I just submitted this proposal on stackexchange:
http://area51.stackexchange.com/proposals/57115/houdini [area51.stackexchange.com]
It would be great if we could get more people behind this - I think this could be one of the best resources the houdini community could wish for.
If you don't know about stackexchange, you can read about it here: http://stackexchange.com/ [stackexchange.com]
Here's how you can help:
* register and follow the proposal, you can sign in with your existing google account
* post example questions, ask real, specific questions that you're actually interested in
Help get this past the ‘definition’ phase… and turn it into a real stackexchange site.
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Houdini Lounge » houdini on stackexchange
- Aearon
- 54 posts
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Technical Discussion » CUDA + HDK ?
- Aearon
- 54 posts
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in case anyone is interested, i've been trying this out on the weekend and got really interesting results..
I changed around and compiled the particle demo that comes with the cuda sdk as a library, using the nvcc compiler
here's a video of the particle demo:
http://www.youtube.com/watch?v=Yb-C4CuvlXU [youtube.com]
then i wrote a sop node that links that library. I get 200.000 interacting particles at 20 frames per second… (32768, the default of the demo, at 125)
but, this is with the sop node running 500 frames in one go, so there's very little overhead, i just read back the final positions after 500 frames.
gonna have to test how slow it is to read back every frame etc.
oh… this is with a >very lowend< 9500 GT! the GTX 275 (150 uk pounds i think) should be over 10 times faster
I changed around and compiled the particle demo that comes with the cuda sdk as a library, using the nvcc compiler
here's a video of the particle demo:
http://www.youtube.com/watch?v=Yb-C4CuvlXU [youtube.com]
then i wrote a sop node that links that library. I get 200.000 interacting particles at 20 frames per second… (32768, the default of the demo, at 125)
but, this is with the sop node running 500 frames in one go, so there's very little overhead, i just read back the final positions after 500 frames.
gonna have to test how slow it is to read back every frame etc.
oh… this is with a >very lowend< 9500 GT! the GTX 275 (150 uk pounds i think) should be over 10 times faster
Technical Discussion » python SIM_SopGeometry
- Aearon
- 54 posts
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Technical Discussion » python SIM_SopGeometry
- Aearon
- 54 posts
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i have a similar question…
how do you access the actual the geometry contained in that data? and can you modify it from a python solver?
same question for SDF data, can you sample an SDF contained within a DOP from a python solver?
how do you access the actual the geometry contained in that data? and can you modify it from a python solver?
same question for SDF data, can you sample an SDF contained within a DOP from a python solver?
Houdini Lounge » In-Depth Look at Fur
- Aearon
- 54 posts
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Houdini Lounge » bgeo format definition
- Aearon
- 54 posts
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the doc url posted above doesn't work anymore, here's the new one in case anyone is looking for it, like me
http://www.sidefx.com/docs/houdini9.5/io/formats/geo [sidefx.com]
http://www.sidefx.com/docs/houdini9.5/io/formats/geo [sidefx.com]
Technical Discussion » No update when resizing window or panes
- Aearon
- 54 posts
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hey guys.
i just installed houdini on my new workstation. Vista64, nvidia 9500gs (cheap one) with nvidia 177.79 drivers
and using houdini 9.5.230
i get a strange bug where when i resize panes or the main window, they don't update properly. also the nodes in the network editor react to a somewhat offset cursor position (e.g. inputs light up when the cursor is below them) same for handles for resizing panes and so on.
also i don't get anything in mplay at all when rendering to ip.. i assume it's the same problem because the window first pops up very small, then resizes to the resolution of the render
anything i can do? i would try a different nvidia driver but i'm afraid support for my card is only in the latest packages.
switching on HOUDINI_OGL_SOFTWARE solves the problem, but i tried a bunch of other switches and nothing. obviously software mode is not acceptable
i just installed houdini on my new workstation. Vista64, nvidia 9500gs (cheap one) with nvidia 177.79 drivers
and using houdini 9.5.230
i get a strange bug where when i resize panes or the main window, they don't update properly. also the nodes in the network editor react to a somewhat offset cursor position (e.g. inputs light up when the cursor is below them) same for handles for resizing panes and so on.
also i don't get anything in mplay at all when rendering to ip.. i assume it's the same problem because the window first pops up very small, then resizes to the resolution of the render
anything i can do? i would try a different nvidia driver but i'm afraid support for my card is only in the latest packages.
switching on HOUDINI_OGL_SOFTWARE solves the problem, but i tried a bunch of other switches and nothing. obviously software mode is not acceptable
Technical Discussion » How to setup environment variables in Windows?
