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Houdini Engine for Maya » Can assets come in as multiple shape nodes
- dsierra
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I see, thanks clearing that up. It is definitely useful in some cases to flatten the transforms. Just out of curiosity, any plans to allow for nested hierarchies?
Houdini Engine for Maya » Can assets come in as multiple shape nodes
- dsierra
- 26 posts
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Another question Andrew,
Can we create nested groups in our digital asset? I assumed that making more OBJ subnets within my subnet would achieve this, but the asset in Maya seems to ignore these nested subnets from Houdini and just creates everything parented to the root subnet.
Thanks again.
Can we create nested groups in our digital asset? I assumed that making more OBJ subnets within my subnet would achieve this, but the asset in Maya seems to ignore these nested subnets from Houdini and just creates everything parented to the root subnet.
Thanks again.
Houdini Engine for Maya » Can assets come in as multiple shape nodes
- dsierra
- 26 posts
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Houdini Engine for Maya » Can assets come in as multiple shape nodes
- dsierra
- 26 posts
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Hey everyone,
Houdini engine is pretty awesome I have to say. Is it possible to make a digital asset and specify different parts of it to come in under different transform+shape nodes in Maya?
I don't want to bring in multiple digital assets as I still want these separate objects to hook up to the same set of sliders. Maybe I can make multiple geometry objects in Houdini and have some way to link them to a single asset export/parameter list?
Many thanks.
Houdini engine is pretty awesome I have to say. Is it possible to make a digital asset and specify different parts of it to come in under different transform+shape nodes in Maya?
I don't want to bring in multiple digital assets as I still want these separate objects to hook up to the same set of sliders. Maybe I can make multiple geometry objects in Houdini and have some way to link them to a single asset export/parameter list?
Many thanks.
Houdini Indie and Apprentice » Houdini FX to full version
- dsierra
- 26 posts
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A file I made in Houdini apprentice HD, can this be opened in the full version were I to get a workstation license? I need to render an image at a resolution higher than 1080.
Many thanks,
-Daniel
Many thanks,
-Daniel
Technical Discussion » Houdini segmentation fault - Quadro K5000
- dsierra
- 26 posts
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Technical Discussion » Houdini segmentation fault - Quadro K5000
- dsierra
- 26 posts
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Using latest production build 12.5.469 with a Quadro K5000 card with drivers updated to the latest version, 320.49 (http://www.nvidia.com/object/quadro-tesla-grid-win8-win7-winvista-64bit-320.49-whql-driver.html) [nvidia.com]
I keep getting this when I start Houdini:
Warning: Your NVidia drivers are obsolete and may not
work with this version of Houdini.
Warning: OpenGL Frame buffer objects not available.
Upgrade your driver to a minimum version of 87.76
or some Houdini display features will not work.
5252: Fatal error: Segmentation Fault
Any help? I have also tried Houdini 12.1.230 with no luck
I keep getting this when I start Houdini:
Warning: Your NVidia drivers are obsolete and may not
work with this version of Houdini.
Warning: OpenGL Frame buffer objects not available.
Upgrade your driver to a minimum version of 87.76
or some Houdini display features will not work.
5252: Fatal error: Segmentation Fault
Any help? I have also tried Houdini 12.1.230 with no luck
Houdini Lounge » Video Copliots explosion tutorial, but in H12
- dsierra
- 26 posts
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Houdini Lounge » Video Copliots explosion tutorial, but in H12
- dsierra
- 26 posts
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larikaram
Hey there again,
Ok so here is a scene that I've put for you with some renders. Check it out and let me know if you have any questions!
My steps:
1- Add a sphere
2- Click Explosion Pyro shelf tool
3- Added a Sky light shelf tool
4- Tweaked (in the shader) the colors of the Smoke and Fire
5- Tweaked (in the shader) the density amplitude of the Smoke and Fire
6- Added the new Volume Light in 12.5
7- Rendered
I shouldn't have used the term on click but for sure you can see that you don't need that much to get a good result!
And If you take your time to tweak Pyro and the shader then you can achieve great renders!
lari
Great hip file lari! I see how scaling up the smoke density/remapping the heat color map takes away from the blown out hotter areas of your fire and reintroduces back detail.
On another note, I was wondering, before the Volume Light in 12.5, how would you go about illuminating your volumes like this?
Houdini Indie and Apprentice » How do I render Takes sequentially?
- dsierra
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Houdini Indie and Apprentice » How do I render Takes sequentially?
- dsierra
- 26 posts
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Hey all.
How can I render my different Takes as different file sequences to different folders without having to hit render multiple times, like you can in Maya with the <RenderLayer> keyword. Does it work with the merge ROP?
Many thanks!
How can I render my different Takes as different file sequences to different folders without having to hit render multiple times, like you can in Maya with the <RenderLayer> keyword. Does it work with the merge ROP?
Many thanks!
Technical Discussion » Render hangs on random frame, doesn't finish
- dsierra
- 26 posts
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zarti
hi dsierra ,
are you rendering transparent geometry with refractions and reflections activated ??
once i had extra long rendertime only on 1 frame due to overlapping geometry ( shaded with glass shader ) .
posted about it ( on odforce forum) but didnt get any reply , so i started ‘investigating’ and found what caused that .
i used a PolyDoctor SOP to clean the mess and render frames in a more lifetime-compatible-times .
–
hope you finished the rendering or , if not , hope you have a similar issue like mine !
.cheers
As a matter fact I am, except for the reflection and refraction part, I am copying a bunch of cubes to a lot of moving points on a grid and some frames there many many cubes overlapping as I set the size of the grid close to 0 so all the points get stacked on top of one another. However I am using a constant shader so not sure if this is the problem or not.
