Hello, I have a problem with crowd in Solaris. I have a crowd sim I exported from dops with a dop import. Now I try to sop import into solaris, but sop import returns an error "Invalid prim name". I also tried to use a sop crowd import node but it doesn't import anything. Anyone can help me ? Thank You
Ray
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Solaris and Karma » Crowd import in Solaris problem
- madrenderman
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3rd Party » No Motion Blur with Redshift
- madrenderman
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Try this file, if you hit render you should see the motion blur. No need to activate velocity motion blur on the geo node
Edited by madrenderman - Oct. 31, 2023 13:46:12
3rd Party » No Motion Blur with Redshift
- madrenderman
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I tested your scene and "mesh deformation blur from velocity attribute" was disabled, if you enable it, it works.
But you can use the standard motion blur (without the trail node), you just need to insert "$FF*10" instead of "$F*10" into the transform node to let houdini evaluate subframes.
Also put a normal node before the transform sop otherwise the cubes look weird but it's because normals make them appear blurred.
But you can use the standard motion blur (without the trail node), you just need to insert "$FF*10" instead of "$F*10" into the transform node to let houdini evaluate subframes.
Also put a normal node before the transform sop otherwise the cubes look weird but it's because normals make them appear blurred.
Edited by madrenderman - Sept. 17, 2022 01:00:34
Houdini Indie and Apprentice » kinefx rig controls: how to use them ?
- madrenderman
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I finally solved the mistery ? In the fur dude tutorial page https://www.sidefx.com/tutorials/kinefx-rigging-fur-dude/ [www.sidefx.com] someone commented that controls shape must be polygons otherwise they are not selectable, so I converted them from nurbs to poly and now they're finally selectable.
Houdini Indie and Apprentice » kinefx rig controls: how to use them ?
- madrenderman
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Hello, I'm experimenting with kinefx rig and I need some help about rig controls. I created some controls for the main parts of an arm, elbow, wrist, etc. using attachjointgeo sop.
My question is, how do I select these controls ? Documentation says to select them using rig pose but they are not selectable at all, I can select only the points (joints).
Another method is to create an HDA and promote the controls using the string "kinefx__rigpose" as default state in the HDA node tab, but it returns an error "kinefx__rigpose failed to bind handle 'motionpath_handle'.kinefx__rigpose failed to bind handle".
How can I use the controls (in sop or at obj level?) Anyone can help ?
Thank you
Ray
My question is, how do I select these controls ? Documentation says to select them using rig pose but they are not selectable at all, I can select only the points (joints).
Another method is to create an HDA and promote the controls using the string "kinefx__rigpose" as default state in the HDA node tab, but it returns an error "kinefx__rigpose failed to bind handle 'motionpath_handle'.kinefx__rigpose failed to bind handle".
How can I use the controls (in sop or at obj level?) Anyone can help ?
Thank you
Ray
Edited by madrenderman - March 3, 2022 13:01:19
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- madrenderman
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Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- madrenderman
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I don't want to bake the animation. I want to edit the existing keyframes. If I bake them, I will have a keyframe for every frame, not the original animation.
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- madrenderman
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I just download any animation from mixamo, import it in Houdini with fbx anim import (or fbx char import), connect a rig pose, press enter, the joints are visible. Then open the anim editor, no curve or keyframe is present.
If you animate the rig pose or bake the existing animation then you can see the curves and keyframes. Otherwise I don't see them
If you animate the rig pose or bake the existing animation then you can see the curves and keyframes. Otherwise I don't see them
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- madrenderman
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Thank you for your reply, yes I tried the bake but it bakes frame by frame the animation, it doesn't show and make editable the actual keyframes. Probably it's a limitation of kinefx and it's not possible to edit the fbx keyframes ...
Edited by madrenderman - Jan. 28, 2022 09:31:30
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- madrenderman
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Hello guys, I have a question about kinefx. When I import an fbx animated character, how can I see and edit its joints existing keyframes and animation curves ? I'm looking into rig pose, motion clip extract, etc. but I can't find a solution.
I want to edit the animation curves/keyframes manually, like when you import the fbx with file/import (video sample here https://streamable.com/9n1450)
Thank you
Ray
I want to edit the animation curves/keyframes manually, like when you import the fbx with file/import (video sample here https://streamable.com/9n1450)
Thank you
Ray
Edited by madrenderman - Jan. 26, 2022 05:40:04
3rd Party » Renderman and Redshift not working
- madrenderman
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Did you check the paths are correct ? Houdini and Rman version number in the json files
3rd Party » Renderman and Redshift not working
- madrenderman
- 129 posts
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They work together without any issue. Use Houdini packages instead of Houdini.env which is difficult to maintanin when you use two or more plugins.
Create a folder called “packages” inside C:\Users\USER\Documents\houdini x.0 and then create two text files with json extension (something like redshift.json and rman.json).
