Hi there!
I just noticed a “feature” in H16 (also in H15.5 but not that extremely bad) that almost ruined a whole day's work.
I was working on a shot that had several takes and Mantra output ROPs. “Auto Takes” was deactivated, there was no red warning sign next to it.
I created another ROP (while a take was active which might've been the problem but there was no warning or error message) and kept on working and tweaking etc.
Business as usual when after an hour or so I clicked on the Takes selection menu on the upper-right corner:
“Auto-Takes” was active!!!
Still no warning sign next to the take name. Of course the whole take was filled with useless entries. Everything I touched and tweaked found its way into the take. At least I noticed it accidentally and I could reproduce the point of time when it happened.
I unchecked the Auto-Takes option and activated it again: the warning sign showed up like it was supposed to be!
In H15.5 it's the same but at least the Auto-Takes option has a check mark inside and you might be able to spot it in the corner of your eye.
To make a long story short, maybe this makes sense and is somehow expected or useful, but in case you're creating new ROPs while a take is active it should either just work without activating Auto-Takes or just pop up a warning message “Permission Denied” like when trying to change parameters while in a take.
Oh, and of course the H16 warning sign should always be in sync with the Auto-Takes option!
Cheers
Steffen
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Houdini Lounge » "Auto Takes" Horror
- debris
- 26 posts
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Houdini Indie and Apprentice » license renewal question
- debris
- 26 posts
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My license will expire in a few days. Did something change in terms of license renewal or do I still just buy a new license?
Houdini Lounge » Houdini 16
- debris
- 26 posts
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Houdini Lounge » Houdini 16
- debris
- 26 posts
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My mouth is still open after watching the video, can't wait to see the glitch free version…
Amazing release, extremely strong new features in every aspect!
I have one question though: OpenColorIO is mentioned in the feature list, but I'd like to know “how deep” this goes. Is it only a few new nodes for COP2 (like this [github.com]) or does it completely replace the kind of outdated color management currently in Houdini allowing us to use ocio configs during lighting / previewing / rendering?
Amazing release, extremely strong new features in every aspect!
I have one question though: OpenColorIO is mentioned in the feature list, but I'd like to know “how deep” this goes. Is it only a few new nodes for COP2 (like this [github.com]) or does it completely replace the kind of outdated color management currently in Houdini allowing us to use ocio configs during lighting / previewing / rendering?
Technical Discussion » Problem compiling shaders
- debris
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Technical Discussion » Problem compiling shaders
- debris
- 26 posts
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Good to hear you're already on it.
A simple workaround I accidentally found is right-clicking the shader and select “Allow Editing of Contents”.
A simple workaround I accidentally found is right-clicking the shader and select “Allow Editing of Contents”.
Technical Discussion » Houdini Environment Weirdness
- debris
- 26 posts
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Yes, this was fixed several nightlies ago (15.5.539 IIRC).
The latest production build doesn't work.
The latest production build doesn't work.
Houdini Lounge » Don't install the latest windows 10 insider preview update
- debris
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Houdini Lounge » Don't install the latest windows 10 insider preview update
- debris
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Houdini Lounge » Don't install the latest windows 10 insider preview update
- debris
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Technical Discussion » Houdini error after Windows update...
- debris
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I just upgraded to Win 10 14379 and I can still run 15.5.480 but none of the other builds.
Maybe because 480 was already installed before the latest Win 10 updates landed.
Maybe because 480 was already installed before the latest Win 10 updates landed.
Technical Discussion » Houdini error after Windows update...
- debris
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Finally someone who has the same problem as me!
Look at this thread [sidefx.com]. No answers or solutions yet, but maybe you could also verify that your whole environment is messed up when using hconfig with the Houdini Command Line Tools.
Is this also happening with the 480 build? It seems to be the only one that's working for me.
Cheers
Steffen
Look at this thread [sidefx.com]. No answers or solutions yet, but maybe you could also verify that your whole environment is messed up when using hconfig with the Houdini Command Line Tools.
Is this also happening with the 480 build? It seems to be the only one that's working for me.
Cheers
Steffen
Edited by debris - 2016年7月4日 14:21:46
Technical Discussion » Houdini Environment Weirdness
- debris
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Still happening with the new production build 15.5.323.
Houdini 15.0 daily builds are OK though.
Houdini 15.0 daily builds are OK though.
Technical Discussion » Houdini Environment Weirdness
- debris
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Hi guys!
Sorry for such a long post but I'm currently hitting a brick wall.
