this saved my life,
wtf who wants low res LINES?
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Technical Discussion » Houdini does not show my animation curves anymore. They are all reverted back to "straight"?!
- Goddy McRoodt
- 35 posts
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Technical Discussion » Please make my curve stiff *cries in vellum* (with video)
- Goddy McRoodt
- 35 posts
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Heileif
Link to song please :p
No problem !
Vulta - engraved on metal
https://youtu.be/7FHPJ95xYCs [youtu.be]
Technical Discussion » Please make my curve stiff *cries in vellum* (with video)
- Goddy McRoodt
- 35 posts
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tamte
higher resolution needs higher amount of constraint iterations in order to converge so either increase your constraint iterations or substeps
also decrease the mass as mass is per point and more points make whiskers heavier
Thank you for the information . You have made my curves stiff with the constraint iterations tip
Edited by Goddy McRoodt - 2018年11月12日 03:00:14
Technical Discussion » Please make my curve stiff *cries in vellum* (with video)
- Goddy McRoodt
- 35 posts
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Hi All,
see my whiskers video.
You cannot make curves with a lot of samples stiff (or at least i don't know how to). But as soon as you have less points it starts to react the way you expect. This workaround is not ideal for characters with hair that needs the resolution.
Let me know what you guys think could be the solution here
also in a side note, 1 billion stiffness on default and 0.1 bend stiffness on default is very confusing to a core user who has no grains experience.
here is my scene H17
Thank you!
G
see my whiskers video.
You cannot make curves with a lot of samples stiff (or at least i don't know how to). But as soon as you have less points it starts to react the way you expect. This workaround is not ideal for characters with hair that needs the resolution.
Let me know what you guys think could be the solution here
also in a side note, 1 billion stiffness on default and 0.1 bend stiffness on default is very confusing to a core user who has no grains experience.
here is my scene H17
Thank you!
G
Technical Discussion » Vellum Rigid Wires
- Goddy McRoodt
- 35 posts
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its quite frustrating yes
for me what helps is
upping substeps. but it makes it slower
and also, less points on the curve. If you have 100 points, it will flop around like it weighs 100kg. if you have 3 points, it's suddenly a .1gram light object
not sure why it works like that
for me what helps is
upping substeps. but it makes it slower
and also, less points on the curve. If you have 100 points, it will flop around like it weighs 100kg. if you have 3 points, it's suddenly a .1gram light object
not sure why it works like that
Technical Discussion » Is there a conflict of interest at SideFx over scene scale?
- Goddy McRoodt
- 35 posts
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Hi All!
We have been struggling with this issue for months and we are wondering what is the reason for the size discrepancy in houdini?
When you drop a box, it is a meter.
When you drop a pig head, it is the size of a car. Not the side of a pig head. Same goes for the other drop-able assets like squib.
When you groom at cat at the size of a cat, the tools do not work as expected, for instance, the comb node cannot predictably paint normals or any vectors at this scale(see my attached video). You have to paint at the size of a 10 ton monster cat.
You also need to pump the density to ridiculous values to see a decent amount of furs.
When you drop a camera, it is the right size relative to the meter box. When you drop a light, it is a meter. So on the rendering, lighting, and camera size the scene is correct. The camera F-stop and focus distance makes sense spacially, because 1 digit means 1 meter.
This is quite frustrating because we are trying to work to real world scales as defined by houdini, but then they scale all their assets up by 10 and all the tools work better at 10x scale.
There are workarounds but i think it is very confusing for new users to bring in their model, scale it to real world size, start painting then nothing happens.
Here is a video of the comb and paint node problem, as if i was a new user trying to use H17.
We have been struggling with this issue for months and we are wondering what is the reason for the size discrepancy in houdini?
When you drop a box, it is a meter.
When you drop a pig head, it is the size of a car. Not the side of a pig head. Same goes for the other drop-able assets like squib.
