High baking displacement always worked but now it stopped working evrywhere and im a bit fabergasted.
i tried downgrading the labs version, this did not help.
The new node doen`t trow anny errors. and then doesn`t output anything.
The old node trows.
Traceback (most recent call last):
File "labs::Sop/maps_baker::3.0/execute", line 1, in <module>
File "labs::Sop/maps_baker::3.0, PythonModule", line 4, in Render
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.628/houdini/python3.11libs\hou.py", line 17843, in cook
return _hou.OpNode_cook(self, *args, **kwargs)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
hou.OperationFailed: The attempted operation failed.
Error while cooking.
simple baker trows:
Traceback (most recent call last):
File "labs::Sop/simple_baker::2.0/execute", line 1, in <module>
File "labs::Sop/simple_baker::2.0, PythonModule", line 6, in render
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.628/houdini/python3.11libs\houpythonportion\ui.py", line 1158, in decorator
return func(*args, **kwargs)
^^^^^^^^^^^^^^^^^^^^^
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.628/houdini/python3.11libs\hou.py", line 81108, in render
return _hou.RopNode_render(self, *args, **kwargs)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
hou.OperationFailed: The attempted operation failed.
Error: Error rendering child: /obj/geo1/simple_baker1/ropnet1/rop_games_baker/single_bake
ive tested on the tokura example aswell as this one.
Found 230 posts.
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Houdini for Realtime » Map Baker Displacement texture workflow
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- NicTanghe
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Houdini Indie and Apprentice » Atribute from map not working with trimtextures.
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- NicTanghe
- 230 posts
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Hello,
I`m trying to get sand displacement on my geometry but it seems like atribute from map only works on 1001.
And I`m working with a trimuvs. trimtexture whatever you want to call it,
Ix there is the option UDIM filename extention but i generally dont want to make 100 files.
EDIT: this is fixed by placing a modulo in the block inside the afmap.
I`m trying to get sand displacement on my geometry but it seems like atribute from map only works on 1001.
And I`m working with a trimuvs. trimtexture whatever you want to call it,
Ix there is the option UDIM filename extention but i generally dont want to make 100 files.
EDIT: this is fixed by placing a modulo in the block inside the afmap.
Edited by NicTanghe - 2025年6月11日 18:00:46
Houdini Indie and Apprentice » How does one unreal engine defaults on inputs?
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- NicTanghe
- 230 posts
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Hello i have made a simple instancer.
The problem is that it only works if pack geometry before instanceing is ticked and the target andanother input are always World inputs.
Is there a way to set these by default ?
The problem is that it only works if pack geometry before instanceing is ticked and the target andanother input are always World inputs.
Is there a way to set these by default ?
Solaris and Karma » Simple camera projection - struggling here!
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- NicTanghe
- 230 posts
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It`s not that hard there is a library that someone uploaded on the forum that has a wrapper that makes this a 1 node solution.
Here`s the pack. some of it is a bit outdated needing you to go in and flip some switches so it`s not ideal but it shows what you need.
also i think in just karma there is a 1 node solution to this.
https://www.sidefx.com/forum/topic/89089/ [www.sidefx.com]
https://github.com/Faitel/MaterialXEssentials [github.com]
Here`s the pack. some of it is a bit outdated needing you to go in and flip some switches so it`s not ideal but it shows what you need.
also i think in just karma there is a 1 node solution to this.
https://www.sidefx.com/forum/topic/89089/ [www.sidefx.com]
https://github.com/Faitel/MaterialXEssentials [github.com]
Edited by NicTanghe - 2025年5月23日 12:38:11
Houdini Lounge » Transfer texture but change UVs?
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- NicTanghe
- 230 posts
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There`s no texture input on the labs map baker so how can i tell it what textures to reproject ?
Houdini Indie and Apprentice » stamppoint blendmode combine normal
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- NicTanghe
- 230 posts
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Does annyone know if there is a way to setup stamppoint so that it auto combines normals?
or if i should make a heightmap and convert it to normals instead.
Bonus question annyone know if you can apply a different noise per instance becore it go`s into the stamppoints ?
or if i should make a heightmap and convert it to normals instead.
Bonus question annyone know if you can apply a different noise per instance becore it go`s into the stamppoints ?
Technical Discussion » how can I split material on a packed instance geo in solaris
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- NicTanghe
- 230 posts
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Technical Discussion » Hextile size problems
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- NicTanghe
- 230 posts
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so playing with low values doesnt cause long load times but it also doesn`t seem to change anything.
Technical Discussion » Vex and colouring heightfield
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- NicTanghe
- 230 posts
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I think you can have a look inside the project peagasus heightfield rgb node thing and jerryrig that.
https://www.youtube.com/watch?v=RssJxa9AKuE [www.youtube.com]
https://www.youtube.com/watch?v=RssJxa9AKuE [www.youtube.com]
Technical Discussion » Houdini with Linux and Wayland
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- NicTanghe
- 230 posts
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im 99% sure there will be a wayland optimised version at the latests when rhel drops support for x11 wich might be right around the corner.
