Mantra does not use the Videocard at all (unfortunately)
also the viewport only uses 1 GPU,
I'd advise 1 GPU thats reasonably powerful like a GTX1070/1080
the premium for the Titan doesn't really pay off.
I'd try to go for 6-8 cores if you can afford it (seems Ryzen is going to make that cheaper real soon)
high GHZ is indeed best, lots of RAM is good, and a fast SSD helps a lot
(potentially a dedicated one for cache scrubbign if you do that kinda thing)
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Technical Discussion » the best machine specs for Houdini
- freaq
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Technical Discussion » Generate map from point cloud?
- freaq
- 300 posts
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sadly i cannot share my solution,
but it can be done in cops with a pointcloud operation in vex/vops.
hope that inspires some courage and ideas
but it can be done in cops with a pointcloud operation in vex/vops.
hope that inspires some courage and ideas
Technical Discussion » simplest wrangle question
- freaq
- 300 posts
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Note that {1,2,3} syntax only works for constants. If you want to use variables or functions to define a vector, you need to use set() :
v@myvectorC = set(@Frame,2,3) // ok
any reason not to always use this syntax? does it get set more often or something?
v@myvectorC = set(@Frame,2,3) // ok
any reason not to always use this syntax? does it get set more often or something?
Houdini Engine for Maya » Maya 2016's Evaluation Mode
- freaq
- 300 posts
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grayOlorin
One thing that could be pretty amazing with this is if we can run multiple hengine nodes at once..! :shock:
well with the apache thrift protocol that should theoretically be possible no ?
edit- having this work would be especially nice for being able to edit an input in realtime all the time, as I am dragging my curve Houdini is attempting to catch up, but if it cannot, the editing is still live due to it being on its own thread, the cooked result just won't show.
this could be a major user experience benefit!
Houdini Engine for Maya » Whoohoo! multiple color sets!
- freaq
- 300 posts
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Houdini Engine for Unreal » How to fix Polly squares on geo?
- freaq
- 300 posts
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you need to apend/place a convert node before the normal sop
set it to convert to polygons
then you can get the “soft” normals you're looking for
set it to convert to polygons
then you can get the “soft” normals you're looking for
Technical Discussion » look up table for visualizer
- freaq
- 300 posts
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the new Visualizers are awesome,
but I need one to be driven from a node, and I need it to look up the colours from a UI widget,
1 - red
2 = green
3 = purple
4 = yellow etc.
any clues ?
but I need one to be driven from a node, and I need it to look up the colours from a UI widget,
1 - red
2 = green
3 = purple
4 = yellow etc.
any clues ?
Technical Discussion » getting all the parms from a multiparm block python
- freaq
- 300 posts
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normally in houdini folderws one can call:
node.parmTuplesInFolder()
however this seems to be impossible for a multiparm block?
I have tried iterating through them by hand but i cannot seem to find the folder, I tried:
Controls1,
Controls_1,
Controls#1
etc
any pointers ?
node.parmTuplesInFolder()
however this seems to be impossible for a multiparm block?
I have tried iterating through them by hand but i cannot seem to find the folder, I tried:
Controls1,
Controls_1,
Controls#1
etc
any pointers ?
Technical Discussion » vex learning
- freaq
- 300 posts
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Technical Discussion » distribution by ramp
- freaq
- 300 posts
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trying to control a randomness by a ramp parameter
so an artist can control what spawns more often and less
my idea is to take the curve, integrate it (or via numpy .cumsum())
and then index that value.
but apparantly this is not so easy in houdini,
some pointers anyone?
edit:
weird:
when storing a ramp as a variable the ramp cannot be adressed:
this works:
hou.parm('/obj/lot1/distribution2').eval().lookup(0.7)
this does not:
dist = hou.parm('/obj/lot1/distribution2').eval()
dist.lookup(0.3)
which makes it very inconveniant to do things like integrate etc.
very nasty
so an artist can control what spawns more often and less
my idea is to take the curve, integrate it (or via numpy .cumsum())
and then index that value.
but apparantly this is not so easy in houdini,
some pointers anyone?
edit:
weird:
when storing a ramp as a variable the ramp cannot be adressed:
this works:
hou.parm('/obj/lot1/distribution2').eval().lookup(0.7)
this does not:
dist = hou.parm('/obj/lot1/distribution2').eval()
dist.lookup(0.3)
which makes it very inconveniant to do things like integrate etc.
very nasty
Work in Progress » Reaction Diffusion
- freaq
- 300 posts
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Work in Progress » Reaction Diffusion
- freaq
- 300 posts
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awesome work man,
ps you said you were gonna share this one on orbolt also?
could not quite find it,
if not thats ok just very interested!!!
ps you said you were gonna share this one on orbolt also?
could not quite find it,
if not thats ok just very interested!!!