When you groom at cat at the size of a cat, the tools do not work as expected, for instance, the comb node cannot predictably paint normals or any vectors at this scale(see my attached video). You have to paint at the size of a 10 ton monster cat.
You also need to pump the density to ridiculous values to see a decent amount of furs.
When you drop a camera, it is the right size relative to the meter box. When you drop a light, it is a meter. So on the rendering, lighting, and camera size the scene is correct. The camera F-stop and focus distance makes sense spacially, because 1 digit means 1 meter.
This is quite frustrating because we are trying to work to real world scales as defined by houdini, but then they scale all their assets up by 10 and all the tools work better at 10x scale.
There are workarounds but i think it is very confusing for new users to bring in their model, scale it to real world size, start painting then nothing happens.
Here is a video of the comb and paint node problem, as if i was a new user trying to use H17.
Houdini Indie and Apprentice » Another Houdini HQUEUE question please!
- Goddy McRoodt
- 35 posts
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Hi thanks for the files!
Ok the “cannot find fild” refers to your houdini scene, so the hqeue node cannot find your .HIP file.
i see your scene aliases and variables for $JOB is “//RFServer/hq/projects” but your ENV on the HQUEU node is “\\RFSERVER\HQ\PROJECTS\TEST”
Make these 2 the same, and be sure to navigate through the $JOB part of your save dialog box to have everything $JOB. If you use $HIP the render node might not understand where everything needs to go
G
Ok the “cannot find fild” refers to your houdini scene, so the hqeue node cannot find your .HIP file.
i see your scene aliases and variables for $JOB is “//RFServer/hq/projects” but your ENV on the HQUEU node is “\\RFSERVER\HQ\PROJECTS\TEST”
Make these 2 the same, and be sure to navigate through the $JOB part of your save dialog box to have everything $JOB. If you use $HIP the render node might not understand where everything needs to go
G
Edited by Goddy McRoodt - 2018年1月29日 08:49:14
Houdini Indie and Apprentice » Another Houdini HQUEUE question please!
- Goddy McRoodt
- 35 posts
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Hi Alex,
Make sure your server computer also knows where this file, both your workstation and render node need to have access to the same files, in the same way. Firewalls / permissions can also hurt.
I can help with more information like - what operating systems between the nodes, are they looking at the same file server etc.
upload your scene as well then i can have a look
G
Make sure your server computer also knows where this file, both your workstation and render node need to have access to the same files, in the same way. Firewalls / permissions can also hurt.
I can help with more information like - what operating systems between the nodes, are they looking at the same file server etc.
upload your scene as well then i can have a look
G
Houdini Lounge » 3D LED Art installation Light show created by Polycat with Houdini
- Goddy McRoodt
- 35 posts
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Hi Guys!
We would like to share our project we recently did here at Polycat visual effects. We strung 25 000 leds into 5x5mx2.5m space. All LEDS are individually controllable.
So you had a 3D cube in houdini then anything you did to this cube shows up on the display unit, wether it be a vops operation or attribute transferring colors and objects through it. realtime!
Or just look at the video!
We would like to share our project we recently did here at Polycat visual effects. We strung 25 000 leds into 5x5mx2.5m space. All LEDS are individually controllable.
So you had a 3D cube in houdini then anything you did to this cube shows up on the display unit, wether it be a vops operation or attribute transferring colors and objects through it. realtime!
Or just look at the video!
Houdini Indie and Apprentice » Another Houdini HQUEUE question please!
- Goddy McRoodt
- 35 posts
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Houdini Indie and Apprentice » Another Houdini HQUEUE question please!
- Goddy McRoodt
- 35 posts
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Hey Paleo!
That is related to file paths. Make sure everything in your scene navigates through $JOB.
So make sure your pc, and the network render pc navigates through $JOB to the file path, be it your saved scene file, or texture path, anything.
