I'm pretty sure you need to use “==” for if statements like that. if(@group_frontdoor == 1)
A single “=” sets the value, even inside an if statement.
Found 19 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » if statement modifies groups, what!?
- mart1jn
- 24 posts
- Offline
Houdini Indie and Apprentice » HotKey 'Edit Parameter Interface' doesn't work
- mart1jn
- 24 posts
- Offline
I'm trying to set a keyboard shortcut for the “Edit Parameter Interface” command
I cannot get it to work completely.
I've figured out there are two references to that command in the Hotkey manager. One of them seems to work in the network view. The other makes the shortcut shows up in the drop-down menu from the parameter window, but doens't work when pressed. I like it to work also in the parameter view.
I've also tried different keys, and restarting houdini.
I'm on Houdini 17.0.35, on an Imac with osx 10.13.3
I thought it worked in previous versions but the behaviour seems to be the same in 16.0 and 16.5 and 15.0
Can someone shed some light on this please?
I cannot get it to work completely.
I've figured out there are two references to that command in the Hotkey manager. One of them seems to work in the network view. The other makes the shortcut shows up in the drop-down menu from the parameter window, but doens't work when pressed. I like it to work also in the parameter view.
I've also tried different keys, and restarting houdini.
I'm on Houdini 17.0.35, on an Imac with osx 10.13.3
I thought it worked in previous versions but the behaviour seems to be the same in 16.0 and 16.5 and 15.0
Can someone shed some light on this please?
Technical Discussion » Troubleshooting frequent crashes.
- mart1jn
- 24 posts
- Offline
Thanks for the tips. I hadn't thought of heating or RAM as the problem. I'm going to check that.
I have 24 GB of RAM. I'll try keeping an eye on the usage.
Crashes have been mostly while working, rarely while rendering of simming. I have not found any correlation in what I'm doing and crashes. I've also noticed that Houdini starts acting weird before it crashes. It's hard to pinpoint when that happenes because I'm not knowledgeable enough to figure out if something doesn't work because of me or because Houdini is about to crash.
- The System Requirements are for the current version of Houdini only. Is there a page of the Requirements for previous versions?
I have 24 GB of RAM. I'll try keeping an eye on the usage.
Crashes have been mostly while working, rarely while rendering of simming. I have not found any correlation in what I'm doing and crashes. I've also noticed that Houdini starts acting weird before it crashes. It's hard to pinpoint when that happenes because I'm not knowledgeable enough to figure out if something doesn't work because of me or because Houdini is about to crash.
- The System Requirements are for the current version of Houdini only. Is there a page of the Requirements for previous versions?
Technical Discussion » Troubleshooting frequent crashes.
- mart1jn
- 24 posts
- Offline
I'm trying to troubleshoot the frequent crashes I'm having with Houdini.
It crashes every 1 to 2 hours, depending what I'm doing. I cannot recreate most of the errors and since I don't really know what I'm doing anyways I assumed it was my fault.
I just upgraded to version 16.5.323. I've had very similar experience with versions 16.0.600, 15.5.565 and 15.0.354.
I have a late 2014 Imac with OSX 10.10.5(Yosemite) with an AMD Radeon R9 M290X 2048 MB.
I just checked and that graphic card is not supported in 16.5. I would have sworn it was supported in earlier versions.
So perhaps that is the issue.
- Does anyone know where I can find system requirements for previous versions of Houdini?
- Does anyone know if upgrading to a newer OSX will improve the situation?
Thanks in advance
It crashes every 1 to 2 hours, depending what I'm doing. I cannot recreate most of the errors and since I don't really know what I'm doing anyways I assumed it was my fault.
I just upgraded to version 16.5.323. I've had very similar experience with versions 16.0.600, 15.5.565 and 15.0.354.
I have a late 2014 Imac with OSX 10.10.5(Yosemite) with an AMD Radeon R9 M290X 2048 MB.