- Aearon
- 54 posts
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hey oldschool,
actually the houdini.env doesn't seem to work for me at all. e.g. just uncommenting the exampe NO_SPLASH doesn't have any effect
this is on windows
anything i'm missing?
actually the houdini.env doesn't seem to work for me at all. e.g. just uncommenting the exampe NO_SPLASH doesn't have any effect
this is on windows
anything i'm missing?
Technical Discussion » crashes with extra image planes
- Aearon
- 54 posts
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wow,i guess i just never stumbled across that than, thanks a lot! got the same reply from support
btw, the reason i did this was to examine the alpha channel when rendering to ip.
why doesn't it show up there by default, but get's rendered to files by default?
btw, the reason i did this was to examine the alpha channel when rendering to ip.
why doesn't it show up there by default, but get's rendered to files by default?
Technical Discussion » crashes with extra image planes
- Aearon
- 54 posts
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hi guys,
does anyone else have mantra crashes with extra image planes?
whenever i add a new plane and render to file (.picnc or .exr) mantra crashes without any log message. rendering to ip works fine.
i did a test with a new scene, here's steps to reproduce. it always happens for me.
- create a sphere and a camera (sphere is optional actually)
- a mantra node
- set output pictur to anything, e.g. $HIP/test.picnc
- add an extra plane (variable ‘Af’, type ‘Float Type’, channel name ‘A’)
hit render and crash. i get windows dialog saying the crash happens in libimg.dll
this is with apprentice HD 9.5.209 and 9.5.219 windows 32bit VC8
i can't check with any older versions now, but it used to work before..
i attached a hip file, i would appreciate it if anyone could check and confirm this
does anyone else have mantra crashes with extra image planes?
whenever i add a new plane and render to file (.picnc or .exr) mantra crashes without any log message. rendering to ip works fine.
i did a test with a new scene, here's steps to reproduce. it always happens for me.
- create a sphere and a camera (sphere is optional actually)
- a mantra node
- set output pictur to anything, e.g. $HIP/test.picnc
- add an extra plane (variable ‘Af’, type ‘Float Type’, channel name ‘A’)
hit render and crash. i get windows dialog saying the crash happens in libimg.dll
this is with apprentice HD 9.5.209 and 9.5.219 windows 32bit VC8
i can't check with any older versions now, but it used to work before..
i attached a hip file, i would appreciate it if anyone could check and confirm this
Technical Discussion » constant memory allocation errors
- Aearon
- 54 posts
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hey guys,
i'm dealing with a project here that is currently impossible to work with…
using windows xp sp2, 9.5.190, laptop with core duo 2ghz, 2gb of ram
i'm working with geometry generated by metaballs (~5000 metaballs, geometry at 400.000 polys)
when converting the metaballs to polys and also when i have that geometry cached and apply some vop sop stuff on top of it i get constant memory allocation errors while the taskmanager shows houdini is only using 500mb, and only 1.3 of 2 gb of ram are used in total
i've tried playing with the sop caching options, with no results so far.
anything else i can do? there was a discussion about this happening with fluid sims before (that thread is locked now), with the conclusion that this only works well on 64bit builds… but how is it possible that houdini uses only a fraction of the available memory and says goodbye?
i'm dealing with a project here that is currently impossible to work with…
using windows xp sp2, 9.5.190, laptop with core duo 2ghz, 2gb of ram
i'm working with geometry generated by metaballs (~5000 metaballs, geometry at 400.000 polys)
when converting the metaballs to polys and also when i have that geometry cached and apply some vop sop stuff on top of it i get constant memory allocation errors while the taskmanager shows houdini is only using 500mb, and only 1.3 of 2 gb of ram are used in total
i've tried playing with the sop caching options, with no results so far.
anything else i can do? there was a discussion about this happening with fluid sims before (that thread is locked now), with the conclusion that this only works well on 64bit builds… but how is it possible that houdini uses only a fraction of the available memory and says goodbye?
Technical Discussion » Smoke from object > curve?
- Aearon
- 54 posts
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you could just skin a circle to the curve so you get geometry with a volume
or maybe resample and copy metaballs along the curve
or maybe resample and copy metaballs along the curve
Technical Discussion » cai i delete the "group" attribute?