So take this scenario,
you have a file server called “fileserver”
you have “fileserver”'s network drive mounted on YOUR pc as Z:
you have the same network drive mounted on your render pc as Y:
So lets say you saved your scene file on Zprojects/myscene/scene.hip , obviously when your hqueue pc opens the job, it fails fast because it does not see “Z”
So the best way to do it is to use network names instead. So instead of using “Zprojects/myscene/scene.hip”, use $JOB/projects/myscene/scene.hip
where $JOB is “\\fileserver”, which is your network pc's location
in houdini, click on the top tab “edit” then “aliases and variables”, click on the “variables” tab, click on “JOB” and insert your file path there. mine looks like this:
now that you have your LOCAL pc set up with this $JOB variable pointing to your file server, you have to do the same at HQUEU.
Go to your HQUEU node and add this variable there as well.
please note, i used 3 backslashes, middle mouse click on the text “variable value” and see what the code evaluates as, houdini has a small bug where the first slash goes away and you end up with 2 which is correct. (two “\\” means network path or domain name path)
now go middle mouse on one of your $JOB paths and see it evaluate correctly like this:
please inbox me if you need some more details or help over skype or something
Cool!
That is related to file paths. Make sure everything in your scene navigates through $JOB.
So make sure your pc, and the network render pc navigates through $JOB to the file path, be it your saved scene file, or texture path, anything.
So take this scenario,
you have a file server called “fileserver”
you have “fileserver”'s network drive mounted on YOUR pc as Z:
you have the same network drive mounted on your render pc as Y:
So lets say you saved your scene file on Zprojects/myscene/scene.hip , obviously when your hqueue pc opens the job, it fails fast because it does not see “Z”
So the best way to do it is to use network names instead. So instead of using “Zprojects/myscene/scene.hip”, use $JOB/projects/myscene/scene.hip
where $JOB is “\\fileserver”, which is your network pc's location
in houdini, click on the top tab “edit” then “aliases and variables”, click on the “variables” tab, click on “JOB” and insert your file path there. mine looks like this:
now that you have your LOCAL pc set up with this $JOB variable pointing to your file server, you have to do the same at HQUEU.
Go to your HQUEU node and add this variable there as well.
please note, i used 3 backslashes, middle mouse click on the text “variable value” and see what the code evaluates as, houdini has a small bug where the first slash goes away and you end up with 2 which is correct. (two “\\” means network path or domain name path)
now go middle mouse on one of your $JOB paths and see it evaluate correctly like this:
please inbox me if you need some more details or help over skype or something
Cool!
Houdini Indie and Apprentice » No success with HQueue....
- Goddy McRoodt
- 35 posts
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heya!
Could you attach a scene? Then i could better help you
could be environment variables, could be domain names etc.
can you describe your setup as well? render nodes and your machine hooked up to one file server? Windows?
G
Could you attach a scene? Then i could better help you
could be environment variables, could be domain names etc.
can you describe your setup as well? render nodes and your machine hooked up to one file server? Windows?
G
Technical Discussion » Hair Masterclass files?
- Goddy McRoodt
- 35 posts
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stupid question,
where do i set the “display density” instead of showing the full final render denstity? I have a lion that is not kind to the viewport with all hairs on
where do i set the “display density” instead of showing the full final render denstity? I have a lion that is not kind to the viewport with all hairs on
Technical Discussion » How to render over 1 billion particles
- Goddy McRoodt
- 35 posts
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i recently ran into a memory problem and it can help here too.
decrease your bucket / tile size. our 8core computer didn't ram out, but our 48core computer did. So after some dev'ing we saw that 48 buckets loaded more scene into the ram at a given time, changing tile size from 16 to 8 or even 4 made the memory survive just fine.
Cool
decrease your bucket / tile size. our 8core computer didn't ram out, but our 48core computer did. So after some dev'ing we saw that 48 buckets loaded more scene into the ram at a given time, changing tile size from 16 to 8 or even 4 made the memory survive just fine.
