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Found 21 posts.

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Houdini Indie and Apprentice » Grouping by expression not working properly

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Schmauch
21 posts
オフライン
 2023年10月20日 10:43:18
Thank you for making me aware of that. I had realized that I was dealing with floats, precision "set to full" was eluding me
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Houdini Indie and Apprentice » Remesh: fixed boundaries

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Schmauch
21 posts
オフライン
 2023年10月20日 09:36:43
Hi Shyrock,

Perhaps you can remesh, polyreduce and remesh again. It may not be elegant

Greetings,

Christian
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Houdini Indie and Apprentice » Grouping by expression not working properly

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Schmauch
21 posts
オフライン
 2023年10月20日 06:52:26
Hi there,

I'm trying to select a group by expression, the selection does not seem to pick up all matches. I cannot figure out why, attached the file.

I would be grateful for a solution.

Greetings,

Christian
Edited by Schmauch - 2023年10月20日 06:53:27
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Technical Discussion » Group Selection in HDA

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Schmauch
21 posts
オフライン
 2023年1月1日 08:20:25
That did the job. Thank you CYTE and tamte for helping me out. I will study this further as I think it´s usefull in building my tools.

Cheers
Schmauch
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Technical Discussion » Group Selection in HDA

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Schmauch
21 posts
オフライン
 2022年12月31日 19:44:39
Hi there,
Is more information needed? I would really like to implement that.
Greetings, Christian
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Technical Discussion » Group Selection in HDA

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Schmauch
21 posts
オフライン
 2022年12月30日 06:17:30
Hi,

I am trying to build a HDA to orient and copy some geometry to a selection of faces. It works “somewhat” but I cannot get the group selection button to work.

I have no knowledge of python scripting, and the closes solutions I could find did not work out for me.

I would be thankful for a solution or some information what I should look up.

My five cents: Group selection in custom HDA´s should be easy. Perhaps it is

Thank you for considering.
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Technical Discussion » Optix denoiser doesn´t seem to work

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Schmauch
21 posts
オフライン
 2020年5月9日 17:10:32
Hi all,

I´m working with the steam indie version and installed the Optix denoiser via the download and restarted houdini. The denoiser button is active in the render view but on the “Karma” node I get an error like this.

Warning: Problem while synchronizing child node:
Warning: Unknown channel(s) “denoiser, denoise_usealbedo, denoise_useN, denoise_useGl, image_artist, image_comment, image_hostname, image_exr_compression, image_dwa_compression” converted to spare parameter(s).

On my previous installation (non steam) the same setup worked well. It seems like it doesn´t recognize the denoiser. Is there a clue you can give me or a place I could look at? Even obvious ones

Thank you for considering,

Christian
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Technical Discussion » Karma Indie to Non Commercial

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Schmauch
21 posts
オフライン
 2019年12月3日 07:40:54
No droping back to NC on my side anymore, did not test the rendering yet.
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Technical Discussion » Karma Indie to Non Commercial

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Schmauch
21 posts
オフライン
 2019年12月2日 11:29:57
At least it is called daily build
I will play around with it and be ready when it drops.
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Technical Discussion » Karma Indie to Non Commercial

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Schmauch
21 posts
オフライン
 2019年12月2日 01:48:01
Is there an estimate on when this build will be available? I really like to use the new context but as I can´t elevate .hipnc files after the fact it is kind of a showstoper.
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Houdini Indie and Apprentice » how can one produce a hex grid in houdini ?

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Schmauch
21 posts
オフライン
 2018年5月4日 14:00:54
I tried to replicate the code of Konstantin Magnus and the hex was always squished a bit. What gave me an regular hex was this. Took me some time to figure out because I don´t know my way around math very well. Perhaps it can be of help to someone.


@Konstantin Magnus Thanks for the starting point and the wonderful Red Blob Games [www.redblobgames.com] link

int prim = addprim(0, "poly");
float size = 0.5;
for(int i = 0; i < 6; i++) {
    float angle_deg = 60 * i-30;
    float angle_rad = $PI / 180 * angle_deg;
    vector pos      = set(@P.x + size * cos(angle_rad), 0, @P.z + size * sin(angle_rad) );
    
    int pt = addpoint(0, pos);
    addvertex(0, prim, pt);
}
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Houdini Indie and Apprentice » Manual entry of pscale on variable number of points in a line

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Schmauch
21 posts
オフライン
 2018年4月11日 17:20:32
I believe I did some evil things and scored points for bad style. Basicly I took a NULL and added some parameters that I referenced in an AttributeVOP with a lot of if´s. There has to be a smarter way but at least I learned something today. As always I´m interessted in suggestions to look into.


