It could be the convert was not perfect. The nodes themselves carry with them some kind of stamp that contains what license type they were initially created with. That is why you can't just copy and paste nodes from an Apprentice project directly into an Indie scene. It will work, but Houdini will down grade the license because the source nodes came from a lower license type.
You may want to submit your converted file to SESI as a bug. They may be unaware that certain nodes do not convert correctly and be able to fix the converter.
If the scene is not to complicated you may want simply re-construct it in Indie to avoid further errors.
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Houdini Indie and Apprentice » Still showing watermark and capping render size with Houdini Indie converted file
- Enivob
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Technical Discussion » Procedural Building envelope system.
- Enivob
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Technical Discussion » Crowd: using non looping animation clips
- Enivob
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Also you can use CHOPs to setup a range within the mocap and blend between start and end frame to soften the transition on the loop around.
There is a nice explanation on Here on Vimeo [vimeo.com] about 8:00 minutes into the video.
There is a nice explanation on Here on Vimeo [vimeo.com] about 8:00 minutes into the video.
Technical Discussion » Houdini documentation through the app does not load
- Enivob
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Does Houdini behave the same way when you click on the question mark icon? I mainly select any node and then click on the question mark to bring up the help. Once in the help I type what I am looking for in the search field. I rarely use F1.
Edited by Enivob - Sept. 21, 2016 20:02:29
Houdini Indie and Apprentice » Still showing watermark and capping render size with Houdini Indie converted file
- Enivob
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Are you launching the correct icon? The same thing happened to me. I had been using Apprentice then I bought an Indie license. However, I was still launching the Apprentice version. There is an Indie version as well. Make sure you are launching the correct app version.
Does the viewport actually say Indie?
Does the viewport actually say Indie?
Edited by Enivob - Sept. 20, 2016 22:34:51
Houdini Indie and Apprentice » FBX and materials - how do I get them imported?
- Enivob
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When you import FBX you have the option to import Materials. However, all this does it make some old school materials that are not really useful for anything other than viewport colorization. But it does assign them to each mesh inside the FBX which is useful. It also makes a SHOP network called materials.
There is really no getting around this step, you have to recreate the materials. But having the SHOP net populated with all the materials required is useful. I often just drag in a single Manta Shader into the SHOP network and then copy and paste as many as materials in the existing network as needed. Then I go through and name the mantra nodes exactly like the existing FBX materials except I prefix them with m_. So if I have materials like skin, hair, eyes etc… I name my Mantra equivalents to m_skin, m_hair, m_eyes. Then you just visit each mesh node's material field and type in revise the name with your material prefix.
If you have diffuse and specular maps, you can assign them in the Mantra version of your materials. The UVs should be detected and you can issue a Mantra PBR render.
If you receive a new version of the FBX all you have to do is copy your existing materials SHOP network to the clipboard, throw away the entire FBX subnet, re-import your revised FBX then delete the imported materials SHOP network and paste in your fixed up one. I do this quite often, it works. You still have to revise the material names on each newly imported mesh but that does not take to long.
There is really no getting around this step, you have to recreate the materials. But having the SHOP net populated with all the materials required is useful. I often just drag in a single Manta Shader into the SHOP network and then copy and paste as many as materials in the existing network as needed. Then I go through and name the mantra nodes exactly like the existing FBX materials except I prefix them with m_. So if I have materials like skin, hair, eyes etc… I name my Mantra equivalents to m_skin, m_hair, m_eyes. Then you just visit each mesh node's material field and type in revise the name with your material prefix.
If you have diffuse and specular maps, you can assign them in the Mantra version of your materials. The UVs should be detected and you can issue a Mantra PBR render.
If you receive a new version of the FBX all you have to do is copy your existing materials SHOP network to the clipboard, throw away the entire FBX subnet, re-import your revised FBX then delete the imported materials SHOP network and paste in your fixed up one. I do this quite often, it works. You still have to revise the material names on each newly imported mesh but that does not take to long.
Edited by Enivob - Sept. 20, 2016 22:31:05
Technical Discussion » Procedural Building envelope system.
- Enivob
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Take a look at Matt's example file for creating a hole at a vertex. [forums.odforce.net] In his example file he is smoothing out the result to form a circular shape but you may be able to alter it to produce a hexagon.
