Gentoo rocks. It has the best portage system, the fine documentation, it is very simple in administration. Two most of all angered me things in rpm-based distros was necessity of search the required package and constant problems with dependencies.
In Gentoo I am not obliged to know, on what server there is a package necessary for me and what dependences it is necessary to satisfy for its installation. I simply do something like this
#emerge nvidia-kernel
#emerge nvidia-glx
#emerge nvidia-settings
…
#emerge houdini
In result I have the system and packages optimized for my hardware.
I never considered, that this or that distribution kit more multimedia, than another. And Gentoo very easy becomes for “most multimedia” after something like
#emerge mplayer
#emerge amarok
…
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Houdini Lounge » Houdini works on Slackware or Fedora?
- hoknamahn
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Houdini Lounge » Mantra & Precision of calculations?
- hoknamahn
- 398 posts
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Numbers of what precision are used by Mantra at rendering? And whether this precision is constant or it is various at different stages of the rendering process?
The question interests in view of a theoretical opportunity of use of Cell processors for rendering. As is known, SPEs of Cell are able to process numbers with 32bit FP accuracy for 1 tact . And 64bit FP numbers need 7-14 tacts. Whether enough 32bit FP precision for needs of rendering?
The question interests in view of a theoretical opportunity of use of Cell processors for rendering. As is known, SPEs of Cell are able to process numbers with 32bit FP accuracy for 1 tact . And 64bit FP numbers need 7-14 tacts. Whether enough 32bit FP precision for needs of rendering?
Technical Discussion » First attempts with SUSE
- hoknamahn
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You *won't* need to be a hacker to setup and run Houdini on Linux
You *won't* need to be a hacker to setup and run *any* Linux distro if you have a time to read TFMs
You *won't* need to be a hacker to setup and run *any* Linux distro if you have a time to read TFMs
Technical Discussion » Copy SOP bug or wrong /dev/hands?
- hoknamahn
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No, in any case result is crazy. Looks like Copy SOP would not understand normals which are given to it.
By the way, in old scenes Copy SOP works correctly.
By the way, in old scenes Copy SOP works correctly.
Technical Discussion » Copy SOP bug or wrong /dev/hands?
- hoknamahn
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I'm trying to copy a circle on a circle, with Rotate To Normal flag on. But instead of expected result I see something not clear.
H7.0.231 for linux & windows.
Pic:
Scene file:
http://www.cgtalk.ru/~hoknamahn/bugreport/copy_sop.hipnc [cgtalk.ru]
H7.0.231 for linux & windows.
Pic:
Scene file:
http://www.cgtalk.ru/~hoknamahn/bugreport/copy_sop.hipnc [cgtalk.ru]
Technical Discussion » HDK: Shared memory?
- hoknamahn
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Hi!
Is it possible and how to create a region of the shared memory available within the limits of the Houdini session?
For example… Some custom SOP creates the heap in one frame and saves a data in that heap and reads that data in the other frame. Or one custom vex function creates the heap and other custom vex function reads the data.
Heap must be located physically in the RAM.
Is it possible and how to create a region of the shared memory available within the limits of the Houdini session?
For example… Some custom SOP creates the heap in one frame and saves a data in that heap and reads that data in the other frame. Or one custom vex function creates the heap and other custom vex function reads the data.
Heap must be located physically in the RAM.
Technical Discussion » One function, mutiple types of parameters?
- hoknamahn
- 398 posts
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Hi!
I want to create dso for custom VEX function, say for the addition of two numbers of various types
Add(number1, number2)
I can create a callback like that
static void
Add(int, void *argv, void *)
{
// Some code
}
And I think what I can register this function two or more times with different signatures like
new VEX_VexOp(“Add@&III”, Add); // for integer numbers
new VEX_VexOp(“Add@&FFF”, Add); // for float numbers
…
How I can know, what type the input parameters?
I want to create dso for custom VEX function, say for the addition of two numbers of various types
Add(number1, number2)
I can create a callback like that
static void
Add(int, void *argv, void *)
{
// Some code
}
And I think what I can register this function two or more times with different signatures like
new VEX_VexOp(“Add@&III”, Add); // for integer numbers
new VEX_VexOp(“Add@&FFF”, Add); // for float numbers
…
How I can know, what type the input parameters?
Technical Discussion » Image filtering?
- hoknamahn
- 398 posts
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Technical Discussion » Image filtering?