I just checked and that graphic card is not supported in 16.5. I would have sworn it was supported in earlier versions.
So perhaps that is the issue.
- Does anyone know where I can find system requirements for previous versions of Houdini?
- Does anyone know if upgrading to a newer OSX will improve the situation?
Thanks in advance
Technical Discussion » Viewport select handles distance
- mart1jn
- 24 posts
- Offline
I'm using a wacom pen. It happens to often that I'm trying to grab a handle or point in the viewport and houdini deselects it instead.
Is there a way to increase the distance at witch a mouse click will still select a handle or point instead of deselecting everything?
Is there a way to increase the distance at witch a mouse click will still select a handle or point instead of deselecting everything?
Technical Discussion » PrintOut from Print VOP
- mart1jn
- 24 posts
- Offline
Hello,
You have the print inside a material VOP. That doesn't iterate over geometry points but over (I think) all the render pixels/samples where this material is visible.
You have the print inside a material VOP. That doesn't iterate over geometry points but over (I think) all the render pixels/samples where this material is visible.
Technical Discussion » Grain Sprite Viewport Limitation?
- mart1jn
- 24 posts
- Offline
Technical Discussion » motion path for animation
- mart1jn
- 24 posts
- Offline
Technical Discussion » selections ?
- mart1jn
- 24 posts
- Offline
The group-node does procedural selection.
Otherwise you can make groups in a wrangle node:
Is that what you're asking?
Otherwise you can make groups in a wrangle node:
if ( condition )
{
i@group_groupName = true;
}
Is that what you're asking?
Technical Discussion » change the iteration previewed in a for each loop?
- mart1jn
- 24 posts
- Offline
Are you using a for-each subnetwork or a for-each loop in the same hierarchy?
If you are using the for-loop in the same hierarchy, the Block End node has a single pass option.
Another option might be to temporary delete everything but one instance(point, group, primitive, or whatever you are looping) before going in the loop.
If you are using the for-loop in the same hierarchy, the Block End node has a single pass option.
Another option might be to temporary delete everything but one instance(point, group, primitive, or whatever you are looping) before going in the loop.
Technical Discussion » CHOP inside a SOPsolver crashes
- mart1jn
- 24 posts
- Offline
Hello,
I'm trying to use CHOP inside a SOP-solver. It seem to crash always after playing the timeline.
I am troubleshooting, so in this project, the The CHOP network only imports the geometry and passes it on.
Is this a limitation, am I doing something silly or is this a bug?
I'm using version 15.5.565 and I'm on an Imac with an AMD Radeon R9 M290X 2048 MB
I'm trying to use CHOP inside a SOP-solver. It seem to crash always after playing the timeline.
I am troubleshooting, so in this project, the The CHOP network only imports the geometry and passes it on.
Is this a limitation, am I doing something silly or is this a bug?
I'm using version 15.5.565 and I'm on an Imac with an AMD Radeon R9 M290X 2048 MB
Technical Discussion » noise $TX
- mart1jn
- 24 posts
- Offline
Let me see if I understand your question and try to answer it.
unit spaced lattice: this means that noise(0.0) and noise (1.0) will result in 2 (pseudo-)random numbers. Noise (0.5) will be smoothly interpolated between those two.
So if you multiply the x-coordinate with a number 0.1
noise($TX * 0.1,0,0)
The noise will change every 10 unit on the x axis, making a single smooth wave between 0 and 10;
I saw in your project that it used the function noise(@P.x * ch(“f”),0,0)
$TX is an other way of getting the x-coordinate, in case you were confused about that notation.
unit spaced lattice: this means that noise(0.0) and noise (1.0) will result in 2 (pseudo-)random numbers. Noise (0.5) will be smoothly interpolated between those two.
So if you multiply the x-coordinate with a number 0.1
noise($TX * 0.1,0,0)
The noise will change every 10 unit on the x axis, making a single smooth wave between 0 and 10;
I saw in your project that it used the function noise(@P.x * ch(“f”),0,0)
$TX is an other way of getting the x-coordinate, in case you were confused about that notation.