Houdini Lounge » Quadrangulate the model
- freaq
- 300 posts
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grayOlorin
unfortunately not out of the box.. it did not take long to make my own if you want to take a stab. For mine, I did:
- write a python SOP to find the longest edge on tris and put them on a group
- do some more filtering based on some rules (i.e. use a group SOP to subtract border edges from that list)
- once you are happy with the edge group, dissolve them
- use divide to “catch” any polygons which may end up with more than 4 sides
- pack it up into a digital asset
you may also be able to promote a few parameters which may give you some flexibility for some cases. For me, this worked well on finding quads on meshes which have an obvious quadrangulated underlying geometry (but not on very disorganized, or very “delaunay” like geometries such as the ones you get from the remesh sop
that said having a proper quadrangulate function in the divide would be nice
as well as a Zbrush style quad remesher
*hint hint
Houdini Lounge » New Website Ideas
- freaq
- 300 posts
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just found a new forum tool called discourse,
it is very very nice, also gives you hints of similar forum postas when creating a new one (assisting with duplicates) and many other very slick features.
so might be interesting
it is very very nice, also gives you hints of similar forum postas when creating a new one (assisting with duplicates) and many other very slick features.
so might be interesting
Houdini Lounge » New Website Ideas
- freaq
- 300 posts
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mandrake0
1. a Public RFE System where you can add a RFE Proposal and discuss the RFE with others.
2. integration of a forum to the houdini help system. there are a lot of community help files on the forums on odforce or sidefx forum. it would be nice if there is a way to have it in the houdini support system as community marked help files with links to the forum.
especially that first one is super useful,
a great example is Trello for Unreal engine 4:
https://trello.com/b/gHooNW9I/ue4-roadmap [trello.com]
overall I think having a great tutorials section would be vital,
and some VFX sites have amazing intro screens such as rise CFX:
http://www.risefx.com/ [risefx.com]
menu off to the side, and a main view showing off amazing work.
I would also really showcase the apprentice version, so that newcomers see try for free, indefinitely immediately. all us already convinced are not the people you really need to persuade, its the newcomers that you need to grab in 15 seconds or less!
looking forward to the result guys!
Houdini Engine for Unreal » Uknown extension
- freaq
- 300 posts
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mantragoraMalo Sal
1)why the Houidini support is not fixing or addressing this and
Engine is in Beta. If you find a bug, and you got some confirmations from other users, go to Support => Submit bugs and RFEs, which you can find in menu of this site, and then just log the bug.
its just that thois version was made for Unreal 4.7.3 and 4.6
and just as it was released everyone automatically got updated to 4.7.4
its just unfortunate timing.
that said it would be ideal if it worked straight out of the box
Houdini Engine for Maya » disable cooking on file opening
- freaq
- 300 posts
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I would also really like this, it would save a tremendous amount of cooking, as well as make it possible to mark things as “final”
that no matter whether a tool gets update that house/tree/road whatever stays exactly like it is.
imho this is a vital tool to enable using it in big worlds and large productions.
that no matter whether a tool gets update that house/tree/road whatever stays exactly like it is.
imho this is a vital tool to enable using it in big worlds and large productions.
Houdini Engine for Unreal » some example files?
- freaq
- 300 posts
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Hi everyone,
first of all very excited for the UE4 open Beta,
are there any example files outside of this table?
http://www.sidefx.com/images/stories/products/engine/unreal/haunted_table.zip [sidefx.com]
I'd love to see that staircase, and maybe a simple Unreal 4 scene with some basic assets in it to demonstrate how it works with say vertex colours, the shaders maybe even lights etc.
overall though very excited to play with this!