Technical Discussion » How I can. Output mantra nodes (use Python or another)
- Enivob
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Could I use the same method, to make the automatic generation of letters and numbers in the path?Sure, that is just python string manipulation via the modulus character.
shot_revision = 17 s = " c:\data\L\shot01\my_filename_0001_%.exr" % shot_revision print s # Or in your case. n.parm("vm_picture").set(s)
And another one thing, where from do you know about:Watch the SideFX Master Class video on python. Heck, watch them all!
Also just Google terms with the first term as Houdini. Like houdini createNode, or houdini vex, or houdini python
One thing to remember about python and it's integration into 3D apps, not just Houdini but all of them. Is that python has many versions and syntax does differ between versions and apps. Houdini is currently on python 2.7.5 but the latest version of python is 3.4. So don't waste your time learning the latest python version learn the python version related to Houdini.
Another way to learn is through the built-in Houdini help card system. Just drop down a python node then click the ? icon in the upper right corner where the properties are located. The help system will take you to related information for any selected node.
Edited by Enivob - Sept. 19, 2016 10:37:37
Work in Progress » Indie Animation with Houdini/Hqueue/Gridmarkets
- Enivob
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Nice work, so what was the price to render all that if you don't mind me asking? (ballpark figure is ok)
How quick was the turn around?
Do you have to pay more for a quicker turn around?
The animation is a little rough but I thought the rendering looked ok.
I did not notice any noise in the renders which is typical of Mantra.
What were your sample settings on the Mantra node you submitted to the cloud?
Keep up the good work! (I loved that original Judge Dredd movie)
How quick was the turn around?
Do you have to pay more for a quicker turn around?
The animation is a little rough but I thought the rendering looked ok.
I did not notice any noise in the renders which is typical of Mantra.
What were your sample settings on the Mantra node you submitted to the cloud?
Keep up the good work! (I loved that original Judge Dredd movie)
Technical Discussion » Running simulation and rendering as a single task
- Enivob
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There is a Post-Render Script field inside the File Cache Node or any ROP. So if you are writing your fluid surface out then want to render you could place a piece of code in that field to click the Mantra render button when the file cache export is complete. Sorry I don't have such code available at this time but I know it is possible.
There really is no need to wait for the simulation to complete. Just click Render and wait. If the frame needs cooked, it will be cooked before it is rendered. You can also cache while rendering. Read the help card on the File Cache node.
Generally if you have locked down your simulation go a head and cache it out then set the File Cache node to Load From disk. Then the simulation calculation will be skipped in favor of loading the pre-calculated result from the disk (much faster). If you decide to change material or lighting, you don't have to re-sim.
There really is no need to wait for the simulation to complete. Just click Render and wait. If the frame needs cooked, it will be cooked before it is rendered. You can also cache while rendering. Read the help card on the File Cache node.
Generally if you have locked down your simulation go a head and cache it out then set the File Cache node to Load From disk. Then the simulation calculation will be skipped in favor of loading the pre-calculated result from the disk (much faster). If you decide to change material or lighting, you don't have to re-sim.
Edited by Enivob - Sept. 18, 2016 22:58:10
Technical Discussion » How I can. Output mantra nodes (use Python or another)
- Enivob
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Here are two shorts functions. One creates a Camera and the other creates a Mantra node. Once you have created a node you can populate that node's fields by assigning values to the parameters on that node. You can discover any parameter name by simply hovering over and waiting for the tool tip to popup.
The output parameter on a Mantra node is named vm_picture for instance.
The output parameter on a Mantra node is named vm_picture for instance.
def createCamera():
root = hou.node("/obj/")
if root != None:
n = root.createNode("cam")
n.parm("focal").set(35)
def createMantra():
root = hou.node("/out/")
if root != None:
n = root.createNode("ifd")
s = "c:\my_filename_0001.exr"
n.parm("vm_picture").set(s)
Edited by Enivob - Sept. 18, 2016 19:16:05
Technical Discussion » Light instancing shadow mask
- Enivob
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Your light model itself is not really physically possible. In the real world that piece of mesh would block a light behind it.
What if you just assigned those cylinders to be mesh lights instead of trying to fake it with that large rectangle?
There is also a special light called a light template that you can assign different shaders for the lighting and the shadowing. Maybe you could replace that rectangle with a template and leave the shadowing shader blank?
What if you just assigned those cylinders to be mesh lights instead of trying to fake it with that large rectangle?
There is also a special light called a light template that you can assign different shaders for the lighting and the shadowing. Maybe you could replace that rectangle with a template and leave the shadowing shader blank?