edit: “Random_thickness” is just used to vary the single bricks in a row. If I offset it all my bricks in the wall will get thicker. I´m looking for a way to control single rows as shown in my last file. But I will look into the offset. THX for looking. If I close my eyes I see “wires” and “nodes”. It´s like Tetris in the old days…
Edited by Schmauch - 2018年4月11日 17:31:24
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Houdini Indie and Apprentice » Manual entry of pscale on variable number of points in a line

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Schmauch
21 posts
オフライン
 2018年4月11日 13:53:04
Hmmm, I added a ramp to modify the ´depth´ attribute but it´s not very intuitive to use, at least for me. Attached the generator. Any other ideas? THX for your quick reply
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Houdini Indie and Apprentice » Manual entry of pscale on variable number of points in a line

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Schmauch
21 posts
オフライン
 2018年4月11日 11:54:29
Hello,

I´ve set up a brickwall generator (who hasn´t ) that works well enough for me. It generates a row of bricks and copies that along a line. The position of the points in that line controls the height of the bricks as well as the offset. Now I would like to change the depth of the bricks depending on the scale of the points. Is there a way of creating a UI where you can enter the pscale per point if the number of points is variable? I would be thankful for a direction to put my research in because I´ve no idea how to do it..
If the file is needed I can provide it.

THX for considering,

Christian
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Technical Discussion » Ortho Grid seems to be offset

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Schmauch
21 posts
オフライン
 2018年1月8日 04:57:28
That is a bit embarrassing for me….
I just added the geo object got down one level and started to work away. It never, never occured to me. Thx vusta for the admonishing words and McNistor for your fresh look on this one. I will think of it as a lesson.
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Technical Discussion » Ortho Grid seems to be offset

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Schmauch
21 posts
オフライン
 2018年1月8日 02:53:36
I attached the file. It´s nothing fancy, just me playing around with Houdini.
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Technical Discussion » Ortho Grid seems to be offset

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Schmauch
21 posts
オフライン
 2018年1月7日 12:41:51
Hi everyone,

The orthogrid seems a bit offset to the geometry. As far as I can think off all settings are at 0 so the grid should sit right on top of the orthogrid. Any ideas?





Thank you in advance.
Edited by Schmauch - 2018年1月7日 12:42:07
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Houdini Indie and Apprentice » Exposing Curve in Digital Asset

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Schmauch
21 posts
オフライン
 2017年7月27日 04:27:42
Hi all,

I created a Digital Asset to make a pipe along a curve. Now I´m asking myself if it is possible to edit the topmost curve sop from outside the asset.

I promoted the handle to the asset. That allowed me to move the curve points and to delete them with rightclick menue. But Shift-clicking outside to expand the curve just drops the handle, opposed to having the curve sop selected directly. Is there a way to promote the original behaviour?

I also worked with importing a usergenerated curve into my asset. It works, but with multiple pipes starts cluttering curve nodes all over the place.

Thank you for considering and any hints for doing this,

Schmauch
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Houdini Indie and Apprentice » OpenCl fails

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Schmauch
21 posts
オフライン
 2017年2月22日 02:44:17
Thank you very much. That was the first time for me digging deeper…

Here is what did the job for me

- set the HOME variable in Windows environment variables
- after starting H16 the Houdini folder in HOME was populated
- still no houdini.env ( could be created by hand of course )
- started Houdini Commandline and used hconfig
- houdini.env was created
- entered the variables you suggested and it works

Perhaps it will help someone else,too

Thanks again..
See full post 

Houdini Indie and Apprentice » OpenCl fails

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Schmauch
21 posts
オフライン
 2017年2月21日 17:44:33
Hi all,

I eagerly installed H16 today and had see the following error pop up in an OpenCL Node just using Terrain: Mountain shelf tool. It´s a clean install.

OpenCL Exception: :19:10: fatal error: ‘interpolate.h’ file not found
#include “interpolate.h”
^

error: front end compiler failed build.clBuildProgram (-11)

Using the Help I noticed that OpenCL runs on the integrated Intel Onboard Card and not on my GTX1070. Playing with the environment variables led to more confusion on my side as more errors poped up after setting OCL Vendor or Device and starting from console.

The following is part of the Houdini System info.

Platform: windows-x86_64-cl19
Operating System: Windows 10 Pro x64
Number of Cores: 8
Physical Memory: 15.89 GB

OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 1070/PCIe/SSE2
OpenGL Version: 4.5.0 NVIDIA 378.66
OpenGL Shading Language: 4.50 NVIDIA
Detected: NVidia Consumer
8192 MB
378.66.0.0
OpenCL Platform Intel(R) OpenCL
Platform Vendor Intel(R) Corporation
Platform Version OpenCL 1.2
OpenCL Device Intel(R) HD Graphics 4000
OpenCL Type GPU
Device Version OpenCL 1.2

As I use the apprentice version I don´t know where to get help besides posting to the forum. If this is the wrong place to do so I appologize.

Any help would be fine as I was so eager to play around with the terrain tools coming from world machine.

THX in advance,

Schmauch
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