Technical Discussion » Render hangs on random frame, doesn't finish
- dsierra
- 26 posts
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Hi everyone,
I leave my renders going on over night and come back to find that it has been hanging on a frame. Mantra doesn't crash or anything, it just hangs on a frame (always random, some days could be frame 32 out of 800, other days frame 160 out of 800), not doing anything. I know this could probably be anything, but has anyone had this happen in the past, and what did you do? Also is there some way I can troubleshoot this, a render log I can look at? I know you can set the verbosity level in the mantra node, but I don't know how to actually find the render log.
Many thanks!
I leave my renders going on over night and come back to find that it has been hanging on a frame. Mantra doesn't crash or anything, it just hangs on a frame (always random, some days could be frame 32 out of 800, other days frame 160 out of 800), not doing anything. I know this could probably be anything, but has anyone had this happen in the past, and what did you do? Also is there some way I can troubleshoot this, a render log I can look at? I know you can set the verbosity level in the mantra node, but I don't know how to actually find the render log.
Many thanks!
Houdini Lounge » very basic question
- dsierra
- 26 posts
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Ya, actually it took me some time to find out what all the different operator slang stood for and what they were about.
SOP - surface operator
POP - particle operator
DOP - dynamics operator
VOP - vex node operator
CHOP - channel operator
COP - compositing operator
ROP - rendering operator
haha, hopefully I got that right.
SOP - surface operator
POP - particle operator
DOP - dynamics operator
VOP - vex node operator
CHOP - channel operator
COP - compositing operator
ROP - rendering operator
haha, hopefully I got that right.
Houdini Indie and Apprentice » minor but annoying problems with viewport
- dsierra
- 26 posts
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Awesome, seems to be working now, thank you for the help 8), and I will remember from now on to check for the latest builds. For future reference, how do I go about transferring my apprentice HD license to a new build? Do I just uninstall the previous version first? This time around I released my licence from the license server and reinstalled it for the new build, but I was prompted that I can only do this 2 more times…so I'm not sure if that was the intended purpose.
Houdini Indie and Apprentice » minor but annoying problems with viewport
- dsierra
- 26 posts
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I downloaded Apprentice around mid May, and I bought a license for Apprentice HD a couple weeks ago. I'll check for sure when I get back home.
Houdini Indie and Apprentice » minor but annoying problems with viewport
- dsierra
- 26 posts
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Hopefully some of you have experienced these and might know the cause of the problem, and if it is in fact a bug or just a feature I might have accidentally activated. Updated my graphics drivers yesterday (NVIDIA GTX 280) btw
First problem: I can't see the floating gnomon in the bottom left corner of the viewport even though it's turned on in display settings.
Second problem: Seems like my viewport display for normals, points and point numbers is buggy. Sometimes it doesn't show, and I need to change contexts for it to show, and sometimes it won't go away, and I need to turn the buttons on and off several times.
Third problem: When I make some geo emit some particles (using geo as first context in a POP net) I can't see the template of the geo when I am in the POP net context.
First problem: I can't see the floating gnomon in the bottom left corner of the viewport even though it's turned on in display settings.
Second problem: Seems like my viewport display for normals, points and point numbers is buggy. Sometimes it doesn't show, and I need to change contexts for it to show, and sometimes it won't go away, and I need to turn the buttons on and off several times.
Third problem: When I make some geo emit some particles (using geo as first context in a POP net) I can't see the template of the geo when I am in the POP net context.
Houdini Lounge » Houdini particle question
- dsierra
- 26 posts
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Thanks a lot for the replies
jeff, that's very helpful. If I got what you're saying, I should focus on manipulating my emitter geometry's points. I'm going to open that file tonight and experiment with modifying my geometry. Also edward, thanks for the links.
jeff, that's very helpful. If I got what you're saying, I should focus on manipulating my emitter geometry's points. I'm going to open that file tonight and experiment with modifying my geometry. Also edward, thanks for the links.
Houdini Lounge » Houdini particle question
- dsierra
- 26 posts
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Basically I would like to know if there exists a way in Houdini to apply attribute changes to each particle as they are created.
For example, if you are familiar with Maya particles then you know Maya lets the user do this by writing a creation expression. Using this I can isolate each point on a geometry emitter (for example a simple grid) by testing for $ID % pCount == pNumber. Where pCount is the number of points on the emitter, and pNumber is the point on the emitter I want to isolate, from 0 to pCount-1. If true then I set the velocity for that particle to (0, 1, 0) and if false I set its life to 0.
Thus I can achieve this sort of effect:
and by using a for loop I can randomize emitters for the whole grid.
I tried to do this in Houdini, and so far have only been able to get it going for one point, by using a group node to group particles in this way.
Any help would be cool, and if what I wrote doesn't make sense, let me know.
Thanks!
For example, if you are familiar with Maya particles then you know Maya lets the user do this by writing a creation expression. Using this I can isolate each point on a geometry emitter (for example a simple grid) by testing for $ID % pCount == pNumber. Where pCount is the number of points on the emitter, and pNumber is the point on the emitter I want to isolate, from 0 to pCount-1. If true then I set the velocity for that particle to (0, 1, 0) and if false I set its life to 0.
Thus I can achieve this sort of effect:
and by using a for loop I can randomize emitters for the whole grid.
I tried to do this in Houdini, and so far have only been able to get it going for one point, by using a group node to group particles in this way.
Any help would be cool, and if what I wrote doesn't make sense, let me know.
Thanks!
Houdini Indie and Apprentice » Ways to render an image sequence straight to disc?
- dsierra
- 26 posts
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