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Houdini Indie and Apprentice » COPs error when applying to RS texture
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- Simon Russell
- 166 posts
- オフライン
Houdini Indie and Apprentice » COPs error when applying to RS texture
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- Simon Russell
- 166 posts
- オフライン
Hi,
I'm trying to send a cops texture to the RS Texture node in an RS Shader.
It works when first connected then fails to find the texture from COPs.
I'm using: op:obj/Reflector_Cops/copnet1/OUT
to read the cops into the shader.
I'm using Houdini 20.5.370
Should this work?
I'm trying to send a cops texture to the RS Texture node in an RS Shader.
It works when first connected then fails to find the texture from COPs.
I'm using: op:obj/Reflector_Cops/copnet1/OUT
to read the cops into the shader.
I'm using Houdini 20.5.370
Should this work?
Technical Discussion » XPU Optix Fail
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- Simon Russell
- 166 posts
- オフライン
Technical Discussion » Why doesn't ChopNet work after more than 10 seconds?
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- Simon Russell
- 166 posts
- オフライン
if you look under the channel tabs, set the sample rate to your fps and set the channel length as long as you need it... it should fix it. look in your motion channels viewer to see what you're doing
Technical Discussion » XPU Optix Fail
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- Simon Russell
- 166 posts
- オフライン
To narrow it down a bit further it seems to be the combination of reading displayColor/displayOpacity/emission when used on curves. It seems to not crash if I sweep the curves
Technical Discussion » XPU Optix Fail
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- Simon Russell
- 166 posts
- オフライン
Hi,
I've got a problem with Karma XPU. I keep getting Optix fails on both my cards when I use emission in combination with displayOpacity.
I've been in contact with Sidefx and they can't replicate the issue.
I've tried all the combinations of builds and drivers they have recommended.
I've tried disabling each card in turn, removing preferences, removing other renderers, all that kind of stuff.
The scene seems to work on other peoples machines with similar setups.
I realise it's a long shot but just in case anyone has any idea on what I could try I'd be very grateful and it's so much nicer than Redshift!
Thanks
I've got a problem with Karma XPU. I keep getting Optix fails on both my cards when I use emission in combination with displayOpacity.
I've been in contact with Sidefx and they can't replicate the issue.
I've tried all the combinations of builds and drivers they have recommended.
I've tried disabling each card in turn, removing preferences, removing other renderers, all that kind of stuff.
The scene seems to work on other peoples machines with similar setups.
I realise it's a long shot but just in case anyone has any idea on what I could try I'd be very grateful and it's so much nicer than Redshift!
Thanks
Houdini Indie and Apprentice » Sprite Rendering in Mantra
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- Simon Russell
- 166 posts
- オフライン
Thanks very much, I've been trying to work this out for ages!

Funny how simple it is when you know what goes where

Funny how simple it is when you know what goes where
Edited by Simon Russell - 2023年3月8日 05:20:32
Houdini Indie and Apprentice » Sprite Rendering in Mantra
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- Simon Russell
- 166 posts
- オフライン
Hi,
Could anyone help me with a walk through on how to get Mantra to render sprites?
I'm slightly going in circles trying to follow the documentation.
I've basically got some point geometry with a sprite sop on. I just want to get it out to Mantra with a constant shader on it.
Thanks
Could anyone help me with a walk through on how to get Mantra to render sprites?
I'm slightly going in circles trying to follow the documentation.
I've basically got some point geometry with a sprite sop on. I just want to get it out to Mantra with a constant shader on it.
Thanks
Technical Discussion » Different Pitch for each trigerred audio sample
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- Simon Russell
- 166 posts
- オフライン
I've found another solution, a better one I think.
Tick unload on the copy CHOP node and/or any other audio nodes you're using.
Seems to do the job
Tick unload on the copy CHOP node and/or any other audio nodes you're using.
Seems to do the job
Technical Discussion » Different Pitch for each trigerred audio sample
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- Simon Russell
- 166 posts
- オフライン
Soooo I got a solution. Or someone called Bouncy Ferret did, if that is his real name.
You need to unlink your chop audio from the audio panel, make amends, then link it back up.
The audio panel stops cooking.
You need to unlink your chop audio from the audio panel, make amends, then link it back up.
The audio panel stops cooking.
Technical Discussion » Different Pitch for each trigerred audio sample
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- Simon Russell
- 166 posts
- オフライン
Thanks Tomas,
Yeah I can't get it to work even with the workaround.
It's annoying! I think I may just need to find other more fruitful things to waste my time on
Yeah I can't get it to work even with the workaround.
It's annoying! I think I may just need to find other more fruitful things to waste my time on
Technical Discussion » Different Pitch for each trigerred audio sample
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- Simon Russell
- 166 posts
- オフライン
Hey,
I'm trying to get the copy stamp working without success. I've got a trigger, I've created a variable.
I suspect there's a bug as it worked once but not again.