- Aearon
- 54 posts
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you can use the group mask in the rbd fracture dop, e.g. put in piece* and it will only use the groups that match that pattern
about what you where doing, i think you are confusing two ideas: deleting the primitives in a group and deleting a group.
i'm guessing you use the delete sop to delete the primitives of the group, instead you should use the group sop to get rid of the group.
about what you where doing, i think you are confusing two ideas: deleting the primitives in a group and deleting a group.
i'm guessing you use the delete sop to delete the primitives of the group, instead you should use the group sop to get rid of the group.
Houdini Indie and Apprentice » apprentice/apprentice HD and the hdk
- Aearon
- 54 posts
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this is more of a license question…
is the hdk actually part of apprentice, can you compile using apprentice, and would it be ok to put plugins compiled using apprentice up on the exchange?
is the hdk actually part of apprentice, can you compile using apprentice, and would it be ok to put plugins compiled using apprentice up on the exchange?
Technical Discussion » driving a HDA's transform using a chop inside the hda
- Aearon
- 54 posts
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Hi guys,
I'm trying to drive a digital asset's transforms using chops which are inside the network work.
everything works fine until i connect a parameter of the digital asset to the chops network (which i guess causes some dependency problem for houdini)
now the transform channels still update in the in the parameter editor, but not in the viewport. if i save the scene at a specific time and save and re-open it, it also updates in the viewport.
any way control a chops network using parameters on the digital asset AND also drive the digital asset's transforms with those chops?
in the example i'm posting i've just created a subnet with a “Wave Amplitude” parameter, which is connected to a wave chop inside the network, that wave chop then exports to the subnet's translate channels.
in this example it's even weirder, it only doesn't work if i save the scene with the amplitude parameter is at 0, to see the effect open the scene, change or animate the parameter and hit play, nothing happens in the viewer
I'm trying to drive a digital asset's transforms using chops which are inside the network work.
everything works fine until i connect a parameter of the digital asset to the chops network (which i guess causes some dependency problem for houdini)
now the transform channels still update in the in the parameter editor, but not in the viewport. if i save the scene at a specific time and save and re-open it, it also updates in the viewport.
any way control a chops network using parameters on the digital asset AND also drive the digital asset's transforms with those chops?
in the example i'm posting i've just created a subnet with a “Wave Amplitude” parameter, which is connected to a wave chop inside the network, that wave chop then exports to the subnet's translate channels.
in this example it's even weirder, it only doesn't work if i save the scene with the amplitude parameter is at 0, to see the effect open the scene, change or animate the parameter and hit play, nothing happens in the viewer
Houdini Lounge » Commercial VFX projects by Method
- Aearon
- 54 posts
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Technical Discussion » Getting vop parameter value at specific time
- Aearon
- 54 posts
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yes, i thought this might be the answer. what i really just wanted (unrelated to any specific purpose) is a better ‘curve’ interface for vops, more controllable than the spline operator.
apart from that, for what i'm actually trying to do your suggestion seems perfect!
thanks a bunch
apart from that, for what i'm actually trying to do your suggestion seems perfect!
thanks a bunch
Technical Discussion » Getting vop parameter value at specific time
- Aearon
- 54 posts
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cool SYmek, thanks a lot!
i will try to do what i'm working on in chops, maybe it'll work. what do you think about speed of vex vs chops for manipulating geometry?
anyway maybe it would be worth an RFE having this ability inside VEX/VOPs. I'm thinking along the lines of an import attribute with a time parameter
though jason's suggestions works fine for many things, i'm sure having it all in vops would be much faster than using an expression
i will try to do what i'm working on in chops, maybe it'll work. what do you think about speed of vex vs chops for manipulating geometry?
anyway maybe it would be worth an RFE having this ability inside VEX/VOPs. I'm thinking along the lines of an import attribute with a time parameter
though jason's suggestions works fine for many things, i'm sure having it all in vops would be much faster than using an expression
Technical Discussion » Getting vop parameter value at specific time
- Aearon
- 54 posts
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thanks jason, this sounds good - i guess this is what SYmek meant as well!
now a problem with this for my specific case:
the time value for the lookup comes from a point attribute… now it doesn't seem like you can use $PT or other local variables in expressions on a vop SOP.
what i would need to do is something like
cht(“deform_curve”,point(“.”,$PT,“timeVal”,0))
to get the time attribute at each point, right? any ideas?
now a problem with this for my specific case:
the time value for the lookup comes from a point attribute… now it doesn't seem like you can use $PT or other local variables in expressions on a vop SOP.
what i would need to do is something like
cht(“deform_curve”,point(“.”,$PT,“timeVal”,0))
to get the time attribute at each point, right? any ideas?
Technical Discussion » Getting vop parameter value at specific time
- Aearon
- 54 posts
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