Technical Discussion » Hextile size problems
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- NicTanghe
- 230 posts
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Hello so i notised that my hextile size was of a weirdly low quality.
i assumed this was becouse the hextile is not useing the same 4k textures that it gets trough input.
I then tried piping in a sizeref. but even just importing a 1k sizeref is taking over 10- minutes to process (on windows).
so i`m confused about this hebaviour.



(there is also a resolution problem with the ramp nodes but that's not related to this issue.
i assumed this was becouse the hextile is not useing the same 4k textures that it gets trough input.
I then tried piping in a sizeref. but even just importing a 1k sizeref is taking over 10- minutes to process (on windows).
so i`m confused about this hebaviour.
(there is also a resolution problem with the ramp nodes but that's not related to this issue.
Houdini Indie and Apprentice » reflective metallic in cops: something to reflect
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- NicTanghe
- 230 posts
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Hello so I was texturing an axe and wanted to get reflective metal but it seems that the default environment just reflects black. I then tried adding an HDRi as per standard but that seems to be even worse as it also reflects black but without highlights.
am i doing something wrong ? i feel that this should somehow work.
am i doing something wrong ? i feel that this should somehow work.
Edited by NicTanghe - 2025年4月2日 18:26:41
Houdini Indie and Apprentice » [Copernicus] Tile-Sampler like substance designer?
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- NicTanghe
- 230 posts
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Houdini Indie and Apprentice » Alembic issue with polyextrude
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- NicTanghe
- 230 posts
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Hello that workflow doesn`t work verry well.
If you use vellum post process you can get things to work better.
It might require some attributes like thiquesness or something if you can`t immediatly get it to work run a normal clos sim and pipe that into it and c what the used attributes are called.
If you use vellum post process you can get things to work better.
It might require some attributes like thiquesness or something if you can`t immediatly get it to work run a normal clos sim and pipe that into it and c what the used attributes are called.
Houdini Jobs » SideFX Houdini Rendering | Python | AWS Deadline
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- NicTanghe
- 230 posts
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Your are throwing money at the walls using a cloud provider for rendering.
just buy a home server with an nvidia card and save money and have assets.
just buy a home server with an nvidia card and save money and have assets.
Rigging » APEX ik normal setup not working
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- NicTanghe
- 230 posts
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DAmnit i should have tried that again after changing the tags ects.
Well u sir are my hero today!
Well u sir are my hero today!
Rigging » APEX ik normal setup not working
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- NicTanghe
- 230 posts
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I`ve been trying to setup an ik for my monster.
evry time in the past if i just set the root mid and tip and then the pv and the target the ik just worked.
THis time however everything borks.
I have tried multiple solutions but an offset on both the target and the pv keeps ocurring.
evry time in the past if i just set the root mid and tip and then the pv and the target the ik just worked.
THis time however everything borks.
I have tried multiple solutions but an offset on both the target and the pv keeps ocurring.
Houdini Indie and Apprentice » group from tags
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- NicTanghe
- 230 posts
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Is there anny way we can put
In a group node? this whould make things easyer forgoing vex
%tag(mid)
In a group node? this whould make things easyer forgoing vex
3rd Party » Houdini Docker - Containerize & automate Houdini installs
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- NicTanghe
- 230 posts
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Hello !
my automated gh build go`s say it succeeds on gh but then if i check the dockerhub.
builds i think is stil empty and all i c is an add for automated builds.
the logs still had the secrets as **** not sure that indicates a blank value or that it is keeping them secret.
also no tags show up
my automated gh build go`s say it succeeds on gh but then if i check the dockerhub.
builds i think is stil empty and all i c is an add for automated builds.
the logs still had the secrets as **** not sure that indicates a blank value or that it is keeping them secret.
also no tags show up
Run export PYTHONPATH="${PYTHONPATH}:$(pwd)" INFO:root:Starting Houdini download client service INFO:root:Latest build found: `20.5.410-base` INFO:root:Tag does not exist in repository, beginning download/push process... INFO:root:Building Docker image... INFO:root:Built Docker image `sha256:2ed523b725e6`, pushing to Docker hub... The push refers to repository [docker.io/***/***] - (Image ID: ) Preparing - (Image ID: 6f2e2a7eb8c6) Preparing - (Image ID: b99d01c6daf9) INFO:root:Pushed Docker image `20.5.410-base` in `***/***`. - (Image ID: ) The push refers to repository [docker.io/***/***] - (Image ID: ) Preparing - (Image ID: 6f2e2a7eb8c6) Preparing - (Image ID: b99d01c6daf9) INFO:root:Pushed Docker image `latest` in `***/***`. INFO:root:Finished HouDocker process, exiting...
Edited by NicTanghe - 2024年11月30日 16:49:07
Technical Discussion » Chinese, Japanese characters in COPS Font
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- NicTanghe
- 230 posts
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Hello,
I am here becouse i whould like to zombie this thread for matrix purposes.
I assume theat by now there is something really simple ?
THe fonts work in the text field itself but not in the rendered cops output.
I am here becouse i whould like to zombie this thread for matrix purposes.
I assume theat by now there is something really simple ?
THe fonts work in the text field itself but not in the rendered cops output.
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