RedShift file content:
{
“env” : [
{“HOUDINI_PATH” : “C:/ProgramData/Redshift/Plugins/Houdini/18.0.460”},
{“PATH” : “C:/ProgramData/Redshift/bin”}
]
}
Rman file content:
{
“env” : [
{“RMANTREE” : “C:/Program Files/Pixar/RenderManProServer-23.3”},
{“RFHTREE” : “C:/Program Files/Pixar/RenderManForHoudini-23.3”},
{“RMAN_PROCEDURALPATH” : “C:/Program Files/Pixar/RenderManForHoudini-23.3/18.0/openvdb”},
{“HOUDINI_PATH” : “C:/Program Files/Pixar/RenderManForHoudini-23.3/18.0”},
{“PATH” : “C:/Program Files/Pixar/RenderManProServer-23.3/bin”}
]
}
Create a folder called “packages” inside C:\Users\USER\Documents\houdini x.0 and then create two text files with json extension (something like redshift.json and rman.json).
RedShift file content:
{
“env” : [
{“HOUDINI_PATH” : “C:/ProgramData/Redshift/Plugins/Houdini/18.0.460”},
{“PATH” : “C:/ProgramData/Redshift/bin”}
]
}
Rman file content:
{
“env” : [
{“RMANTREE” : “C:/Program Files/Pixar/RenderManProServer-23.3”},
{“RFHTREE” : “C:/Program Files/Pixar/RenderManForHoudini-23.3”},
{“RMAN_PROCEDURALPATH” : “C:/Program Files/Pixar/RenderManForHoudini-23.3/18.0/openvdb”},
{“HOUDINI_PATH” : “C:/Program Files/Pixar/RenderManForHoudini-23.3/18.0”},
{“PATH” : “C:/Program Files/Pixar/RenderManProServer-23.3/bin”}
]
}
Houdini Lounge » Official release of the Houdini Music Toolset (HMT)
- madrenderman
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Houdini Indie and Apprentice » Can I open commercially created files in Houdini Indie?
- madrenderman
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Houdini Lounge » Wrap3 in Houdini
- madrenderman
- 129 posts
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3rd Party » 3Delight NSI Renderer
- madrenderman
- 129 posts
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I tested it few months ago with Houdini and Maya and initially was really impressed by ease of use, speed (close to Redshift but 3delight is a CPU renderer), and all the advanced features already implemented. When I started to do some tests though, I realized it lacks many basic features and had many bugs, especially with Houdini, so I decided to wait for a more mature version. But in my opinion the work these guys did to rebuild 3delight from scratch is incredible, they concentraded on advanced features and ease of use at the same time, I think it's potentially the best CPU renderer out there, it just needs some more tweaking. It deserves a lot of attention for sure, but I guess it's only a matter of time (and marketing, their website doesn't help for sure )
Edited by madrenderman - Feb. 2, 2020 01:52:27
Technical Discussion » Create groups for separated geo
- madrenderman
- 129 posts
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Technical Discussion » Create groups for separated geo
- madrenderman
- 129 posts
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Technical Discussion » Why is Houdini constantly making decisions for me?
- madrenderman
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Few months ago I wrote to support to report a missing feature in the animation editor, it was not possible to select multiple keyframes and change their tangent type without affecting the entire curve. It was incredible for me that such a (very) basic feature was not present in the 17th edition of the software, and when I reported it to the support and to Houdini users Facebook group it was difficult to explain the problem, it was not understood, or it was not considered a problem, many suggested workarounds based on python/expressions/chops (!), but I just wanted to press a button and make some keyframes linear/spline/flat like in Maya.
The feature was implemented within few days, SideFX has really a great support, but it was clear that Houdini is the king for visual effects and motion graphics, but very few people (probably no one) is using it for animation and especially for character animation, and it's a shame because I'm sure that a SideFX programmer with the help of an experienced character animator coming from Maya could make those little adjustments in a week or two (ok, probably something more but not that much) and make Houdini number one in animation too.
And I think this applies to modeling / interface too
Ray
The feature was implemented within few days, SideFX has really a great support, but it was clear that Houdini is the king for visual effects and motion graphics, but very few people (probably no one) is using it for animation and especially for character animation, and it's a shame because I'm sure that a SideFX programmer with the help of an experienced character animator coming from Maya could make those little adjustments in a week or two (ok, probably something more but not that much) and make Houdini number one in animation too.
And I think this applies to modeling / interface too
Ray
Edited by madrenderman - Sept. 3, 2019 12:10:26
Technical Discussion » Why is Houdini constantly making decisions for me?
- madrenderman
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No problem, I'm sure things will change, very slowly but they will change.
Meanwhile all the “normal” people will keep using Houdini as the biggest plugin ever made
Meanwhile all the “normal” people will keep using Houdini as the biggest plugin ever made
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