Houdini works best on nVidia based graphic card. What graphics card are you using?
Try turning on HDR Rendering inside the Effects TAB of the Display options (D-KEY).
Here is the display on my 660GTX.
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Technical Discussion » Dark VDB display
- Enivob
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Technical Discussion » FBX pivot to unity
- Enivob
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What is the FBX Export ROP? I can't locate that node.
Have you tried simply using the File Export?
Have you tried simply using the File Export?
Houdini Indie and Apprentice » vex to vops - continue function
- Enivob
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You can always construct what you need in VOPs then simply view as code to see the vex result.
From the Right-Click Menu choose: VEX/VOP Options/View VEX Code
From the Right-Click Menu choose: VEX/VOP Options/View VEX Code
Technical Discussion » Straighten Edges ?
- Enivob
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Drop down a Sculpt node, move your mouse into the 3D window and press enter. This should put you into paint/brush mode. Right-Click and choose Smooth instead of Displace for your mouse action. Now you can paint over top of the mesh and smooth out the edge lines. The lines will generally conform to the direction you generate the brush stroke in.
This sculpt/smooth technique is demonstrated at around 12:00 in this video.
https://vimeo.com/172970210 [vimeo.com]
This sculpt/smooth technique is demonstrated at around 12:00 in this video.
https://vimeo.com/172970210 [vimeo.com]
Edited by Enivob - July 20, 2016 09:26:51
Technical Discussion » Trouble with copy orientation
- Enivob
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It is the slight offset you have in the x-direction of the line. Change -0.4 to 0.0 and the flipping goes away. If you really need your line to point in that direction you may want to follow up the copy with a transform to restore the rotation direction for the result.
But overall I might consider that a minor bug.
But overall I might consider that a minor bug.
Edited by Enivob - July 20, 2016 09:21:32
Houdini Indie and Apprentice » Flip Fluid On/Off
- Enivob
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You can keyframe the activation field for the source volume. Alternately you can also reduce the scale.
Edited by Enivob - July 19, 2016 09:41:19
Houdini Learning Materials » How to pass effect that i have on one object to another?
- Enivob
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You could try a simple blendshape node to morph the torus into a sphere. The closer you can match poly counts, the better the transition. In this example both the sphere and the torus are using 64 divisions.
There are other techniques for morphing as well.
There are other techniques for morphing as well.
Edited by Enivob - July 19, 2016 09:33:47
Houdini Indie and Apprentice » Error Message: Disk Image not recognised
- Enivob
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Sounds like you have a corrupt download. Do a GetInfo on the .dmg file. Does the size match that from the SideFx download page? Just throw it away and download a fresh copy then re-try the install process.
There is also a video tutorial on how to install Indie license
https://vimeo.com/132559209 [vimeo.com]
There is also a video tutorial on how to install Indie license
https://vimeo.com/132559209 [vimeo.com]
Edited by Enivob - July 17, 2016 08:49:35
Technical Discussion » Error with Create/Modify Rig in Auto rig from shelf
- Enivob
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I am playing around with rigs my self. Try out the simplemale or simplefemale rigs under the Character shelf. They are nice FK/IK rigs to practice animation with.
Another way to get a rig into Houdini is to import it from a FBX or Alembic. Many programs will generate an FBX such as Make Human [makehuman.org] and Blender [blender.org] which are both free. Blendswap.com [blendswap.com] has rigs that you can load in Blender then export as FBX as a starting point. Make Human supports multiple skeleton types so you can target what kind of rig you need. Such as game, talking etc… But FBX will only get you FK rigs only.
There are also motion capture files that Houdini can convert into Script command files (.cmd) that you can execute inside a Textport window. The conversion tools are found in the bin folder where Houdini is installed or inside the framework on OSX. mcbiovision, mcacclaim and mcmotanal.
I have attached the result of passing a BVH file from the CMU Collection [sites.google.com] through the Houdini conversion tool. This produces two files. A .cmd file and a .bclip. The .cmd file is what you execute to construct the rig, it is a script. The .bclip is what you browse to populate the file node inside the mocap CHOP network constructed by the script.
USAGE: Add a Textport window to your interface and you should see a black console style screen.
Type:
This will execute the .cmd file as if it were hScript source code. If all goes well you will see a very flat stretched out bone rig in the viewport. Dive inside and then inside the mocap node and notice that the file node is colored RED. This is because the path to the .bclip file which drives the bones is invalid. Browse to the 08_01.bclip file and the rig will populate with the animation from the original BVH file.
NOTE: I typically scale this rig down by 0.01 at the object level to bring it into real world approximate size. It comes in very large.
Another way to get a rig into Houdini is to import it from a FBX or Alembic. Many programs will generate an FBX such as Make Human [makehuman.org] and Blender [blender.org] which are both free. Blendswap.com [blendswap.com] has rigs that you can load in Blender then export as FBX as a starting point. Make Human supports multiple skeleton types so you can target what kind of rig you need. Such as game, talking etc… But FBX will only get you FK rigs only.