- hoknamahn
- 398 posts
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I'm looking for the method for filter the image obtained with the group of functions {float, vector, vector4} {c, b, f} input(…). Especially interests the assignment of parameter arrayindex. Can I do image filtering with this functions? And maybe I can use
matrix ninput(int inputnumber, planeindex, arrayindex, component; {float,int} u,v; int frame);
for this purpose?
matrix ninput(int inputnumber, planeindex, arrayindex, component; {float,int} u,v; int frame);
for this purpose?
Technical Discussion » Bug or..? Warning:Variable "maskinvert.gad" multip
- hoknamahn
- 398 posts
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Technical Discussion » Bug or..? Warning:Variable "maskinvert.gad" multip
- hoknamahn
- 398 posts
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Hi, guys!
I'm trying to create the vex type COP generator in this way: File->New Operator Type->Vex Type->Compositing Operator, set min inputs = 0, max inputs = 0, then press Apply. All seems good. Then jump into COPs, Tab->newop->Enter. After that I see the following message:
WARNING: CPROGRA~1/SIDEEF~1/HOUDIN~1.231/houdini/config/Dialogs/COP27.0.231/newop: Error (Line 257): Variable “maskinvert.gad” multiply defined.
WARNING: OPUI_DialogPRM2: Symbol “maskinvert.gad” object stepped on.
But if I'm trying to write a piece of code, say
cop2
newop() {
}
then compile it (vcc -L newop.otl newop.vfl) and then File->Install Operator Type Library-> newop.otl this way works fine.
Why?
I'm trying to create the vex type COP generator in this way: File->New Operator Type->Vex Type->Compositing Operator, set min inputs = 0, max inputs = 0, then press Apply. All seems good. Then jump into COPs, Tab->newop->Enter. After that I see the following message:
WARNING: CPROGRA~1/SIDEEF~1/HOUDIN~1.231/houdini/config/Dialogs/COP27.0.231/newop: Error (Line 257): Variable “maskinvert.gad” multiply defined.
WARNING: OPUI_DialogPRM2: Symbol “maskinvert.gad” object stepped on.
But if I'm trying to write a piece of code, say
cop2
newop() {
}
then compile it (vcc -L newop.otl newop.vfl) and then File->Install Operator Type Library-> newop.otl this way works fine.
Why?
Houdini Lounge » Large scale modeling in Houdini
- hoknamahn
- 398 posts
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It seems to me that there is no need to change the paradigm, you can do it the same as you could act “simultaneously” changing some parameter for a number of selected objects/operators…
For example: we've got a scene with several objects: obj1, obj2, obj3. We dig into the guts of obj1, turn on “See one/all objects” (“e” or “shift-e”) and, selecting a piece of geometry that doesn't belong to obj1, apply Edit SOP. What do we get in result? Edit SOP is being created in another object (let it be obj2). All seems nice, but in order to change the parameters of this Edit SOP we need either automatically or manually jump into obj2. Another problem is that if we choose 2 vertices of the anticipating objects (obj1 vs obj2), and apply Fuse SOP - what will happen? You'll get a warning “The selected geometry parts are located in different objects. Take the ‘conflicting’ geometry into another object?” in case you try to apply Fuse SOP (or something like that) for the pieces of geometry, located in different objects.
Maybe this idea make sense?
For example: we've got a scene with several objects: obj1, obj2, obj3. We dig into the guts of obj1, turn on “See one/all objects” (“e” or “shift-e”) and, selecting a piece of geometry that doesn't belong to obj1, apply Edit SOP. What do we get in result? Edit SOP is being created in another object (let it be obj2). All seems nice, but in order to change the parameters of this Edit SOP we need either automatically or manually jump into obj2. Another problem is that if we choose 2 vertices of the anticipating objects (obj1 vs obj2), and apply Fuse SOP - what will happen? You'll get a warning “The selected geometry parts are located in different objects. Take the ‘conflicting’ geometry into another object?” in case you try to apply Fuse SOP (or something like that) for the pieces of geometry, located in different objects.
Maybe this idea make sense?
Houdini Lounge » Architecture rendering in Houdini.
- hoknamahn
- 398 posts
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I really believe SESI would benefit from changing this paradigm a little and allowing modeling operations across multiple selected objects. It needs to be done in todays age of bring Houdini into the general (not-only-effects) market.Really good idea.
Houdini Lounge » How to organize geometry following a pattern?
