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Houdini Indie and Apprentice » Gridshells
- probbins
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Here's another approach to consider using the Spring sop. It's very simple and using grouping to control what is and is not influenced by the Spring forces.
Houdini Lounge » virtual machines & houdini...
- probbins
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I've run houdini in VirtualBox, both in a Winxp image and other flavours of linux. I've not had much trouble other than being quite slow.
It was just an exercise for me, I definitely wouldn't do it for any sort of production or serious testing. You are sharing resources across to OS's and it becomes very difficult to sort out problems you may encounter with houdini.
Dual booting is quite quick now, so that's the way I go. Mind you I'm on linux pretty exclusively and rarely go to Windows.
It was just an exercise for me, I definitely wouldn't do it for any sort of production or serious testing. You are sharing resources across to OS's and it becomes very difficult to sort out problems you may encounter with houdini.
Dual booting is quite quick now, so that's the way I go. Mind you I'm on linux pretty exclusively and rarely go to Windows.
Technical Discussion » closed curve without a face?
- probbins
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Try using the Primitive sop after your nurbs/bezier curve. In the Face/Hull folder in the Close U option choose to Unroll.
Technical Discussion » Is this tutorial in the SFX archives?
- probbins
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point(“../”+opinput(“.”,0), $PT+1, “P”, 0)-$TX
point(“../”+opinput(“.”,0), $PT+1, “P”, 1)-$TY
point(“../”+opinput(“.”,0), $PT+1, “P”, 2)-$TZ
point(“../”+opinput(“.”,0), $PT+1, “P”, 1)-$TY
point(“../”+opinput(“.”,0), $PT+1, “P”, 2)-$TZ
Technical Discussion » how to speed up houdini
- probbins
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A couple of other things to consider.
You can use the Tristrip sop on heavier geometry to improve their efficiency.
As well, you can use the Display/Render flags on sops to advantage, in that you can display simpler geometry but render the complex/finished models.
You objective is to reduce the complexity of geometry for the display, thus speeding up your interaction, yet keep the complex geometry for rendering.
You can use the Tristrip sop on heavier geometry to improve their efficiency.
As well, you can use the Display/Render flags on sops to advantage, in that you can display simpler geometry but render the complex/finished models.
You objective is to reduce the complexity of geometry for the display, thus speeding up your interaction, yet keep the complex geometry for rendering.
Technical Discussion » how to speed up houdini
- probbins
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The first thing I would do is open the Performance Monitor and check to see what specifically is slowing things down.
Technical Discussion » Rendering directly to cops?
- probbins
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You'll need to save out the rendered layers, but that can essentially be setup to be more or less transparent.
In the rop network you set your Mantra renders to do what you want, then link a Composite render to your Mantra chain.
The secret is to turn on “Reload all files” which is at the very bottom of the composite renderer.
In your compositor you set up the composite network that you want and mark the node you want to render from.
Each time you render the files will be reloaded and the composite will be rendered as well.
In the rop network you set your Mantra renders to do what you want, then link a Composite render to your Mantra chain.
The secret is to turn on “Reload all files” which is at the very bottom of the composite renderer.
In your compositor you set up the composite network that you want and mark the node you want to render from.
Each time you render the files will be reloaded and the composite will be rendered as well.
Houdini Indie and Apprentice » Ubuntu 11.04; no widget images
- probbins
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Houdini Indie and Apprentice » Ubuntu 11.04; no widget images
- probbins
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Morning,
So I've jumped ahead a bit and installed houdini apprentice 11.1.43 on Ubuntu 11.04
Houdini launches without complaint and works fine accept it doesn't have icon images for all the pretty buttons.
Here's the error it throws.
/opt/hfs11.1.43/hsvg/hsvg-real: symbol lookup error: /usr/lib/x86_64-linux-gnu/libgio-2.0.so.0: undefined symbol: g_cclosure_marshal_VOID__VARIANT
How would I fix this?
