This suddenly happened. Every time I make a node or change a parameter, houdini will not respond for a few seconds in a volume vop.
I deleted the prefs, reinstalled houdini, switched to a stable version (17.5 391) and updated my graphic card drivers (latest radeon drivers), but the problems still occurs.
Does anybody has an idea what this could be?
edit.
I have this problem with all vex related nodes
Found 28 posts.
Search results Show results as topic list.
Technical Discussion » Vex is very slow and keeps messaging "duplicating input"
- arjanM
- 28 posts
- Offline
Technical Discussion » SDF from Curves?
- arjanM
- 28 posts
- Offline
I think using trace is your best option for something like this. Although you need to have a high resolution volume to get decent lines from it.
You can use the trace node in a loop to get these isolines.
I am curious if there is a better solution for this.
You can use the trace node in a loop to get these isolines.
I am curious if there is a better solution for this.
Technical Discussion » Curve intersection problem!
- arjanM
- 28 posts
- Offline
Technical Discussion » Iris like fiber clusters
- arjanM
- 28 posts
- Offline
Technical Discussion » Iris like fiber clusters
- arjanM
- 28 posts
- Offline
This is my attempt for an iris effect.
I can post the hip file if someone is interested.
I can post the hip file if someone is interested.
Technical Discussion » PolyBevel Fixed Width troubles
- arjanM
- 28 posts
- Offline
It seems that the fixed width only works on edges.
I made an example how to do this with an extruded version. You can delete the extrude faces afterwards.
I made an example how to do this with an extruded version. You can delete the extrude faces afterwards.
Edited by arjanM - 2019年7月12日 08:02:33
Technical Discussion » Cannot find the Heightfield Mask by Shadow node inside of Houdini
- arjanM
- 28 posts
- Offline
I made a wrangle node that makes a mask from the shadow of a directional light or a point light.
It is not very optimized but it can be optimized and converted to openCL for instance to make it a lot more faster.
It is not very optimized but it can be optimized and converted to openCL for instance to make it a lot more faster.
Technical Discussion » Average points on primitives.
- arjanM
- 28 posts
- Offline
Technical Discussion » height map after heightfield conversion to polygon.
- arjanM
- 28 posts
- Offline
Technical Discussion » Using correct seed for randomizing iterations
- arjanM
- 28 posts
- Offline
If you make a new metadata node for the first loop and you change the expression in the “foreach_end2” node to
“fit01(rand(detail(”../name for new meta data node/“,”iteration“,0)),10,20)”
it will work.
I made a different approach to check out. This method is a lot faster when using a lot of points to copy to.
“fit01(rand(detail(”../name for new meta data node/“,”iteration“,0)),10,20)”
it will work.
I made a different approach to check out. This method is a lot faster when using a lot of points to copy to.
Technical Discussion » Boolean operation on multiple individual obj's
- arjanM
- 28 posts
- Offline
You can use $F (for instance cobjectsequence/$F.obj) in the filename of your file node to load a object sequence.
You can also use this to save out an object sequence.
You can also use this to save out an object sequence.
Houdini Engine for Maya » Looking for a way to get vray proxies to work with the houdini engine
- arjanM
- 28 posts
- Offline
Wow, the objectIndex attribute works! I didn't know it puts through the attributes to the instancer as is.
This way I only have to reconnect one connection to instancer. With a pre/and post Sync callback it would be pretty doable.
Thanks!
How should I setup the packed primitives with one instancer?
When copy different packed primitives to different points it creates a path attribute on the primitives.
I tried adding a name attribute to the primitive and/or the points, but I still get a different instancer for the points for each different packed primitive in maya.
This way I only have to reconnect one connection to instancer. With a pre/and post Sync callback it would be pretty doable.
Thanks!
How should I setup the packed primitives with one instancer?
When copy different packed primitives to different points it creates a path attribute on the primitives.
I tried adding a name attribute to the primitive and/or the points, but I still get a different instancer for the points for each different packed primitive in maya.
Houdini Engine for Maya » Looking for a way to get vray proxies to work with the houdini engine
- arjanM
- 28 posts
- Offline
Thanks for the fast response.
A preSync and postSync scripting option would be very handy. Also for adding any other maya connections to the houdini asset.
So this way I could connect other objects to the maya instancer and in the presync script I could save the connections to the instancer and restore them in the post sync script?
Is there also a way to be able to use the objectIndex atribute of the instancer? This way I would be able to use one instancer for multiple objects.
In the second question I meant that, when I only output the points in the asset it will create a particle system in maya, but the rotation and scale attributes (@scale and @orient or @up and @N) are not present in the particle system.
I could save the scale and rotation in other attributes like the force and velocity and then get them from the particle system in maya and convert them into dynamic arrays with the soup plugin. But I think that is not really the most flexible workflow.
