Unfortunately, updating to 9.1.179 hasn't solved the problem. Did the example work correctly for you under Windows XP?
Anyway, thanks for taking the time to test this, it helps me to narrow down the problem.
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Technical Discussion » No printf() Output from VEX SOP
- davidwick
- 17 posts
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Technical Discussion » No printf() Output from VEX SOP
- davidwick
- 17 posts
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SYmekThanks for helping to clarify this for me.
The problem is that command line has nothing to do with printf() on Windows, since Windows cmd is not a terminal and Houdini doesn't use it for messaging. It uses Houdini Console which should pop up any time you use printf()
Here's an example of what's happening:
I create a Point Map node and in the Type Properties > Code folder add a printf() statement so that I have
int trial = 0;
printf(“trial = %d”, trial);
When I hit Test Compile, a “Compile was successful” message appears but the console doesn't.
If I e.g. enter -h into the vcc command line, the console appears listing the command line usage options. printf() is still ignored if I now test compile with the console open.
Technical Discussion » No printf() Output from VEX SOP
- davidwick
- 17 posts
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Thanks for the reply.
I'm not sure whether I'm going down the right track here. This is new territory to me and I'm assuming that you're referring to CShell.
Upon launching CShell from the Command Line Tools prompt, I'm being asked for environment variables. According to the Readme file in the Houdini root directory, these should have been set up automatically. I've tried unsuccessfully to source the setup script.
Another beginner in need of guidance…
I'm not sure whether I'm going down the right track here. This is new territory to me and I'm assuming that you're referring to CShell.
Upon launching CShell from the Command Line Tools prompt, I'm being asked for environment variables. According to the Readme file in the Houdini root directory, these should have been set up automatically. I've tried unsuccessfully to source the setup script.
Another beginner in need of guidance…
Technical Discussion » No printf() Output from VEX SOP
- davidwick
- 17 posts
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Can someone at least confirm whether this is working for them in Windows XP?
The ability to debug when writing VEX code is not trivial and I can't do much until this issue is resolved.
The ability to debug when writing VEX code is not trivial and I can't do much until this issue is resolved.
Technical Discussion » No printf() Output from VEX SOP
- davidwick
- 17 posts
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I'm running Apprentice 9.1.124 under Windows XP and am unable to get console output from embedded printf() statements in a VEX SOP. I've searched through the vcc command line options to no avail. The console is able to receive commands, for example -E causes a code dump.
I been unable to find a solution in the Help file or forum archives, so any help would be appreciated.
I been unable to find a solution in the Help file or forum archives, so any help would be appreciated.
Technical Discussion » haspoint Expression
- davidwick
- 17 posts
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Pointing to the Group SOP did the trick. As you say, the expression also works with nodes below the Group SOP. I see now that the referenced SOP can't be upstream.
I actually had the correct group type setting in the scene I'm working on but missed this when creating the simplified example scene. Thanks for spotting this.
And many thanks for your help, I'm out of the ditch and rolling again!
I actually had the correct group type setting in the scene I'm working on but missed this when creating the simplified example scene. Thanks for spotting this.
And many thanks for your help, I'm out of the ditch and rolling again!
Technical Discussion » haspoint Expression
- davidwick
- 17 posts
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I'm trying to use the haspoint function to enable/disable the Rotate X parameter in a Transform SOP. In the attached example, the haspoint expression in xform2 is checking the relevant Group SOP for an included point. However, the function is returning zero.
The xform2 SOP has a comment explaining the expected behaviour.
I must be misunderstanding the implementation of this expression.
Can anyone shed some light on this for me?
The xform2 SOP has a comment explaining the expected behaviour.
I must be misunderstanding the implementation of this expression.
Can anyone shed some light on this for me?
Houdini Indie and Apprentice » Combine 4 Face
- davidwick
- 17 posts
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Technical Discussion » Save Desktop Across Dual Monitors?
- davidwick
- 17 posts
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Thanks for the reply.
I've added houdini -span to the shortcut target.
With the shortcut set to “Run: Normal window”, Houdini spans both monitors on startup but the 21“ monitor's vertical resolution matches the 17” monitor. When set to “Run: Maximised”, spanning doesn't occur.
I'd like Houdini to start with the main interface maximised on the 21“ monitor and the Network View pane maximised on the 17” monitor.
Anyway, this is a start. I'll experiment with environment variables and display settings, and see what I come up with.
I've added houdini -span to the shortcut target.
With the shortcut set to “Run: Normal window”, Houdini spans both monitors on startup but the 21“ monitor's vertical resolution matches the 17” monitor. When set to “Run: Maximised”, spanning doesn't occur.
I'd like Houdini to start with the main interface maximised on the 21“ monitor and the Network View pane maximised on the 17” monitor.
Anyway, this is a start. I'll experiment with environment variables and display settings, and see what I come up with.
Technical Discussion » Save Desktop Across Dual Monitors?
- davidwick
- 17 posts
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I have 21“ and 17” monitors setup in Dualview display mode.
I've saved the Build desktop with the Network View pane on the 17" monitor and this works nicely.