- hoknamahn
- 398 posts
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ungria, I do not know, which the function of the objects distribution on the geometry. But I think, that this example will give some ideas to you.
Check this scene http://www.cgtalk.ru/~hoknamahn/coord_func.hipnc [cgtalk.ru]
Check this scene http://www.cgtalk.ru/~hoknamahn/coord_func.hipnc [cgtalk.ru]
Technical Discussion » How to run hscript commands without textport
- hoknamahn
- 398 posts
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hok:
Your code is not hscript is it? Where would it go?
What I'm trying to do is make tk run automatically without typing it. I need to make Houdini interactive. While Houdini is playing, and when it reaches a certain frame, or when a trigger CHOP fires, or a channel reaches a certain value, a tk window pops up. I do something in the tk window to manipulate objects in Houdini, then tk closes. I've got tk working, but I don't know how or where to execute the command to start it.
Any ideas/suggestions?
Thanks,
Christine
It's not HScript code. It's an expression function. This function (or rather execute()) makes it possible to call any HScript command (like the command line of HScript), including Tk. This function can be used in any place, where is allowed use expressions. For example, it is possible to create Null Obj and use RunTk in one of the channels. Thus, function will be carried out in each frame. But in the necessary frame it will run Tk.
If I do not make mistakes, there is no other way for the starting of something at the specific moment of time.
Example www.cgtalk.ru/~hoknamahn/run_tk.hipnc
Technical Discussion » How to run hscript commands without textport
- hoknamahn
- 398 posts
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chrsmith, I'm not sure, does make sense starting Tk in the specific frame. But if this is actually necessary, that you can use the following construction
float RunTk(float frame, value) {
if(frame == value) {
execute(“tk”);
}
}
A question has long ago interested me, why the construction given above works correctly, but the expression like
if($F == 100, execute(“tk”), 0)
starts Tk in each frame, not only in frame number 100. Similar problem appears with use postrender and postframe scripts. In that sense, that the script is started not AFTER the render of current frame or entire sequence, but BEFORE the render.
float RunTk(float frame, value) {
if(frame == value) {
execute(“tk”);
}
}
A question has long ago interested me, why the construction given above works correctly, but the expression like
if($F == 100, execute(“tk”), 0)
starts Tk in each frame, not only in frame number 100. Similar problem appears with use postrender and postframe scripts. In that sense, that the script is started not AFTER the render of current frame or entire sequence, but BEFORE the render.
Technical Discussion » Linux!!!
- hoknamahn
- 398 posts
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Technical Discussion » PolySplit SOP bug?
- hoknamahn
- 398 posts
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Sometimes you get this bug. It?fs that when you work with a scene, containing many PolySplit SOP - first all looks nice. You save the scene on HDD and end Houdini session. Then you return to your scene, say, in an hour. You run Houdini and see a polygonal mess – one of the PolySplit SOPs suddenly decided to cut other edges, than it did (!!!) during the previous session.
This brings in a chain reaction – making the rest of the operators effect the parts of the geometry, other than they should, and some even deny to
work because the geometry they are supposed to work, sort of doesn?ft exist any more.
This kills the whole idea of Houdini being procedural, because for your own sake you may decide to delete the history.
You can see an example here:
http://www.cgtalk.ru/~hoknamahn/bugrep/4bug_rep.hipnc [cgtalk.ru]
This brings in a chain reaction – making the rest of the operators effect the parts of the geometry, other than they should, and some even deny to
work because the geometry they are supposed to work, sort of doesn?ft exist any more.
This kills the whole idea of Houdini being procedural, because for your own sake you may decide to delete the history.
You can see an example here:
http://www.cgtalk.ru/~hoknamahn/bugrep/4bug_rep.hipnc [cgtalk.ru]
Technical Discussion » "Auto-Link" with HScript?
- hoknamahn
- 398 posts
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And bad too that if the parameter, having reference “!!ch()!!” to switch by hand, that it this reference loses.
Technical Discussion » "Auto-Link" with HScript?
- hoknamahn
- 398 posts
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Hahaha… Sounds as an explanation of the term “magic”, given by Don Juan to Carlos Castaneda
Now I understand, that “Auto-Link” is the automatic creation of references like ch() or chsop() etc. Here now theme is closed.
Thanks!
Now I understand, that “Auto-Link” is the automatic creation of references like ch() or chsop() etc. Here now theme is closed.
Thanks!
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