Houdini Lounge » cinema4d
- mart1jn
- 24 posts
- Offline
Technical Discussion » How do I manipulate a selection of point cloud points?
- mart1jn
- 24 posts
- Offline
If you make your selection into a group, you can tell the transform node to only transform that group.
You can make a group by selecting the points in the viewport, then while still hovering your mouse over the viewport press tab and select group from the menu.
You can make a group by selecting the points in the viewport, then while still hovering your mouse over the viewport press tab and select group from the menu.
Technical Discussion » trouble embeding an alembic in a digital asset
- mart1jn
- 24 posts
- Offline
Hello
I'm trying to embed an alembic in a digital asset. I can't figure out how to reference it inside the digital asset. I've attached an example.
In that example asset are embedded a test.bgeo and a test.abc.
I can reference the .bgeo with a file node pointing to “opdef../..?test.bgeo”.
If I try it with a alembic node pointing to “opdef../..?test.abc” I get an “error evaluating alembic”. If i reference the alembic from an external source it works, so I don't think the alembic itself is the problem.
can someone tell me what's going on there?
I'm trying to embed an alembic in a digital asset. I can't figure out how to reference it inside the digital asset. I've attached an example.
In that example asset are embedded a test.bgeo and a test.abc.
I can reference the .bgeo with a file node pointing to “opdef../..?test.bgeo”.
If I try it with a alembic node pointing to “opdef../..?test.abc” I get an “error evaluating alembic”. If i reference the alembic from an external source it works, so I don't think the alembic itself is the problem.
can someone tell me what's going on there?
Houdini Indie and Apprentice » older versions of Houdini available?
- mart1jn
- 24 posts
- Offline
I'm considering getting a houdini indie licence.
Houdini 14 doesn't work on my laptop, my graphic card is not compatible. Version 13 is working very nice, though.
Do I have acces to version 13 when i buy an Indie license?
Houdini 14 doesn't work on my laptop, my graphic card is not compatible. Version 13 is working very nice, though.
Do I have acces to version 13 when i buy an Indie license?
Houdini Indie and Apprentice » Question about ST vs UV vs pos in shading
- mart1jn
- 24 posts
- Offline
Houdini Indie and Apprentice » Question about ST vs UV vs pos in shading
- mart1jn
- 24 posts
- Offline
Thanks for the answer,
I think I understand it better now.
in SHOP, both UV and ST are relative to the surface, so they won't slide when geometry deforms or changes. ST is always available, UV not always.
POS is relative to the objects position (I suppose). it moves with the object, but not with changing geometry.
I think I understand it better now.
in SHOP, both UV and ST are relative to the surface, so they won't slide when geometry deforms or changes. ST is always available, UV not always.
POS is relative to the objects position (I suppose). it moves with the object, but not with changing geometry.
Houdini Indie and Apprentice » Question about ST vs UV vs pos in shading
- mart1jn
- 24 posts
- Offline
Hello,
I've started learning Houdini. I'm doing the first step Light, Shade & Render tutorials and have a question about shading.
I've noticed that some VOP nodes want position as an input (eg aanoise), some want S&T as an input (eg. checkered) and some want UV as input (eg colormap)
Can someone explain the differences and/or uses of these three options?
I noticed that the UVCOORD node also outputs S&T. after some experimenting i noticed that they seem to be different than the global S&T. Why is that?
Martijn
I've started learning Houdini. I'm doing the first step Light, Shade & Render tutorials and have a question about shading.
I've noticed that some VOP nodes want position as an input (eg aanoise), some want S&T as an input (eg. checkered) and some want UV as input (eg colormap)
Can someone explain the differences and/or uses of these three options?
I noticed that the UVCOORD node also outputs S&T. after some experimenting i noticed that they seem to be different than the global S&T. Why is that?
Martijn
-
- Quick Links