Thanks, twod.
So, I'll try to be patient…
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Technical Discussion » Recommended nVidia-driver for H12 viewport? (Gtx 560)
- bollili
- 205 posts
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Houdini Indie and Apprentice » Getting the name of the current camera from a Switcher?
Houdini Indie and Apprentice » Looking for basic tutorial on Composition with 3D Scene
- bollili
- 205 posts
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Hm.
Guess, you're right. I suppose, your first approch doesn't work, because you're on a non-commercial license. Just double-checked it with Hmaster - no problem here…
You're second approch doesn't work. The op-syntax doesn't trigger renders. Use it instead to access eg. the cop-out from SHOPs or SOPs.
Could be, that you have to render files to disk first, when you're on apprentice. I didn't know that. But, documentation on what's supported and what not with non-commercial licenses always seemed to be not very comprehensive in my eyes.
So I fear, you have to hit ‘render’, first.
Guess, you're right. I suppose, your first approch doesn't work, because you're on a non-commercial license. Just double-checked it with Hmaster - no problem here…
You're second approch doesn't work. The op-syntax doesn't trigger renders. Use it instead to access eg. the cop-out from SHOPs or SOPs.
Could be, that you have to render files to disk first, when you're on apprentice. I didn't know that. But, documentation on what's supported and what not with non-commercial licenses always seemed to be not very comprehensive in my eyes.
So I fear, you have to hit ‘render’, first.
Houdini Indie and Apprentice » Looking for basic tutorial on Composition with 3D Scene
- bollili
- 205 posts
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Hi,
I am not aware of a tutorial about these topics.
But, the docs should help you getting started:
op-syntax
It can be used for referencing the output of a cop-node.
http://www.sidefx.com/docs/houdini12.0/io/op_syntax [sidefx.com]
render-cop
Can be used to pipe the render output directly into cops.
http://www.sidefx.com/docs/houdini12.0/nodes/cop2/render [sidefx.com]
Cheers
I am not aware of a tutorial about these topics.
But, the docs should help you getting started:
op-syntax
It can be used for referencing the output of a cop-node.
http://www.sidefx.com/docs/houdini12.0/io/op_syntax [sidefx.com]
render-cop
Can be used to pipe the render output directly into cops.
http://www.sidefx.com/docs/houdini12.0/nodes/cop2/render [sidefx.com]
Cheers
Technical Discussion » Recommended nVidia-driver for H12 viewport? (Gtx 560)
- bollili
- 205 posts
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H12, Win 64-Bit, Geforce 560
Hi,
which driver should I choose? I want to use the new viewport ogl-features.
I tried different drivers and H builds, though. But never found a stable solution.
Any recommendations?
Cheers
Hi,
which driver should I choose? I want to use the new viewport ogl-features.
I tried different drivers and H builds, though. But never found a stable solution.
Any recommendations?
Cheers
Houdini Lounge » SOLVED Copy&Paste-Bug? Last char is missing after ctrl-v
- bollili
- 205 posts
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Problem solved. I didn't realise that my build was not the newest one. Sorry.
This behaviour is gone in build 669.
===============================
H 12.0.661, Win 64-Bit
Before I report a bug to sesi, I just want to check if it's really houdini related or a messed up installation…
If I copy and paste the content of a parameter field via ctrl+c (also with ctrl-x) and ctrl-v, always the last character is missing.
Can anybody confirm that?
Cheers
This behaviour is gone in build 669.
===============================
H 12.0.661, Win 64-Bit
Before I report a bug to sesi, I just want to check if it's really houdini related or a messed up installation…
If I copy and paste the content of a parameter field via ctrl+c (also with ctrl-x) and ctrl-v, always the last character is missing.
Can anybody confirm that?
Cheers
Technical Discussion » glitch fx with COP or any other houdini ops?
- bollili
- 205 posts
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Sorry, right after posting my answer, I understood that you want to do this in cop-land.
Technical Discussion » glitch fx with COP or any other houdini ops?
- bollili
- 205 posts
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Do a search for “data-moshing”
This is a good start: http://www.youtube.com/watch?v=tYytVzbPky8 [youtube.com]
Read the clip's comments, there's some useful info…
Cheers
This is a good start: http://www.youtube.com/watch?v=tYytVzbPky8 [youtube.com]
Read the clip's comments, there's some useful info…
Cheers
Houdini Indie and Apprentice » Recommend a laptop/spec powerful enough to run Houdini
- bollili
- 205 posts
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In addition to the lenovos, I often recommend the hp business lines ‘probook’ and ‘elitebook’ …
In combination with a docking station and additional monitor, they can be quite a good desktop replacement.
But, a laptop plus a desktop pc (both mid-range) would give you less compromises (more power AND portability), for the same price of a higher end laptop.
In combination with a docking station and additional monitor, they can be quite a good desktop replacement.
But, a laptop plus a desktop pc (both mid-range) would give you less compromises (more power AND portability), for the same price of a higher end laptop.
Houdini Indie and Apprentice » Recommend a laptop/spec powerful enough to run Houdini
- bollili
- 205 posts
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Of course, it depends entirely on what you want to do.
If you want to do heavier sim-stuff, get as much ram as you can - in my opinion 16MB is the minimum for sims.
For Win and Linux, you should look for a model with a at least mid-range nvidia graphic card. Not sure about the driver situation on MacOS , though. Most people recommend linux for running houdini.
Intel cpus seem to be the right choice. For Mantra and dops, get as much cores as you can.