I have a strange problem with Houdini 15.5 daily builds. My 15.5.480 installation is working smoothly. The only plugins I installed are the latest Pixar Renderman and the latest Redshift for Houdini.
Some days ago I wanted to give the latest daily build a try. After installation I tried running Houdini Indie and got this message:
After that Houdini crashed.
When I tried to e.g. start gplay.exe this popped up:
My older installation is still running without throwing any errors.
So I did some research and checked my system environment variables. Nothing special there, no reference to anything Houdini.
I renamed my houdini.env (which only contains 5 lines for both Redshift and Renderman, nothing too fancy) and after trying to run Houdini Indie daily it recreated a new houdini.env but still crashed. So it shouldn't be a problem with wrong environment variables coming from there. It also looks like Houdini is looking in the right directory and sees the houdini.env file.
I moved my whole settings (the “houdini15.5” folder in documents) to another place and re-ran Houdini Indie. Still crashing.
I then opened the command line tools, one for the production build and one for the daily.
I typed “hconfig” in both windows. The output of the production build is:
the same command with the daily build:
hconfig -ap with the production build:
hconfig -ap with the daily build:
It looks like all paths are basically not defined at all and I don't know why. There's a “;&” behind the HOUDINI_PATH in houdini.env so it shouldn't overwrite anything.
I also tried uninstalling Redshift and Renderman and the production build but to no avail.
Does anyone have a clue what's going on here? How can I select the “Set Up Environment” option in “hsetup.exe” that gplay mentions?
Thanks
Steffen
Sorry for such a long post but I'm currently hitting a brick wall.
I have a strange problem with Houdini 15.5 daily builds. My 15.5.480 installation is working smoothly. The only plugins I installed are the latest Pixar Renderman and the latest Redshift for Houdini.
Some days ago I wanted to give the latest daily build a try. After installation I tried running Houdini Indie and got this message:
After that Houdini crashed.
When I tried to e.g. start gplay.exe this popped up:
My older installation is still running without throwing any errors.
So I did some research and checked my system environment variables. Nothing special there, no reference to anything Houdini.
I renamed my houdini.env (which only contains 5 lines for both Redshift and Renderman, nothing too fancy) and after trying to run Houdini Indie daily it recreated a new houdini.env but still crashed. So it shouldn't be a problem with wrong environment variables coming from there. It also looks like Houdini is looking in the right directory and sees the houdini.env file.
I moved my whole settings (the “houdini15.5” folder in documents) to another place and re-ran Houdini Indie. Still crashing.
I then opened the command line tools, one for the production build and one for the daily.
I typed “hconfig” in both windows. The output of the production build is:
HFS := 'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.480'
HOME := 'C:/Users/Steffen/Documents'
HOUDINI_DEFAULT_RIB_RENDERER := 'prman20.9'
HOUDINI_DESKTOP_DIR := 'C:/Users/Steffen/Desktop'
HOUDINI_OS := 'Windows'
HOUDINI_PATH := 'C:/ProgramData/Redshift/Plugins/Houdini/15.5.480;&'
HOUDINI_TEMP_DIR := 'C:/Users/Steffen/AppData/Local/Temp'
HOUDINI_USER_PREF_DIR := 'C:/Users/Steffen/Documents/houdini15.5'
HOUDINI_VIEW_RMAN := 'prman'
HSITE := 'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.480/site'
USER := 'Steffen'
the same command with the daily build:
Couldn't find help file: help/config.help
Make sure your HFS variable is set properly, or
that your HOUDINI_PATH includes $HFS/houdini.
hconfig -ap with the production build:
Common paths are set to:
$JOB = <not defined>
$HIP = C:/Users/Steffen
$HOUDINI_USER_PREF_DIR = C:/Users/Steffen/Documents/houdini15.5
$HOME = C:/Users/Steffen/Documents
$HSITE = C:/PROGRA~1/SIDEEF~1/HOUDIN~1.480/site
$HFS = C:/PROGRA~1/SIDEEF~1/HOUDIN~1.480
HOUDINI_PATH := "C:/ProgramData/Redshift/Plugins/Houdini/15.5.480;&"
The path of directories where Houdini looks for configuration
files.
