I've been using userData to store some asset state info. UserData was chosen instead of a hidden parameter because userData can be set on a locked node, and should be saved to hip file or HDA just as a parameter.
And it all works... except it turned out that userData on locked nodes is not saved to the hip file. So an asset that consists of assets that store part of the state in userData will not store it's state to hip file, and on each scene load the userData on internal nodes of the asset instance will be reset to what it was during asset creation.
My only question is - is this the intended behavior for userData?
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Technical Discussion » Bug or Feature? userdata on locked nodes is not saved to hip
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- XAPKOHHEH
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Work in Progress » Reel 2012
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- XAPKOHHEH
- 22 posts
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Technical Discussion » Creating Cloud Whirlpool
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- XAPKOHHEH
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Sorry if my question is not too smart - why not use custom force field in simulation? - it's easy to archive whirlpool effect along any curve this way.
Simulate lowres and then use that velocity fields for highres details?
Or is simulation out of question at all?
Simulate lowres and then use that velocity fields for highres details?
Or is simulation out of question at all?
Work in Progress » Reel 2012
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- XAPKOHHEH
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Great work!!
If you would be so kind - can you describe the effect at 2:15 ? Just the idea
If you would be so kind - can you describe the effect at 2:15 ? Just the idea
Work in Progress » Some render from the last few weeks!
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- XAPKOHHEH
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Work in Progress » Some render from the last few weeks!
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- XAPKOHHEH
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about the explosion:
can you please give some detail on maximum grid size? Or maybe even on simulation and render settings?
can you please give some detail on maximum grid size? Or maybe even on simulation and render settings?
Houdini Lounge » rendering pyro 2.0
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- XAPKOHHEH
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Found it! In my case it was wrong compiling string in the shader
by default there was … -I$JOB/include …
where $JOB included “Documents and settings” phrase, which contains spaces that were ruining everything
So the solution is to just put the thing into “”
like -I“$JOB/include”
everything works!
by default there was … -I$JOB/include …
where $JOB included “Documents and settings” phrase, which contains spaces that were ruining everything
So the solution is to just put the thing into “”
like -I“$JOB/include”
everything works!
Technical Discussion » Sample closest surface
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- XAPKOHHEH
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Wow, thank you! it helped!
the second approach is really closer for me - i really got used to a simple node “get closest location” in softimage, so i look for similar things in houdini.
It's strange though - it'd be very helpful to have a node that returns an interpolated value of an attribute at some location (not just a point) of a surface…
the second approach is really closer for me - i really got used to a simple node “get closest location” in softimage, so i look for similar things in houdini.
It's strange though - it'd be very helpful to have a node that returns an interpolated value of an attribute at some location (not just a point) of a surface…
Technical Discussion » Sample closest surface
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- XAPKOHHEH
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Hello, I'm not too expert in houdini, so i'm stuck with some pretty basic thing
I have a volume, scalar or vector, and a surface or curve with some point attribute. I want each volume cell to take that attribute from the closest to it point of that surface or curve.
Can anyone help?
I have a volume, scalar or vector, and a surface or curve with some point attribute. I want each volume cell to take that attribute from the closest to it point of that surface or curve.
Can anyone help?
Houdini Lounge » rendering pyro 2.0
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- XAPKOHHEH
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The same problem. Newer builds do not solve it.
In details:
create a simple sphere, just put some flames on it and hit render
This log appears and mantra renders only a white bounding box of the flame. (everything else in the scene renders fine)
This bug appeared only on windows XP (sp2 x64)
(GeForce GTS 250, latest drivers)
In details:
create a simple sphere, just put some flames on it and hit render
This log appears and mantra renders only a white bounding box of the flame. (everything else in the scene renders fine)
This bug appeared only on windows XP (sp2 x64)
(GeForce GTS 250, latest drivers)
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