What about sli?
If I had 2 gpus running in sli would Houdini be able to use both gpu's then?
Found 18 posts.
Search results Show results as topic list.
Technical Discussion » Preferences: Misc
- 3deyoung
- 18 posts
- Offline
Technical Discussion » Preferences: Misc
- 3deyoung
- 18 posts
- Offline
I stumbled upon OpenCL Device in the preferences window, and it implies that only 1 gpu at a time will be used for openCL. TBH I don't see a lot of strain being put on my first gpu, but does this mean houdini can't use both gpu's for openCL calcs?
Thanks
Thanks
Houdini for Realtime » UE4 : Houdini Niagara Plugin
- 3deyoung
- 18 posts
- Offline
Houdini for Realtime » Export game dev tool
- 3deyoung
- 18 posts
- Offline
Houdini for Realtime » Export game dev tool
- 3deyoung
- 18 posts
- Offline
I want to isolate the disc generator hda and bring it into unreal. As it stands it is currently part of the larger game dev library hda. I know I could put it in it's own subnet and export that, but there must be a cleaner way to isolate individual tools from the game dev hda library.
Thanks
Thanks
Houdini Engine for Maya » Sprites
- 3deyoung
- 18 posts
- Offline
*edit*
Better question, can Houdini Engine display sprites in Maya?
Thanks
Better question, can Houdini Engine display sprites in Maya?
Thanks
Edited by 3deyoung - 2017年5月15日 21:56:52
Technical Discussion » Shading Normal vs Surface Normal
- 3deyoung
- 18 posts
- Offline
Yes, I exported an extra image plane called normal using the vector attribute normal, but you are right, mplay was fitting the range, I didn't even see that.
Thanks!
Thanks!
Technical Discussion » Shading Normal vs Surface Normal
- 3deyoung
- 18 posts
- Offline
Hi,
I've included a file where, if rendered and the extra planes are observed, the shading normal (N) output gives me a bizarre orange(R+G?) with gray(?) background while the attribute normal (normal) gives me what I expect, flat red with black background. In fact, if I plug the N into my normal parameter in the shop it too will render orange and gray.
I have searched but found no documentation on shading normal vs. surface normal and I was wondering why does it render orange with gray and not red with black?
Thank You,
/ross
I've included a file where, if rendered and the extra planes are observed, the shading normal (N) output gives me a bizarre orange(R+G?) with gray(?) background while the attribute normal (normal) gives me what I expect, flat red with black background. In fact, if I plug the N into my normal parameter in the shop it too will render orange and gray.
I have searched but found no documentation on shading normal vs. surface normal and I was wondering why does it render orange with gray and not red with black?
Thank You,
/ross
Houdini Engine for Unreal » Materials and FBX
- 3deyoung
- 18 posts
- Offline
In case anyone else wanted to know.
The Principled shader doesn't appear to carry over to UE4 via fbx, when I changed the shader to a default plastic shop all material groups were imported properly.
/ross
The Principled shader doesn't appear to carry over to UE4 via fbx, when I changed the shader to a default plastic shop all material groups were imported properly.
/ross
Edited by 3deyoung - 2017年4月19日 16:16:38
Houdini Engine for Unreal » Materials and FBX
- 3deyoung
- 18 posts
- Offline
This isn't really a hEngine thing more like FBX pipe thing, but I'm not sure where to put the question.
For various reasons I can't use hEngine, i need to get a model with shader data into unreal. I haven't got abc to work, so I'm using fbx. All primitives have a shader path, but when I import into unreal, there is just the default shader and not a list of all the different shaders.
What am I doing wrong?
Thanks,
/r
For various reasons I can't use hEngine, i need to get a model with shader data into unreal. I haven't got abc to work, so I'm using fbx. All primitives have a shader path, but when I import into unreal, there is just the default shader and not a list of all the different shaders.
What am I doing wrong?
Thanks,
/r
Houdini Engine for Unity » Houdini Indie -> Unity
- 3deyoung
- 18 posts
- Offline
I've bought Houdini Indie and installed the lic, but when I migrate over to Unity it tells me Houdini Indie Assets are not allowed with commercial lic. How do I install the houdini indie engine into Unity?
thanks
thanks
Technical Discussion » FBX export uv channel order
- 3deyoung
- 18 posts
- Offline
I absolutely agree. I'm working in games right now as well. The UV flipping in FBX is a real pain in the neck.