Am I missing something?
https://www.dropbox.com/s/cjunmu775gkmm92/copy%20chops.zip?dl=0 [www.dropbox.com]
I'm trying to get the copy stamp working without success. I've got a trigger, I've created a variable.
I suspect there's a bug as it worked once but not again.
Am I missing something?
https://www.dropbox.com/s/cjunmu775gkmm92/copy%20chops.zip?dl=0 [www.dropbox.com]
Houdini Indie and Apprentice » Migrating from Mac to PC
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- Simon Russell
- 166 posts
- オフライン
I'm migrating from mac to PC.
I'd like to take all my Attribute Wrangle presets and gallery presets with me but can't work out how.
I've copied over my preset folder, desktop folder etc but not sure how to do it.
Don't know if it's a mac/pc format thing? It did work when I versioned up Houdini just on a mac...
Any pointers appreciated.
I'd like to take all my Attribute Wrangle presets and gallery presets with me but can't work out how.
I've copied over my preset folder, desktop folder etc but not sure how to do it.
Don't know if it's a mac/pc format thing? It did work when I versioned up Houdini just on a mac...
Any pointers appreciated.
Houdini Indie and Apprentice » Hemisphere camera (half spherical)
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- Simon Russell
- 166 posts
- オフライン
Houdini Indie and Apprentice » Hemisphere camera (half spherical)
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- Simon Russell
- 166 posts
- オフライン
Thanks as ever Matt. Hmmm I think reading up on lens and shader mathematics maybe beyond me. But I'll give it a go!
Houdini Indie and Apprentice » Hemisphere camera (half spherical)
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- Simon Russell
- 166 posts
- オフライン
Hi,
I've got a job where I'm creating some animation for an immersive dome. It's a little over a half sphere. The arc is 210º (or 105º from the ground to the middle top of the dome).
I'm wondering can I use the VR camera to map my animation directly to this?
You can alter the Vertical FOV in the VR camera but it seems to trim in from the top and bottom simultaneously. I just want to trim off the bottom. (I'm probably using the wrong terminology here!).
In Cinema 4D it seems fairly easy (see screen cap) but ideally I'll stay just in Houdini. Is there a way of doing this?
Thanks
I've got a job where I'm creating some animation for an immersive dome. It's a little over a half sphere. The arc is 210º (or 105º from the ground to the middle top of the dome).
I'm wondering can I use the VR camera to map my animation directly to this?
You can alter the Vertical FOV in the VR camera but it seems to trim in from the top and bottom simultaneously. I just want to trim off the bottom. (I'm probably using the wrong terminology here!).
In Cinema 4D it seems fairly easy (see screen cap) but ideally I'll stay just in Houdini. Is there a way of doing this?
Thanks
Houdini Indie and Apprentice » Rendering Sprites in Mantra
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- Simon Russell
- 166 posts
- オフライン
Ok, I have it working.
In case anyone has the same issue the thing I was missing was putting my sprite image into the sprite material (spritefog is the preset) as a base colour.
Turns out rendering sprites in Mantra is slooooow!
If anyone knows how to make the render fast let me know
In case anyone has the same issue the thing I was missing was putting my sprite image into the sprite material (spritefog is the preset) as a base colour.
Turns out rendering sprites in Mantra is slooooow!
If anyone knows how to make the render fast let me know
Houdini Indie and Apprentice » Rendering Sprites in Mantra
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- Simon Russell
- 166 posts
- オフライン
Hey,
So the question is really the title. How do I render sprites in Mantra?
I think I've set "For the sprites to show up in Mantra you should set your object’s material to the contained Sprite SHOP."
For this I'm referencing the material I'm using in the Matnet (which is attached in the material slot of my geometry object)
-Do I need to use a specific sprite material or will 'constant' or 'principled shader' work?
Any pointers gratefully received.
Thanks
Simon
So the question is really the title. How do I render sprites in Mantra?
I think I've set "For the sprites to show up in Mantra you should set your object’s material to the contained Sprite SHOP."
For this I'm referencing the material I'm using in the Matnet (which is attached in the material slot of my geometry object)
-Do I need to use a specific sprite material or will 'constant' or 'principled shader' work?
Any pointers gratefully received.
Thanks
Simon
Edited by Simon Russell - 2021年5月27日 07:10:22
Houdini Indie and Apprentice » Adding audio to MP4 in PDG
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- Simon Russell
- 166 posts
- オフライン
Could it be because I'm using 18.0.566?
I'm getting a bunch of unrecognised PDG parameters when I open your file.
I'm getting a bunch of unrecognised PDG parameters when I open your file.
Houdini Indie and Apprentice » Adding audio to MP4 in PDG
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- Simon Russell
- 166 posts
- オフライン
Thanks again Matt,
It almost works!
It's made me a movie of each frame with the audio on...
It almost works!
It's made me a movie of each frame with the audio on...
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