A preSync and postSync scripting option would be very handy. Also for adding any other maya connections to the houdini asset.
So this way I could connect other objects to the maya instancer and in the presync script I could save the connections to the instancer and restore them in the post sync script?
Is there also a way to be able to use the objectIndex atribute of the instancer? This way I would be able to use one instancer for multiple objects.
In the second question I meant that, when I only output the points in the asset it will create a particle system in maya, but the rotation and scale attributes (@scale and @orient or @up and @N) are not present in the particle system.
I could save the scale and rotation in other attributes like the force and velocity and then get them from the particle system in maya and convert them into dynamic arrays with the soup plugin. But I think that is not really the most flexible workflow.
Houdini Engine for Maya » Looking for a way to get vray proxies to work with the houdini engine
- arjanM
- 28 posts
- Offline
Hi,
I want to use an houdini asset to scatter plants and trees om geometry in maya.
These plants and trees are vray proxies. The problem is that houdini doesn't accept the proxies as input geometry, which is kind of logic, as it isn't actually geometry.
I could connect the proxies manually to the maya instancer that the houdini asset creates, but I belief this connection could be reset everytime I reload or update the asset.
Or I could only output the particles/points with the asset and connect a maya instancer to it, but it doesn't seem to pass trough the particle attributes to the instancer.
Does anybody has experience with this and found a good workflow to use houdini engine with vray proxies?
thanks,
Arjan
I want to use an houdini asset to scatter plants and trees om geometry in maya.
These plants and trees are vray proxies. The problem is that houdini doesn't accept the proxies as input geometry, which is kind of logic, as it isn't actually geometry.
I could connect the proxies manually to the maya instancer that the houdini asset creates, but I belief this connection could be reset everytime I reload or update the asset.
Or I could only output the particles/points with the asset and connect a maya instancer to it, but it doesn't seem to pass trough the particle attributes to the instancer.
Does anybody has experience with this and found a good workflow to use houdini engine with vray proxies?
thanks,
Arjan
Technical Discussion » Rendering 4K takes too much time!
- arjanM
- 28 posts
- Offline
If you uncheck the preview icon in your renderview then it will render at normal speed.
For some reason this slows down the render a lot on higher resolutions.
For some reason this slows down the render a lot on higher resolutions.
Technical Discussion » Point cloud self occlusion/hide from camera view
- arjanM
- 28 posts
- Offline
The extra prims where somewhat of a work around to get the correct pscale values.
It was meant more as an example to use the uvtexture to flatten the point cloud in camera space and then use the pcfind function to remove points.
I made an example without the extra prims and just divided one by the old pscale and then I needed to multiply it by 1.7 to make it work. I don't know the correct math to do this, but it works and it is quite fast.
It was meant more as an example to use the uvtexture to flatten the point cloud in camera space and then use the pcfind function to remove points.
I made an example without the extra prims and just divided one by the old pscale and then I needed to multiply it by 1.7 to make it work. I don't know the correct math to do this, but it works and it is quite fast.
Technical Discussion » Point cloud self occlusion/hide from camera view
- arjanM
- 28 posts
- Offline
I think it can be a lot more efficient but this could be a technique to try:
Edited by arjanM - 2018年6月3日 09:03:03
Technical Discussion » How to create voronoi on curved surface without inner geo
- arjanM
- 28 posts
- Offline
You can check off “create inside surface” on the voronoi node. Then it will only shatter the input geometry.
this was my attempt:
this was my attempt:
Attachment Not Found
Technical Discussion » wire pattern width
- arjanM
- 28 posts
- Offline
Oh I forgot about that. The wireframe renderer should do the trick.
I used it before, but now I can't get it to work.
I used it before, but now I can't get it to work.
Technical Discussion » Procedural Brick Shader
- arjanM
- 28 posts
- Offline
I checked this brick video: https://www.youtube.com/watch?v=bpsLg44gSg8 [www.youtube.com]
In houdini you need a lot more nodes to get to the same result.
The difference between substance and a houdini shader is that substance can also use 2d effects like blur and stamping.
You could replicate those effects in a shader, but it is a lot of work and can get slow.
I made an example where I use the brick pattern and gave them random rotation and a random ramp per brick.
You could add noise to try to get close to result in the video, but to get that exact look will be hard to do.
In houdini you need a lot more nodes to get to the same result.
The difference between substance and a houdini shader is that substance can also use 2d effects like blur and stamping.
You could replicate those effects in a shader, but it is a lot of work and can get slow.
I made an example where I use the brick pattern and gave them random rotation and a random ramp per brick.
You could add noise to try to get close to result in the video, but to get that exact look will be hard to do.
Attachment Not Found
-
- Quick Links