When I restart Houdini, the Netwtork View is absent from the second monitor. However if I switch to and from the Build desktop within the same session, the correct layout is restored.
Cinema 4D is able to save desktops across both monitors in Dualview mode between sessions. Is there a setting in Houdini which will allow me to do this?
I've saved the Build desktop with the Network View pane on the 17" monitor and this works nicely.
When I restart Houdini, the Netwtork View is absent from the second monitor. However if I switch to and from the Build desktop within the same session, the correct layout is restored.
Cinema 4D is able to save desktops across both monitors in Dualview mode between sessions. Is there a setting in Houdini which will allow me to do this?
Technical Discussion » Save Desktop Across Dual Monitors?
- davidwick
- 17 posts
- Offline
I have 21“ and 17” monitors setup in Dualview display mode.
I've saved the Build desktop with the Network View pane on the 17" monitor and this works nicely.
When I restart Houdini, the Netwtork View is absent from the second monitor. However if I switch to and from the Build desktop within the same session, the correct layout is restored.
Cinema 4D is able to save desktops across both monitors in Dualview mode between sessions. Is there a setting in Houdini which will allow me to do this?
I've saved the Build desktop with the Network View pane on the 17" monitor and this works nicely.
When I restart Houdini, the Netwtork View is absent from the second monitor. However if I switch to and from the Build desktop within the same session, the correct layout is restored.
Cinema 4D is able to save desktops across both monitors in Dualview mode between sessions. Is there a setting in Houdini which will allow me to do this?
Houdini Lounge » Houdini and Game Development?
- davidwick
- 17 posts
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I can't answer your question but you may be interested in the new GDC Demo 2008 video in this site's Demo Reels section.
The summary says that it highlight features applicable to the development of video games.
The summary says that it highlight features applicable to the development of video games.
Houdini Indie and Apprentice » Align Handle To Normals?
- davidwick
- 17 posts
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Thanks for the suggestion but unfortunately this just re-activates the Transform tab in the Edit SOP. Handle alignment is then set according to the Handle Parameters (Object, World or View).
Houdini Indie and Apprentice » Align Handle To Normals?
- davidwick
- 17 posts
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Thanks for the reply.
The Peak SOP and the Edit SOP's Peak function do not scale or rotate to the local coordinates of a poly selection. Also, moving multiple polys scales them unwantedly with distance, so even this function is of limited value to me.
As mentioned, for single polys I would like to be able to align the handle's Y axis to the poly normal. For multiple selections normals would be averaged.
The ability to select polys on the fly with the translation tool axis automatically oriented to normals is standard in other 3D apps and is essential to my workflow.
Hopefully as SESI broadens its market beyond the high-end FX niche, it will add functionality to certain areas of its modelling toolset to match the competition.
The Peak SOP and the Edit SOP's Peak function do not scale or rotate to the local coordinates of a poly selection. Also, moving multiple polys scales them unwantedly with distance, so even this function is of limited value to me.
As mentioned, for single polys I would like to be able to align the handle's Y axis to the poly normal. For multiple selections normals would be averaged.
The ability to select polys on the fly with the translation tool axis automatically oriented to normals is standard in other 3D apps and is essential to my workflow.
Hopefully as SESI broadens its market beyond the high-end FX niche, it will add functionality to certain areas of its modelling toolset to match the competition.
Edited by - 2008年2月22日 16:07:09
Houdini Indie and Apprentice » Align Handle To Normals?
- davidwick
- 17 posts
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A search yielded a work around for aligning a handle to a single poly here:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=10223&highlight=orientation+picking [sidefx.com]
but when I try to translate the poly, it flips arbitrarily. And I would still like the ability to perform local translations on groups of polys.
It seems that, surprisingly, this cannot be done in Houdini.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=10223&highlight=orientation+picking [sidefx.com]
but when I try to translate the poly, it flips arbitrarily. And I would still like the ability to perform local translations on groups of polys.
It seems that, surprisingly, this cannot be done in Houdini.
Houdini Indie and Apprentice » Align Handle To Normals?
- davidwick
- 17 posts
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Using an Edit SOP, I would like to translate a face relative to its normal, or a group of faces relative to their averaged normals.
Under Handle Parameters, handle alignment can only be set to World, Object and View space. Is it possible to align a handle to e.g. the normal of a face so that the handle's Y axis corresponds with the face normal?
If not, how can the equivalent effect be achieved in Houdini?
Under Handle Parameters, handle alignment can only be set to World, Object and View space. Is it possible to align a handle to e.g. the normal of a face so that the handle's Y axis corresponds with the face normal?
If not, how can the equivalent effect be achieved in Houdini?
Houdini Lounge » BUG: VOP SOP and VOP COP gen
- davidwick
- 17 posts
- Offline
Works fine here.
Houdini Master Apprentice 9.1.124
Win XP SP2
Athlon 3200+
Geforce 6600 GT
Houdini Master Apprentice 9.1.124
Win XP SP2
Athlon 3200+
Geforce 6600 GT
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