I just spent an angry morning trying to model because point snapping is remarkably unpredictable.
I usually work “in context” and will often copy and paste a curve SOP in order to make another curve (because hitting tab-curve SOP will create the new sop at the bottom of my very long network, regardless as to where my network focus is) - this operation will, more often then not, cause houdini to no longer snap to points.
My solution? To restart houdini.
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Technical Discussion » Car Modeling
- stu
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I was meant to do some comprehensive modeling tutorials last year but the issues that I was having with the new releases turned me off of the idea and I didn't think there was much point in releasing a set of tutorials in 2013 using H11. :?
Technical Discussion » incorrect number of inputs on sops.
- stu
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I get this too, ever since release 12 - I chalked it up to the same OpenGL issues that I've been so vocal about recently, but maybe it's unrelated.
Houdini Lounge » How about a MODELING module for Houdini?
- stu
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I used to LOVE the model SOP for it's ability to put things down quickly in a singular workspace- proceduralism went out the window, but it was a small price to pay for the fluidity that it afforded. My nostalgia for the model SOP was routinely met with eyerolls from the sidefx faithful.
I found that over time I was spending far too much effort trying to keep my models procedurally viable and that in a lot of ways the cost outweighed the benefits. In my experience it's often easier to make changes at the end of a chain rather than to search up the chain to make a change and then to make sure that the changes are non-destructive at the end of what might be dozens of SOPs. That said, I find that the working in non-procedural sub-assemblies and then combining the results live is a good way to keep the flexibility that a procedural workflow provides while not being a slave to it.
I found that over time I was spending far too much effort trying to keep my models procedurally viable and that in a lot of ways the cost outweighed the benefits. In my experience it's often easier to make changes at the end of a chain rather than to search up the chain to make a change and then to make sure that the changes are non-destructive at the end of what might be dozens of SOPs. That said, I find that the working in non-procedural sub-assemblies and then combining the results live is a good way to keep the flexibility that a procedural workflow provides while not being a slave to it.
Houdini Lounge » Houdini 14 Wishlist
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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The least I can do is complain. The transition to the new viewport renderer in H12 introduced a myriad of problems, I'm just glad that they're being fixed so that I can go back to using houdini without having to jump though so many hoops.
One of the issues on my list is the viewport corruption that I get specifically when I display primitive numbers (I'll occasionally get a smear of repeating primitive numbers across the viewport, no longer attached to the geometry). The problem is that I'm having trouble creating a reproducible environment.
Others on my list: selecting primitives in wireframe display mode no longer automatically displays primitive normals for selection purposes (although when i switch back and forth between GL 3.3 and the other options they'll suddenly display), and point snapping behaves differently depending on whether or not points are displayed (point snapping works better when points are displayed).
One of the issues on my list is the viewport corruption that I get specifically when I display primitive numbers (I'll occasionally get a smear of repeating primitive numbers across the viewport, no longer attached to the geometry). The problem is that I'm having trouble creating a reproducible environment.
Others on my list: selecting primitives in wireframe display mode no longer automatically displays primitive normals for selection purposes (although when i switch back and forth between GL 3.3 and the other options they'll suddenly display), and point snapping behaves differently depending on whether or not points are displayed (point snapping works better when points are displayed).
Houdini Lounge » Viewport/OpenGL problems continue
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I'll have to check, but if this means I don't need to switch between GL 3.3 and GL 2.1 whenever I need to make a selection, great.
Houdini Lounge » Viewport/OpenGL problems continue
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“Houdini 13.0.349: Fixed a bug with primitive and vertex selections & attributes on large meshes, which are diced up for efficient GPU drawing in the viewport. Things like primitive selections and attributes would be indexed incorrectly after dicing.”
Thank you, I'll cross that one off the list.
Thank you, I'll cross that one off the list.
Technical Discussion » Falling Snow
- stu
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The great Peter Quint has just posted some snow tutorials:
http://vimeo.com/83233835 [vimeo.com]
http://vimeo.com/83235663 [vimeo.com]
Hope it helps.
http://vimeo.com/83233835 [vimeo.com]
http://vimeo.com/83235663 [vimeo.com]
Hope it helps.
Houdini Lounge » Node Placement
- stu
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I usually work “in context” where all of my “primitive” SOPs (Curve SOP, Box SOP, etc.), are created in the current object. When I'm jumping around a big network and making changes that involve the creation of new elements houdini likes to put the new “primitive” SOPs at the bottom of the network, regardless as to where my work is taking place. Is there a way to have the new SOPs created within the context of the network as it is currently framed in the network view window?