I've written a python script that will do exactly this, but it is a real hack. would love it if .fbx just worked without the assumption of a vertex cache.
Adam:
You can't export groups as separate objects in an FBX, and you can't export based on frame (it tries to export a vertex cache)
I've written a python script that will do exactly this, but it is a real hack. would love it if .fbx just worked without the assumption of a vertex cache.
Technical Discussion » python -> zoom selected (space + g)
- 3deyoung
- 18 posts
- Offline
I have this little piece of python:
import toolutils
def myHome(node):
node.setSelected(True,True)
ports = toolutils.sceneViewer().viewports()
for i in ports:
i.frameSelected()
this, however, frames all objects.
If I select a node and press <space>+g; this frames on the geo of the selected node.
How do I get the same functionality as <space> + g
import toolutils
def myHome(node):
node.setSelected(True,True)
ports = toolutils.sceneViewer().viewports()
for i in ports:
i.frameSelected()
this, however, frames all objects.
If I select a node and press <space>+g; this frames on the geo of the selected node.
How do I get the same functionality as <space> + g
Technical Discussion » hou.GeometryViewport
- 3deyoung
- 18 posts
- Offline
Technical Discussion » hou.GeometryViewport
- 3deyoung
- 18 posts
- Offline
I want to use python to center the current viewport. I've tracked it down to
hou.GeometryViewport().homeAll()
but that doesn't work. I'm not sure what the proper syntax is.
I've also tried:
import toolutils
viewer = toolutils.sceneViewer()
hou.GeometryViewport(viewer).homeAll()
Thanks in advance.
/R
hou.GeometryViewport().homeAll()
Traceback (most recent call last):
File “<console>”, line 1, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.470/houdini/python2.7libs\hou.py”, line 39628, in __init__
def __init__(self): raise AttributeError, “No constructor defined”
AttributeError: No constructor defined
but that doesn't work. I'm not sure what the proper syntax is.
I've also tried:
import toolutils
viewer = toolutils.sceneViewer()
hou.GeometryViewport(viewer).homeAll()
Traceback (most recent call last):
File “<console>”, line 1, in <module>
TypeError: __init__() takes exactly 1 argument (2 given)
Thanks in advance.
/R
Technical Discussion » python module in HDA
- 3deyoung
- 18 posts
- Offline
Technical Discussion » python module in HDA
- 3deyoung
- 18 posts
- Offline
I am trying to figure out why my HDA is erroring out. I am still in 13.
If you install the OTL there is an object level HDA called pythondev.
When you first lay it down it errors saying:
now if you lay down the node again it's fine.
Why does this happen?
OTL included as attachment
Thanks,
</Ross>
If you install the OTL there is an object level HDA called pythondev.
When you first lay it down it errors saying:
Traceback (most recent call last):
File “opdefObject/pythondev?PythonModule”, line 3, in <module>
AttributeError: ‘NoneType’ object has no attribute ‘path’
now if you lay down the node again it's fine.
Why does this happen?
OTL included as attachment
Thanks,
</Ross>
Technical Discussion » glue and center of mass
- 3deyoung
- 18 posts
- Offline
In one sim I am using glue to cluster shattered pieces with a cluster to cluster glue strength of 0 and an intraCluster strength of -1; in the other I am simming the clusters themselves as individual objects. I get vastly different results
The RBD state node, physical tab, Computer Center of mass pop up help mentions glued sub objects.
I want the motion of the clustered ‘objects’, but I also want pieces to be able to break off with glue. Due to pipeline constraints i cannot dynamically shatter.
I'm wondering if someone would have a look at this file and explain the wildly different results when effectively the sims are identical.
Thank you for your support,
</Ross d.Y.>
The RBD state node, physical tab, Computer Center of mass pop up help mentions glued sub objects.
I want the motion of the clustered ‘objects’, but I also want pieces to be able to break off with glue. Due to pipeline constraints i cannot dynamically shatter.
I'm wondering if someone would have a look at this file and explain the wildly different results when effectively the sims are identical.
Thank you for your support,
</Ross d.Y.>
-
- Quick Links