Easter weekend Gone
first of all very excited for the UE4 open Beta,
are there any example files outside of this table?
http://www.sidefx.com/images/stories/products/engine/unreal/haunted_table.zip [sidefx.com]
I'd love to see that staircase, and maybe a simple Unreal 4 scene with some basic assets in it to demonstrate how it works with say vertex colours, the shaders maybe even lights etc.
overall though very excited to play with this!
Easter weekend Gone
Technical Discussion » add all otls in file to a scene
- freaq
- 300 posts
- Offline
made a little snipped that can help you add all digital assets in an otl to a scene, so things can be sorted out easily. can be used as a shelf button although I'd add some code to change the otl in question,
one could also oviously loop over say all otl's in a folder.
NOTE IT CLEARS THE SCENE AND SWITCHES TO MANUAL
(to prevent any weird stuff going on and all the otls cooking.
anyways the code hope it's useful to someone:
import os
#otl file to extract
my_otl_file = “%s/otls/OPcustom.otl” % hou.homeHoudiniDirectory()
#clear scene: and set update to manual to prevent extranious cooking
hou.hipFile.clear()
hou.setUpdateMode(hou.updateMode.Manual)
#create containers:
obj = hou.node(“/obj”)
sop = obj.createNode(“geo”, “sopnet”, run_init_scripts=False) rop = obj.createNode(“ropnet”, “ropnet”, run_init_scripts=False) cop = obj.createNode(“cop2net”, “cop2net”, run_init_scripts=False) chop =obj.createNode(“chopnet”, “chopnet”, run_init_scripts=False)
#place otls
for definition in hou.hda.definitionsInFile(my_otl_file):
print definition.nodeTypeCategory().name() + “/” + definition.nodeTypeName()
if “Sop” in definition.nodeTypeCategory().name():
print “sop”
sop.createNode(definition.nodeTypeName())
if “Object” in definition.nodeTypeCategory().name():
print “object”
obj.createNode(definition.nodeTypeName())
if “Chop” in definition.nodeTypeCategory().name():
print “Chop”
chop.createNode(definition.nodeTypeName())
if “Rop” in definition.nodeTypeCategory().name():
print “Rop”
rop.createNode(definition.nodeTypeName())
if “Cop” in definition.nodeTypeCategory().name():
print “Cop”
cop.createNode(definition.nodeTypeName())
print “———”
print “:COMPLETED”
one could also oviously loop over say all otl's in a folder.
NOTE IT CLEARS THE SCENE AND SWITCHES TO MANUAL
(to prevent any weird stuff going on and all the otls cooking.
anyways the code hope it's useful to someone:
import os
#otl file to extract
my_otl_file = “%s/otls/OPcustom.otl” % hou.homeHoudiniDirectory()
#clear scene: and set update to manual to prevent extranious cooking
hou.hipFile.clear()
hou.setUpdateMode(hou.updateMode.Manual)
#create containers:
obj = hou.node(“/obj”)
sop = obj.createNode(“geo”, “sopnet”, run_init_scripts=False) rop = obj.createNode(“ropnet”, “ropnet”, run_init_scripts=False) cop = obj.createNode(“cop2net”, “cop2net”, run_init_scripts=False) chop =obj.createNode(“chopnet”, “chopnet”, run_init_scripts=False)
#place otls
for definition in hou.hda.definitionsInFile(my_otl_file):
print definition.nodeTypeCategory().name() + “/” + definition.nodeTypeName()
if “Sop” in definition.nodeTypeCategory().name():
print “sop”
sop.createNode(definition.nodeTypeName())
if “Object” in definition.nodeTypeCategory().name():
print “object”
obj.createNode(definition.nodeTypeName())
if “Chop” in definition.nodeTypeCategory().name():
print “Chop”
chop.createNode(definition.nodeTypeName())
if “Rop” in definition.nodeTypeCategory().name():
print “Rop”
rop.createNode(definition.nodeTypeName())
if “Cop” in definition.nodeTypeCategory().name():
print “Cop”
cop.createNode(definition.nodeTypeName())
print “———”
print “:COMPLETED”
Work in Progress » 2 simple animations
- freaq
- 300 posts
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