibility that the simulation is some how clobbering VRAM data.
I notice your 1070 driver version is very different from mine. Are you using a laptop?
The Sun lamp has no Attenuation settings, they are all greyed out.
I tried to recreate your issue on my machine with a 1070GTX but it seems to work just fine. I used a division size of 0.008 with a single area light. What division size are you using?
You could always try writing out a single frame from your simulation and then bring that back into a new Houdini scene and light it. This would be one way to eliminate the possibility that the simulation is some how clobbering VRAM data.
I notice your 1070 driver version is very different from mine. Are you using a laptop?
Edited by Enivob - Dec. 21, 2016 09:56:52
Technical Discussion » The license server may not serve licenses (MacOS Sierra)
- Enivob
- 2536 posts
- Offline
I have found that the first time you run Houdini on OSX you need to be an administrator for the licensing tools to setup everything correctly. Try changing your current user login into an Admin account then run the installer again. Once the license is up and running change your account back to a basic user.
Just typing an Admin override during install is not enough because once the installer is complete, it no longer has admin rights so the first run falls back to the user permissions and can't write to protected system files.
Just typing an Admin override during install is not enough because once the installer is complete, it no longer has admin rights so the first run falls back to the user permissions and can't write to protected system files.
Edited by Enivob - Dec. 21, 2016 09:30:59
Houdini Engine for Maya » porting material assignments to maya
- Enivob
- 2536 posts
- Offline
I think the easiest way is to not even bother with Houdini Engine. Just save your file as an Alembic, .abc file and then import it into Maya.
Houdini Indie and Apprentice » Python from outside houdini
- Enivob
- 2536 posts
- Offline
You welcome, I have seen other attempts at this by leveraging socket based communication. So if you already have some kind of port based software you might be able to setup a listener inside of Houdini to process commands. 456.py could initialize the listener.
Edited by Enivob - Dec. 16, 2016 17:19:06
Technical Discussion » Using Python to set values and trigger cooking?
- Enivob
- 2536 posts
- Offline
The File SOP has a Scripts TAB as well, so you can still force cooks via code if you want. The Output ROP is an older method for the same task. I actually believe the File SOP uses a Output ROP if you dive inside and take a look.
If you are going to Maya just use the Alembic file format. (.abc)
The OBJ format does support Normals and Material names just make sure you have the Normals properly applied to the geometry prior to export. You may have to promote/demote normals between point and primitive.
Natively Houdini does not export the OBJ materials correctly, but the script at the above link addresses this issue by writing a usemtl tag into the file each time it detects a group. This causes other apps to detect the material group on import.
If you are going to Maya just use the Alembic file format. (.abc)
The OBJ format does support Normals and Material names just make sure you have the Normals properly applied to the geometry prior to export. You may have to promote/demote normals between point and primitive.
Natively Houdini does not export the OBJ materials correctly, but the script at the above link addresses this issue by writing a usemtl tag into the file each time it detects a group. This causes other apps to detect the material group on import.
Houdini Indie and Apprentice » Python from outside houdini
- Enivob
- 2536 posts
- Offline
One way might be to leverage the startup script hooks [odforce.net]. They get run each time Houdini is launched. So all your external app has to do is to write python code and then launch Houdini.
For example, 456.py gets run after Houdini is up and running and the Untitled.hip is loaded. As far as generating a HIP file, you don't really have to. Inside of 456.py you can simply use python commands to create nodes directly. Or import and execute pre-written python code provided by the launching app.
This code will create a Python node in the /obj network and install code into the python node to be executed upon creation complete.
You can discover what code is needed to create any given node by simply asking the node to give you it's code definition.
Set recurse to True to extract an entire subnet of code generation commands.
For example, 456.py gets run after Houdini is up and running and the Untitled.hip is loaded. As far as generating a HIP file, you don't really have to. Inside of 456.py you can simply use python commands to create nodes directly. Or import and execute pre-written python code provided by the launching app.
This code will create a Python node in the /obj network and install code into the python node to be executed upon creation complete.
hou_node = hou.node("/obj") # Update the parent node. hou_parent = hou_node # Code for /obj/pythonscript1 hou_node = hou_parent.createNode("pythonscript", "pythonscript1", run_init_scripts=False, load_contents=True, exact_type_name=True) hou_node.move(hou.Vector2(2.89402, 1.70585)) hou_node.setSelectableInViewport(True) hou_node.showOrigin(False) hou_node.useXray(False) hou_node.setDisplayFlag(True) hou_node.setSelected(False) # Code for /obj/pythonscript1/python parm if locals().get("hou_node") is None: hou_node = hou.node("/obj/pythonscript1") hou_parm = hou_node.parm("python") hou_parm.set("print \"Hello World\"\n")
You can discover what code is needed to create any given node by simply asking the node to give you it's code definition.
print node.asCode(brief=True, recurse=False, save_creation_commands=True, save_spare_parms=True)
Set recurse to True to extract an entire subnet of code generation commands.
Edited by Enivob - Dec. 16, 2016 17:02:53
Technical Discussion » Using Python to set values and trigger cooking?
- Enivob
- 2536 posts
- Offline
You can place a force cook in the Pre-Frame event of the ROP output driver where you are writing the file to disk. This will cause the python node to be evaluated before the file is written to disk. Do python work to change your geo then let the ROP write that to disk. The filename for the output will be the frame number. Or you can place another force cook to another python node in the Post-Render event and run code to rename the file on a per-frame basis.
Here is a link [forums.odforce.net] to a thread where the python script re-writes the OBJ output to include additional information after the ROP has already written the file.
hou.node('/obj/my_python_node').cook(force=True)
Here is a link [forums.odforce.net] to a thread where the python script re-writes the OBJ output to include additional information after the ROP has already written the file.
Edited by Enivob - Dec. 16, 2016 16:30:57
Technical Discussion » opacity or transparency pass?
- Enivob
- 2536 posts
- Offline
Eh, it does not change it that drastically and when faced with the option of having your alpha or not the choice is clear (a transparency pun…ha ha).
You should file this as a bug. I see what you mean, the alpha should be calculated correctly and Mantra is not doing that. Also, you could do two renders, one with Opacity Falloff enabled and another with it off. Then, in compositing, you could use the alpha from the first render to affect the alpha in the second one and keep your look. But you have to render twice if your look is “mission critical”.
Another option is to use a different external render engine. Renderman is free for non-commercial work.
You should file this as a bug. I see what you mean, the alpha should be calculated correctly and Mantra is not doing that. Also, you could do two renders, one with Opacity Falloff enabled and another with it off. Then, in compositing, you could use the alpha from the first render to affect the alpha in the second one and keep your look. But you have to render twice if your look is “mission critical”.
Another option is to use a different external render engine. Renderman is free for non-commercial work.
Edited by Enivob - Dec. 16, 2016 12:33:01
-
- Quick Links