Directories searched (in order) are:
1) "C:/ProgramData/Redshift/Plugins/Houdini/15.5.480"
2) "$HIP"
3) "$HOUDINI_USER_PREF_DIR"
4) "$HFS/houdini"
5) "$HFS/bin"
hconfig -ap with the daily build:
Common paths are set to:
$JOB = <not defined>
$HIP = C:/Users/Steffen
$HOUDINI_USER_PREF_DIR = <not defined>
$HOME = <not defined>
$HSITE = <not defined>
$HFS = <not defined>
HOUDINI_PATH := ""
Directories searched (in order) are:
1) "$HIP"
2) "$HOUDINI_USER_PREF_DIR"
It looks like all paths are basically not defined at all and I don't know why. There's a “;&” behind the HOUDINI_PATH in houdini.env so it shouldn't overwrite anything.
I also tried uninstalling Redshift and Renderman and the production build but to no avail.
Does anyone have a clue what's going on here? How can I select the “Set Up Environment” option in “hsetup.exe” that gplay mentions?
Thanks
Steffen
Technical Discussion » How can I add support for unzip'ing hip files when opened
- debris
- 26 posts
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Technical Discussion » How can I add support for unzip'ing hip files when opened
- debris
- 26 posts
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Oh my, I was searching for an easy way to save / load compressed hip-files and as a Houdini noob I tried adding “.sc” or “.gz” behind “.hiplc” (like it works when exporting geometry etc.) but of course this didn't work.
Then I found this very old thread that I'd like to revive.
I have a file that takes 371MB as a hip file but compresses to less than 6MB when zipped!!!
Now that Houdini supports the super fast BLOSC compression it's quite a shame that it still can't compress the contents of hip-files out-of-the-box.
Where can I submit this feature request so that a developer actually sees it?
Cheers
Steffen
Then I found this very old thread that I'd like to revive.
I have a file that takes 371MB as a hip file but compresses to less than 6MB when zipped!!!
Now that Houdini supports the super fast BLOSC compression it's quite a shame that it still can't compress the contents of hip-files out-of-the-box.
Where can I submit this feature request so that a developer actually sees it?
Cheers
Steffen
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- debris
- 26 posts
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MagnusL3D
Doesnt look like Instant Mesh plays well with hardsurface models.
Eeeek! Yes, this looks a bit weird. But I was very successful with a bit simpler hardsurface models, where I kind of helped the app by combing the orientation field.
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- debris
- 26 posts
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If you're looking for auto-generated meshes, you should also take a look here [github.com].
It's from a Siggraph Asia 2015 paper and produces shockingly good results most of the times. It's free / open source, so it's well worth a try.
It's from a Siggraph Asia 2015 paper and produces shockingly good results most of the times. It's free / open source, so it's well worth a try.
SI Users » State Machine
- debris
- 26 posts
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There's a great tutorial about particle streams over here [sidefx.com].
On the one hand you can see how powerful Houdini's particles or DOP systems are.
But on the other hand as an oldskool Softimage ICE user it makes my head explode every time he enters another and another VEX function into the editors.
I know it's so powerful and flexible, but it's a kick in the groin for non-TDs! I'm slowly getting the hang of plugging together VOP nodes because they're very similar of the whole ICE world. But VEX code (or scripting at all) is kind of scary and at the same time killing my creativity.
I could easily plug together all the things Peter Quint mentions in his tutorial in ICE, but 10 minutes after watching the tutorial I couldn't even remember how to switch the state in VEX!
Would it be possible in the future to also offer access to VOPs to “write” these VEXpressions in a visual way somehow?
On the one hand you can see how powerful Houdini's particles or DOP systems are.
But on the other hand as an oldskool Softimage ICE user it makes my head explode every time he enters another and another VEX function into the editors.
I know it's so powerful and flexible, but it's a kick in the groin for non-TDs! I'm slowly getting the hang of plugging together VOP nodes because they're very similar of the whole ICE world. But VEX code (or scripting at all) is kind of scary and at the same time killing my creativity.
I could easily plug together all the things Peter Quint mentions in his tutorial in ICE, but 10 minutes after watching the tutorial I couldn't even remember how to switch the state in VEX!
Would it be possible in the future to also offer access to VOPs to “write” these VEXpressions in a visual way somehow?
Technical Discussion » Mplay open very slow
- debris
- 26 posts
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I have a Houdini Indie license which is local and here it also takes ~10secs every single time I start mplay. So it shouldn't have anything to do with license checking. I also suspected the antivirus, but disabling it didn't help as well.
EDIT: If I unplug my network cable it starts a bit quicker, like ~4secs.
EDIT: If I unplug my network cable it starts a bit quicker, like ~4secs.
Edited by debris - 2016年5月29日 06:36:14
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