There are also motion capture files that Houdini can convert into Script command files (.cmd) that you can execute inside a Textport window. The conversion tools are found in the bin folder where Houdini is installed or inside the framework on OSX. mcbiovision, mcacclaim and mcmotanal.
I have attached the result of passing a BVH file from the CMU Collection [sites.google.com] through the Houdini conversion tool. This produces two files. A .cmd file and a .bclip. The .cmd file is what you execute to construct the rig, it is a script. The .bclip is what you browse to populate the file node inside the mocap CHOP network constructed by the script.
USAGE: Add a Textport window to your interface and you should see a black console style screen.
Type:
source “C:\my_path\08_01.cmd”(where my_path is where you unzipped the attached files.)
This will execute the .cmd file as if it were hScript source code. If all goes well you will see a very flat stretched out bone rig in the viewport. Dive inside and then inside the mocap node and notice that the file node is colored RED. This is because the path to the .bclip file which drives the bones is invalid. Browse to the 08_01.bclip file and the rig will populate with the animation from the original BVH file.
NOTE: I typically scale this rig down by 0.01 at the object level to bring it into real world approximate size. It comes in very large.
Edited by Enivob - July 15, 2016 18:11:34
Houdini Learning Materials » Growth Propagation In Houdini (Question regarding adding material)
- Enivob
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One way to handle multiple effects is to simply create a new GEO object at the OBJ level and dive inside. Throw away the File node and drop down an ObjectMerge. Point the merge to the final node in your original effect. Choose Transform Into This Object.
Here is an example file that takes an animated mountain sphere and then continues an effect to fracture that source.
Original is RED, continued is BLUE.
Here is an example file that takes an animated mountain sphere and then continues an effect to fracture that source.
Original is RED, continued is BLUE.
Technical Discussion » Error with Create/Modify Rig in Auto rig from shelf
- Enivob
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Auto RIG has been removed or depreciated for a couple of versions now. Have you tried using one of the newer built-in characters that ship with Houdini 15.5?
Feel free to upload your file.
Feel free to upload your file.
Houdini Indie and Apprentice » Help...I Cant't find the menu..
- Enivob
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You may want to visit the systems requirements page to see if your hardware meets the minimum requirements to run Houdini. I would guess it might be a video driver issues. If you are running an Intel Graphics chip, and it looks like you are on Windows, there may be a driver update for you to try.
Houdini Indie and Apprentice » accumulative for loop translate
- Enivob
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My guess is that ZMAX gets extended each time the loop iterates. So create an external variable, outside the loop, that you can use as a constant inside the loop.
Technical Discussion » Error with Create/Modify Rig in Auto rig from shelf
- Enivob
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My first thought was foreign characters in a user name path. Maybe changing the system language messed things up a bit? Try a re-install now that you have set the language to English.
Houdini Indie and Apprentice » Houdini NC license to Inde license
- Enivob
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NC files should open, they just downgrade your license to NC so you still render with a logo.
There is also a conversion page for such files here:
https://www.orbolt.com/upgrade-houdini-files [orbolt.com]
There is also a conversion page for such files here:
https://www.orbolt.com/upgrade-houdini-files [orbolt.com]
Technical Discussion » Make Cd greyscale vex
- Enivob
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Technical Discussion » Is there a way to access random source groups in the scatter node?
- Enivob
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Under the Vornoi Fracture node make sure you generate groups and type the piece prefix to be the word “piece”.
Then in your Copy network use an ObjectMerge to bring in all the pieces. Follow that up with a Delete node set to delete non-selected. Inside the group field of the delete use a stamp on the group name to select one of the pieces from the group.
This video shows how to create this setup around 16 minutes into it.
https://vimeo.com/146794995 [vimeo.com]
Then in your Copy network use an ObjectMerge to bring in all the pieces. Follow that up with a Delete node set to delete non-selected. Inside the group field of the delete use a stamp on the group name to select one of the pieces from the group.
piece`stamp("../copy1","rnd_index",0)`
https://vimeo.com/146794995 [vimeo.com]
Houdini Learning Materials » Growth Propagation In Houdini (Question regarding adding material)
- Enivob
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Materials can be added at the top level to a SOP object, there is a Materials tab for that.
But you can just drop down a Material node anywhere along your network chain. Material nodes also have a group field that can be leveraged. So the material only applies to part of an object defined by a group.
But you can just drop down a Material node anywhere along your network chain. Material nodes also have a group field that can be leveraged. So the material only applies to part of an object defined by a group.
Technical Discussion » CHOPs variable limiting
- Enivob
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You can re-map a CHOPs value by dropping down a Math node and switching to the Range tab. Here you can fit one value range to another.
Edited by Enivob - July 12, 2016 09:47:00
Houdini Learning Materials » Array in VEX
- Enivob
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Have you looked at the VEX documentation?
https://www.sidefx.com/docs/houdini15.0/vex/arrays [sidefx.com]
https://www.sidefx.com/docs/houdini15.0/vex/arrays [sidefx.com]
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