So I've jumped ahead a bit and installed houdini apprentice 11.1.43 on Ubuntu 11.04
Houdini launches without complaint and works fine accept it doesn't have icon images for all the pretty buttons.
Here's the error it throws.
/opt/hfs11.1.43/hsvg/hsvg-real: symbol lookup error: /usr/lib/x86_64-linux-gnu/libgio-2.0.so.0: undefined symbol: g_cclosure_marshal_VOID__VARIANT
How would I fix this?
Technical Discussion » How to make hair braid with this model?
- probbins
- 1145 posts
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See if you can adapt this method. He provides and example file.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21231 [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21231 [sidefx.com]
Work in Progress » WIP: Ocean an ship (splash, &intersection, spray..)
- probbins
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With the latest ocean render my only issue is that you'll need to change your camera settings to get rid of the horizon curve; it should be flat.
Houdini Lounge » proper sBlend
- probbins
- 1145 posts
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Regarding the jelly character, you could use the jiggle chop to really good effect for action like this.
Houdini Indie and Apprentice » capture geom tool only works with bones?
- probbins
- 1145 posts
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The capturing process occurs at Sop level. You can create a custom capture system by hand using the appropriate sops, Capture, Deform and Capture Regions sops.
Houdini Lounge » Interesting scripted tool in Blender
- probbins
- 1145 posts
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http://www.blendernation.com/new-script-surface-sketching/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Blendernation+(BlenderNation) [blendernation.com]
I also notice that in the upcoming 2.5 release they are calling all their tools “operators”.
I also notice that in the upcoming 2.5 release they are calling all their tools “operators”.
Technical Discussion » Exporting .obj with groups?
- probbins
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RMB on a node below where you've made the groups in sops and save the geometry as .obj. The groups should be preserved.
Technical Discussion » bubble geometry in houdini
- probbins
- 1145 posts
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Depending on how old the otl is you may be getting errors due to changes in newer houdini versions. Provided the tool still works you can safely ignore these.
Houdini Lounge » compositing with differing resolutions
- probbins
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Houdini Indie and Apprentice » Total NOOB : importing OBJ, saving and reopening : no geo ?
- probbins
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$HIP is referencing the location of your saved hip file, or in your case .hipnc.
It is meant to simplify referencing assets within a .hipnc file.
So, if you have your hipnc file saved in a project directory, and you have your assets stored in sub-directories within the project directory, such as a “geo” or “image” sub-directory, the when you open a hipnc file that has references to geometry files saved in /geo, then your directory path can look like this: $HIP/geo/some_geometry.bgeo; rather than, on Windows,
“CDocument and Settings/My Documents/some directory in there/project directory/geo”.
One of the big advantages of using $HIP is that if you have everything in sub-directories below it then the whole project directory is portable and all your pathways will remain valid no matter where you move the project directory.
It is meant to simplify referencing assets within a .hipnc file.
So, if you have your hipnc file saved in a project directory, and you have your assets stored in sub-directories within the project directory, such as a “geo” or “image” sub-directory, the when you open a hipnc file that has references to geometry files saved in /geo, then your directory path can look like this: $HIP/geo/some_geometry.bgeo; rather than, on Windows,
“CDocument and Settings/My Documents/some directory in there/project directory/geo”.
One of the big advantages of using $HIP is that if you have everything in sub-directories below it then the whole project directory is portable and all your pathways will remain valid no matter where you move the project directory.
Houdini Indie and Apprentice » pls help: concave polygon boolean problem
- probbins
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Technical Discussion » Is there any way to solve the big problem?
- probbins
- 1145 posts
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I'm just guessing but it is likely you have static values in your Position pop, meaning that you deleted the $TX,$TY,$TZ expressions. The Position pop evaluates per frame, as do all pop's and in this case if you have a static value as a position that is what will be provided each frame.
This means any acceleration after the position will seem not to have an affect.
This means any acceleration after the position will seem not to have an affect.
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