With the mouse over the viewport press "d" for display options
go to the second tab "Guides", there enable "Origin gnomon"
Found 13 posts.
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Houdini Lounge » how to bring gizmo intro the viewport
- asche
- 13 posts
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Technical Discussion » How can I increase the size of this tool?
- asche
- 13 posts
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Or press "/" and "*" on your the numberblock on your keyboard if you have it - probably thats why its so small in the first place
Technical Discussion » How to carve (cut) a continuous primitive in houdini?
- asche
- 13 posts
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Technical Discussion » How to carve (cut) a continuous primitive in houdini?
- asche
- 13 posts
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Just an idea :
group the edges of the hole ("unshared edges"), flatten them so you get back a circle, scale it to your needs, construct a new cylinder out of it and boolean that from the original geo ...
group the edges of the hole ("unshared edges"), flatten them so you get back a circle, scale it to your needs, construct a new cylinder out of it and boolean that from the original geo ...
Edited by asche - 2022年4月6日 03:18:57
Technical Discussion » Cut brush - Guide Groom Removed?
- asche
- 13 posts
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If i see this correctly, the "Adjust Length" tool set to strength 1 and middle mouse does the same as the cut tool before
Houdini Indie and Apprentice » KineFX quadruped (dog) leg rig with IK solver
- asche
- 13 posts
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this is incredibly helpful, especially since everything is so new. thanks from a third party.
Houdini Indie and Apprentice » Cant use my license
- asche
- 13 posts
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oooooooh
thats horrible
thanks a lot goat!
seems to be the time to get linux going again …
thats horrible
thanks a lot goat!
seems to be the time to get linux going again …
Houdini Indie and Apprentice » Cant use my license
- asche
- 13 posts
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Hello. since upgrading to H18 i cant login with the license administrator, it gives me following error
Can retrieve https://www.sidefx.com/api/license/: No (SSL connect error (35): schannel: AcquireCredentialsHandle failed: SEC_E_SECPKG_NOT_FOUND (0x80090305) - Das angeforderte Sicherheitspaket ist nicht vorhanden.)
using win7
manually entering the key didnt halp either :/
anyone got any clues ?
Can retrieve https://www.sidefx.com/api/license/: No (SSL connect error (35): schannel: AcquireCredentialsHandle failed: SEC_E_SECPKG_NOT_FOUND (0x80090305) - Das angeforderte Sicherheitspaket ist nicht vorhanden.)
using win7
manually entering the key didnt halp either :/
anyone got any clues ?
Houdini for Realtime » Alice Vision error
- asche
- 13 posts
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well, i will add my error to this thread, maybe it helps…
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdefgamedev:op/sop_av_photogrammetry?PythonModule”, line 4, in ManualCook
File “opdefgamedev:op/sop_av_initialize?PythonModule”, line 59, in cookNode
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.222/houdini/python2.7libs\hou.py”, line 10459, in cook
return _hou.Node_cook(*args, **kwargs)
OperationFailed: The attempted operation failed.
Error while cooking.
this is what i get when i try to cook … newest houdini build , newest gamedev , alicevision 2.0.0 , no whitespaces in the alicevision path (but in the houdini path, due to german windows)
maybe someone can help me
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdefgamedev:op/sop_av_photogrammetry?PythonModule”, line 4, in ManualCook
File “opdefgamedev:op/sop_av_initialize?PythonModule”, line 59, in cookNode
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.222/houdini/python2.7libs\hou.py”, line 10459, in cook
return _hou.Node_cook(*args, **kwargs)
OperationFailed: The attempted operation failed.
Error while cooking.
this is what i get when i try to cook … newest houdini build , newest gamedev , alicevision 2.0.0 , no whitespaces in the alicevision path (but in the houdini path, due to german windows)
maybe someone can help me
Technical Discussion » camera unlinking from view in H17
- asche
- 13 posts
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if the lock icon is not activated the camera gets removed from the drop-down everytime i go into a geo node or out of it (not even have to change visibility) but the perspective doesnt change. so that still happens in .508
Technical Discussion » camera unlinking from view in H17
- asche
- 13 posts
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H17.0.508 here, just tried it, cam still locked to view (if that is what you mean by “linked”)
Technical Discussion » Shadowmatte Issue
- asche
- 13 posts
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Hello Community,
i ran into a little issue regarding the shadowmatte shader.
I want to render something out that has reflections from an hdri and is placed on a background plate from the same shooting. (Car on a road)
I can use the shadowmatte to get a shadow in comp but the reflections in the object dont show the shadow the object is casting. So if i have a chrome sphere sitting on a ground it shoud reflect its own shadow being cast on the asphalt.
Is there a way to get this working, so basically the ground plane picking up the background image as a texture , with shadows on it (ideally colored shadows of course) ?
Thank you for your help
Asche
i ran into a little issue regarding the shadowmatte shader.
I want to render something out that has reflections from an hdri and is placed on a background plate from the same shooting. (Car on a road)
I can use the shadowmatte to get a shadow in comp but the reflections in the object dont show the shadow the object is casting. So if i have a chrome sphere sitting on a ground it shoud reflect its own shadow being cast on the asphalt.
Is there a way to get this working, so basically the ground plane picking up the background image as a texture , with shadows on it (ideally colored shadows of course) ?
Thank you for your help
Asche
Technical Discussion » DirtMask to drive a Bump Effect?
- asche
- 13 posts
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Hello everyone.
I ran into a little problem : i want to blend between two shaders with a dirtmask and i want to make the blended area a litte lower, like its revealing something under a layer of paint.
So i tried plugging the dirtmask i used to blend into the displacement output N.
This gives me a memory leak, probably a “feedback” between calculating the normals, then calculating the dirtmap, then the normals again …
Is there any good way to do this ?!
Thanks a lot
Phil
I ran into a little problem : i want to blend between two shaders with a dirtmask and i want to make the blended area a litte lower, like its revealing something under a layer of paint.
So i tried plugging the dirtmask i used to blend into the displacement output N.
This gives me a memory leak, probably a “feedback” between calculating the normals, then calculating the dirtmap, then the normals again …
Is there any good way to do this ?!
Thanks a lot
Phil
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