Working on a system with SSDs feels much faster. But in my cases I didn't notice a *big* difference while modelling or rendering.
Usability is another aspect to consider. So, the higher the resolution of your display, the better it is.
And: You need a middle-mouse-button in houdini!
If you want to do heavier sim-stuff, get as much ram as you can - in my opinion 16MB is the minimum for sims.
For Win and Linux, you should look for a model with a at least mid-range nvidia graphic card. Not sure about the driver situation on MacOS , though. Most people recommend linux for running houdini.
Intel cpus seem to be the right choice. For Mantra and dops, get as much cores as you can.
Working on a system with SSDs feels much faster. But in my cases I didn't notice a *big* difference while modelling or rendering.
Usability is another aspect to consider. So, the higher the resolution of your display, the better it is.
And: You need a middle-mouse-button in houdini!
Technical Discussion » Houdini12// any hope for a working Pose library on windows?
- bollili
- 205 posts
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I would have… if I could.
It's broken for ages, now.
It seems, nobody does characters stuff on windows - so nobody complains?
It's broken for ages, now.
It seems, nobody does characters stuff on windows - so nobody complains?
Technical Discussion » Rendered smoke appears aliased/rastered
- bollili
- 205 posts
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The gaussian filter did it.
1.0 filter width seems the best compromise between smoothness and sharpness, here.
Thanks Andrew!
1.0 filter width seems the best compromise between smoothness and sharpness, here.
Thanks Andrew!
Technical Discussion » Rendered smoke appears aliased/rastered
- bollili
- 205 posts
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Hi,
I hope some of you guys can give me hint…
I'm just playing around with smoke simulations.
I don't know why, but I can't get the smoke to look smooth (see screenshot or simple hip file at frame 23 or later).
I already tried to
- increase the container's resolution
- lower the volume step size in mantra's parameters
- reduce the whole file to the minimum to isolate the problem
… so far no success.
Cheers
H 12.0.581 Win64
I hope some of you guys can give me hint…
I'm just playing around with smoke simulations.
I don't know why, but I can't get the smoke to look smooth (see screenshot or simple hip file at frame 23 or later).
I already tried to
- increase the container's resolution
- lower the volume step size in mantra's parameters
- reduce the whole file to the minimum to isolate the problem
… so far no success.
Cheers
H 12.0.581 Win64
Technical Discussion » Need help with proper motion blur
- bollili
- 205 posts
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You could put $PT into an attribute for the grouped points (attribute create sop), delete points (your blast node) and then sort by expression using your created attribute (sort sop). This should prevent the point numbers to jump around…
Technical Discussion » Need help with proper motion blur
- bollili
- 205 posts
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Hi,
if you put the blast after the trail sop, it should work.
The problem you experience is due to the changing point numbers, caused by the deleted points.
Cheers
if you put the blast after the trail sop, it should work.
The problem you experience is due to the changing point numbers, caused by the deleted points.
Cheers
Technical Discussion » more motion blur?
- bollili
- 205 posts
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For altering the global mblur parameters, the sample tab of a cam is the way to go, as ragupasta described.
But, why do you need a re-sim? You could just insert a point sop at any time after the sim and multiply v as you described. And plus: if you like, you can even control v for each object seperately.
But, why do you need a re-sim? You could just insert a point sop at any time after the sim and multiply v as you described. And plus: if you like, you can even control v for each object seperately.
Houdini Indie and Apprentice » Simple question from a complete beginner
- bollili
- 205 posts
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Heyho!
The “ramp” material (in the material palette) is far more flexible than “glow”.
Amongst other things, you can alter color and opacity values via ramps.
If you play with the opacity values (0% to 100% and back to 0%), you should be able to do that.
The “ramp” material (in the material palette) is far more flexible than “glow”.
Amongst other things, you can alter color and opacity values via ramps.
If you play with the opacity values (0% to 100% and back to 0%), you should be able to do that.
Houdini Lounge » What time is houdini12 out time?
- bollili
- 205 posts
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Technical Discussion » How can I change Animated Obj Direction
- bollili
- 205 posts
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Ah ok. So if I understand you correctly, you want to deform parts of the wings.
Probably, one of the first SOPs I would have a look at is the magnetSOP.
You could feed in some metaballs into input 2 that define the area that you can manipulate (rotate, transform…) with the sop's parameters.
http://www.sidefx.com/docs/houdini11.1/nodes/sop/magnet [sidefx.com]
and also http://www.sidefx.com/docs/houdini11.1/nodes/sop/bulge [sidefx.com]
Another solution could be the twistSOP: http://www.sidefx.com/docs/houdini11.1/nodes/sop/twist [sidefx.com]
Or even a combination of them.
Have a look at the examples, they are very helpful!
Probably, one of the first SOPs I would have a look at is the magnetSOP.
You could feed in some metaballs into input 2 that define the area that you can manipulate (rotate, transform…) with the sop's parameters.
http://www.sidefx.com/docs/houdini11.1/nodes/sop/magnet [sidefx.com]
and also http://www.sidefx.com/docs/houdini11.1/nodes/sop/bulge [sidefx.com]
Another solution could be the twistSOP: http://www.sidefx.com/docs/houdini11.1/nodes/sop/twist [sidefx.com]
Or even a combination of them.
Have a look at the examples, they are very helpful!
Technical Discussion » How can I change Animated Obj Direction
- bollili
- 205 posts
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I'm not sure about your intention, just to clarify…
You're not talking about a simple rotation?
You're not talking about a simple rotation?
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