Cool
SI Users » Houdini transformations - case study
- Goddy McRoodt
- 35 posts
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SI Users » Houdini transformations - case study
- Goddy McRoodt
- 35 posts
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McNistor
I think I've messed this up a bit.
What I was referring to was the lack of response here, on this thread from devs.
The RFEs have been logged with great help (like previously stated) from Support to which I can't thank them enough. It's only the silence from devs. that got me concerned a bit, because these are extremely important and the said silence means that, most likely, these are not in their top of priorities regarding the modeling/interaction oriented stuff.
If H16 comes with other new and improved modeling ops. it's all good, but I couldn't adopt Houdini for modeling without these presented above. Much more important for me than a cool extrude.
agree, houdini could kick some serious ass if it was nice to use in the start of the pipeline as wel, would also mean less software licenses to buy for me
Houdini Indie and Apprentice » exr tiny bit darker in Nuke. Not classic linear problem
- Goddy McRoodt
- 35 posts
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Houdini Indie and Apprentice » exr tiny bit darker in Nuke. Not classic linear problem
- Goddy McRoodt
- 35 posts
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tamte
change your nuke viewport colorspace from sRGB to Gamma2.2 to see the same since in houdini you are using gamma 2.2
so the thing is, it's both:
your tifs and jpegs have to be read with the same colorspace as saved out, so Gamma2.2 to be linearized corectly, therefore match .exr
but then you need to look at the linear data the same way as in hou, hence Gamma2.2 viewport correction
by reading jpegs/tifs as sRGB and then applying sRGB in viewport, they cancel each other out so you are essentially just looking at the data in jpeg/tif, which has gamma 2.2 already baked in hence you see it as in Houdini, however the data in nuke is not exactly linear
ooh ok that make sense that they cancel it out anywany.
So what do you suggest i do to have EXR's look the same in houdini viewport render and nuke
Houdini Indie and Apprentice » exr tiny bit darker in Nuke. Not classic linear problem
- Goddy McRoodt
- 35 posts
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@ TAMTE, thanks for the reply, but how can i make it work with EXR, i dont care about jpegs .
i suppose it is a colorspace thing therefore im an idiot, So i suppose my question should be, how can i make the viewport look at the render like nuke looks at the exr
in Nuke i use the same tiff saved file:
TIFF = input sRGB = Looks like viewport mantra
TIFF = input linear * .454 gamma = Looks like the EXR
EXR = input linear fraction darker than viewport.
i suppose it is a colorspace thing therefore im an idiot, So i suppose my question should be, how can i make the viewport look at the render like nuke looks at the exr
in Nuke i use the same tiff saved file:
TIFF = input sRGB = Looks like viewport mantra
TIFF = input linear * .454 gamma = Looks like the EXR
EXR = input linear fraction darker than viewport.
Edited by - 2015年8月17日 10:33:44
Houdini Indie and Apprentice » exr tiny bit darker in Nuke. Not classic linear problem
- Goddy McRoodt
- 35 posts
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Ok i say its not calssic linear problem but who knows maybe i suck.
I tried so many things but i just cant get my zip- single scanline (or any form of compression) EXR to look like my render viewport (its like .12 gamma off)
tiff in any form looks correct.
jpeg obviously also correct, i suppose it just takes a snapshot anyway.
exr is off..
here are the files that you can load into nuke and compare.
my color settings are “2.2 gamma” on all cop renderviewports and stuff. Basically houdini defaults on all.
I tried so many things but i just cant get my zip- single scanline (or any form of compression) EXR to look like my render viewport (its like .12 gamma off)
tiff in any form looks correct.
jpeg obviously also correct, i suppose it just takes a snapshot anyway.
exr is off..
here are the files that you can load into nuke and compare.
my color settings are “2.2 gamma” on all cop renderviewports and stuff. Basically houdini defaults on all.
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