Edited by Enivob - Sept. 16, 2016 09:42:40
Houdini Learning Materials » Crowd Path tutorial question
- Enivob
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This bouncy ball as agent video is for Houdini 14 but contains some nice introduction into how to setup a crowd system from scratch.
https://vimeo.com/137075428 [vimeo.com]
https://vimeo.com/137075428 [vimeo.com]
Technical Discussion » Filter points by color
- Enivob
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Oops, sorry about that. You do need the @ symbol in front of the group assignment.
if (v@Cd.r <0.5) {
@group_dark_red = 1;
}
Technical Discussion » Filter points by color
- Enivob
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You could use VEX to place certain points within a color range into their own group. Making groups in VEX is easy, you just prefix a name with the string constant ‘group_’.
Here is how you can place all points with with a dark red component into a dark_red group.
Follow up the point wrangle with another node that operates on the newly created group. For instance, Delete with the non-selected option enabled.
Here is how you can place all points with with a dark red component into a dark_red group.
if (v@Cd.r <0.5) { group_dark_red = 1; }
Edited by Enivob - Sept. 15, 2016 14:29:21
Technical Discussion » Techspot 32 and 40 core Xeon builds
- Enivob
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Wow a lot of numbers, but I did not see the one I was looking for. What is the real price?
Technical Discussion » Animate merge or display flag
- Enivob
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You can use Python code for such a task. In this example the order is determined by when the object was added to the subnet. So first in equals first displayed and so on. The list is simply fetched by examining the children of the subnet whose type is GEO. You could sort the list by name with further coding if you like. But here is the basic framework.
When the frame changes the next object's display flag is turned on. If the frame range exceed the object count a warning message is displayed.
USER_DATA_DELIMITER = "~" def childrenOfNode(node, filter): # Return child nodes of type matching the filter (i.e. geo etc...). result = [] if node != None: for n in node.children(): t = str(n.type()) if t != None: for filter_item in filter: if (t.find(filter_item) != -1): # Filter nodes based upon passed list of strings. result.append('%s%s%s' % (n.name(), USER_DATA_DELIMITER, t)) # FORMAT: name~type. result += childrenOfNode(n, filter) return result # Update starts here. node_path = "/obj/subnet1" container_node = hou.node(node_path) if container_node != None: nodes = childrenOfNode(container_node, ["Object geo"]) l = len(nodes) # First turn all the display flags off. for (i,node) in enumerate(nodes): ary = node.split("~") if len(ary) > 0: node_candidate = "%s/%s" % (node_path, ary[0]) n = hou.node(node_candidate) if n !=None: n.setDisplayFlag(0) # Next turn on the display flags in the range a of 1 to current frame #. frame_current = int(hou.frame()) for i in range(frame_current): if i < l: node = nodes[i-1] ary = node.split("~") if len(ary) > 0: node_candidate = "%s/%s" % (node_path, ary[0]) n = hou.node(node_candidate) if n !=None: n.setDisplayFlag(1) else: print "frame range exceed subnet object count." else: print "%s not found." % subnet_name
Edited by Enivob - Sept. 12, 2016 09:50:10
Technical Discussion » Disappearing source objects
- Enivob
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Some nodes require that you need to select them then press the Enter key to activate their mode. You may be experiencing this. When I first started I was kind of confused why some nodes worked and some did not. Houdini is a very context sensitive kind of app. Where your cursor is on the screen is very important when you issue keyboard commands. For instance, as I mentioned above, press the Enter key while your mouse is in the Network view will cause you to dive inside the node, however, pressing the Enter key while your mouse is in the 3D view will cause the node to activate.
Houdini Indie and Apprentice » Applying Lights to Specific Objects Only
- Enivob
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There is an actual screen type called “Light Linker”. Create one of those. Select a light on the left and whatever is highlighted in the objects on the right get lighting information from the light on the left.
It is pretty easy to use, just add one to your scene and it will make more sense.
In my scene I have three white objects and three colored lights. The RED pointlight1 is linked only to the white tube which gets colorized only by that light.
It is pretty easy to use, just add one to your scene and it will make more sense.
In my scene I have three white objects and three colored lights. The RED pointlight1 is linked only to the white tube which gets colorized only by that light.
Edited by Enivob - Sept. 10, 2016 15:24:58
Technical Discussion » Making changes to a digital asset.
- Enivob
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There is a middle step as well. After you make your change you have to choose Match Current Definition from the right-click menu, then save. Maybe you have tried that..?
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