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Today's most recent crashlog:
Houdini Version 13.0.288
Traceback from Fri Feb 21 09:47:58 2014
Caught signal 11
+0x70f42fdb
+0x70f3f5b9
+0x70f3292a
+0x70f4b762
+0x7343d3ca
+0x73445c88
+0x73447a64
+0x734481f5
+0x73433f8b
+0x734351a1
+0x734202d6
+0x6d29971e
+0x6d2998a8
+0x6d2918f4
+0x6d29971e
+0x6d2998a8
+0x6d2918f4
+0x6d344dbf
+0x6d34be72
+0x6d34c0d2
+0x6d2f703e
+0x6d334075
+0x6d2da0bd
+0x6d2f764f
+0x6d2f784a
+0x6d2f78ea
+0x6d2dab70
+0x6e6fd9bf
+0x6e6fe183
+0x4000185b
+0x76ec652d
+0x76ffc541
Houdini Version 13.0.288
Traceback from Fri Feb 21 09:47:58 2014
Caught signal 11
+0x70f42fdb
+0x70f3f5b9
+0x70f3292a
+0x70f4b762
+0x7343d3ca
+0x73445c88
+0x73447a64
+0x734481f5
+0x73433f8b
+0x734351a1
+0x734202d6
+0x6d29971e
+0x6d2998a8
+0x6d2918f4
+0x6d29971e
+0x6d2998a8
+0x6d2918f4
+0x6d344dbf
+0x6d34be72
+0x6d34c0d2
+0x6d2f703e
+0x6d334075
+0x6d2da0bd
+0x6d2f764f
+0x6d2f784a
+0x6d2f78ea
+0x6d2dab70
+0x6e6fd9bf
+0x6e6fe183
+0x4000185b
+0x76ec652d
+0x76ffc541
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Add to the list, pressing either “spacebar” or “alt” while in the viewport in order to navigate will intermittently change the wireframe color from black to light grey. When I switch the color scheme from “Light” to “Dark” and then back to “Light”, the wireframe color reverts back to black.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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pusatThat was the previous behavior, the one that I'd like to have back, I guess I'm traditional that way. Add to my irks with the new behaviour that the lines on the silhouette of the surfaces are half as thick as those in the interior given the nature of the process, because there aren't adjoining polygons on the silhouette making up another neighboring line (see below).twod
Today's cut, 13.0.325, has improved hidden line modes that are somewhat more traditional.
Does that mean it uses the same thickness as regular wireframe? Would love to have this feature that are present in other apps like Max and I believe XSI
twodI'll check it out, thank you. I've also been periodically getting an artifact with primitive numbers as well where I'll get corruption in the viewport in the form of a smear of mish-mash and misplaced primitive numbers. I'll grab a screen cap the next time it happens.
Today's cut, 13.0.325, has improved hidden line modes that are somewhat more traditional.
I'll try to post the crashlog the next time it happens, and make an note of the tool and the viewport settings.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Another addition to the list: point snapping is hit or miss; sometimes it works, sometimes it doesn't.
Houdini Lounge » Viewport/OpenGL problems continue
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Add to the list - my selections will often no longer appear as highlighted yellow in hidden line invisible, and will just display as a slightly bolder wireframe line. Switching from “light” to “dark” and then back to “light” in the display options window will fix the problem temporarily. This occurs in every rendering scheme in H13 (H11 depreciated, GL 1.1, 2.1, 3.3).
UPDATE: third seg fault today, working with very light geometry.
UPDATE: third seg fault today, working with very light geometry.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Yup, already done.That said, I'll go back and forth as much as I can so that I can be sure to report any other issues.
Houdini Lounge » Viewport/OpenGL problems continue
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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…which wasn't a problem pre-H12 and the new GL rendering scheme. So what's the solution? Any chance of re-introducing some sort of back door to the H11 behavior? Again, consider that this is just one of the issues that I'm having, it just happened to be one of the most easily reproduceable. And again, consider the fact that I'm seeing all of these issues on two different setups with two different and very capable video cards.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Update: the “tearing” problem is apparent in any of the display modes that attempt to display edges in conjunction with solid polys (flat wire shaded, smooth wire shaded, hidden line invisible, hidden line ghost). It comes down to the new rendering scheme - it looks like each poly receives a “texture map” now that defines the boundaries with a ramp that creates the illusion of the edges, unintentionally illustrating the behind-the-scenes triangulation in the process in the case of an n-gon.
13.0.288, btw.
FYI his problem also occurs in H12 when the scene renderer is set to GL 3.2. In H12 I'd set the Scene Renderer to H11 in order to avoid these problems, but that option has since been depreciated.
13.0.288, btw.
FYI his problem also occurs in H12 when the scene renderer is set to GL 3.2. In H12 I'd set the Scene Renderer to H11 in order to avoid these problems, but that option has since been depreciated.
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