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Technical Discussion » Controlling Vellum Mass via solver based progressive attrib
- noc2
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Technical Discussion » Controlling Vellum Mass via solver based progressive attrib
- noc2
- 20 posts
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Hi;
I'm trying to control the mass attribute of a vellum hair strand via a very simple neighbor based 'infection' effect where the mass value of 1 belonging to points in a group are propagated over time across their neighbors. Although the vellum solver should be able to handle this via a simple geometry wrangle inside it, it just refused to do it in contrast to a regular sop solver node So I had to resort to placing a sop solver inside the vellum solver just to get the vellum solver to recognize this 'infection' effect, naturally to no avail
I'm quite literally stuck and out of ideas at this point. Any help would again be highly appreciated.
Cheers;
AJ
I'm trying to control the mass attribute of a vellum hair strand via a very simple neighbor based 'infection' effect where the mass value of 1 belonging to points in a group are propagated over time across their neighbors. Although the vellum solver should be able to handle this via a simple geometry wrangle inside it, it just refused to do it in contrast to a regular sop solver node So I had to resort to placing a sop solver inside the vellum solver just to get the vellum solver to recognize this 'infection' effect, naturally to no avail
I'm quite literally stuck and out of ideas at this point. Any help would again be highly appreciated.
Cheers;
AJ
Technical Discussion » Viewtypes in a radial menu
- noc2
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Hi;
I'm trying to create a radial menu that I can use to change the viewtype of the current viewport, but for the life of me, I just couldn't
I tried this but just couldn't find the appropriate radialmenu command for it:
I just couldn't figure out what the appropriate radial menu command for this could be, radialmanu.setviewportType() seems invalid…
Any help would be highly appreciated.
Cheers;
AJ
I'm trying to create a radial menu that I can use to change the viewtype of the current viewport, but for the life of me, I just couldn't
I tried this but just couldn't find the appropriate radialmenu command for it:
radialmenu.setviewportType(kwargs, hou.geometryViewportType.Perspective, 1)
I just couldn't figure out what the appropriate radial menu command for this could be, radialmanu.setviewportType() seems invalid…
Any help would be highly appreciated.
Cheers;
AJ
Edited by noc2 - 2020年9月16日 16:39:45
Technical Discussion » Why won't Renderman for Houdini 18 work????
- noc2
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Technical Discussion » Why won't Renderman for Houdini 18 work????
- noc2
- 20 posts
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DaJuice
Maybe try repairing/re-installing Renderman noc2. You haven't unchecked any part of the install, such as Renderman ProServer?
Hi again @DaJuice. To be honest, I've never been able to use RMan on my workstation, ever. It's always been giving me hell. I didn't uncheck anything during install and hence the result Renderman forums are by far, the worst I've ever seen. There's hardly any activity going on there and I couldn't find any topic that could help me out with my problem. And by the looks of it, I'm not the only one. There are lots of rants from people who are having the same damn problem.
Like I said, the plugin is recognized by Houdini and the shelf gets installed fine. I create a camera and a light and a Renderman rop, yet to no avail. No error messages, nothing. Just a “Generating Scene…” prompt on the top right corner of the renderview.
Sad…
AJ
Technical Discussion » Why won't Renderman for Houdini 18 work????
- noc2
- 20 posts
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Librarian
Yess thanx @DaJuice
It workssss
Wish I could say the same I even deleted my env file and had Houdini create a new one with the json file in packages folder, this shit refuses to work by George!!!
Edited by noc2 - 2020年9月6日 20:14:27
Technical Discussion » Why won't Renderman for Houdini 18 work????
- noc2
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Hi DaJuice;
Thank you for your reply and the json file. I do have the trial version of Redshift installed but I commented out all of its relevant lines. And now, even with the json file I put in the “Packages” folder, absolutely nothing changed When I hit “IPR Render” nothing happens and when I hit render, nothing but the same… This is really driving me crazy! Great Job Pixar!!!
Thank you for your reply and the json file. I do have the trial version of Redshift installed but I commented out all of its relevant lines. And now, even with the json file I put in the “Packages” folder, absolutely nothing changed When I hit “IPR Render” nothing happens and when I hit render, nothing but the same… This is really driving me crazy! Great Job Pixar!!!
Edited by noc2 - 2020年9月6日 16:48:31
Technical Discussion » Why won't Renderman for Houdini 18 work????
- noc2
- 20 posts
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Hi;
I downloaded Renderman 23.4 (Non-Commercial Version/Houdini 18.0.532 on Windows 10) and the bloody confounded thing just won't work!!!! You hit render and simply Nada!! Nothing happens! Just a measly “Generating scene…” notification and that's it!
I went through the entire installation help page and even there, contradictory instructions exist like at the very beginning they noted:
And then at the end of the page here's their recommendation on how RfH should look like in trhe Houdini.env file:
I commented out all the other lines, just so to avoid any conflicts, still nothing! I would wildly appreciate any help I can get, cuz this is simply driving me nuts! >:-B
Cheers;
AJ
I downloaded Renderman 23.4 (Non-Commercial Version/Houdini 18.0.532 on Windows 10) and the bloody confounded thing just won't work!!!! You hit render and simply Nada!! Nothing happens! Just a measly “Generating scene…” notification and that's it!
I went through the entire installation help page and even there, contradictory instructions exist like at the very beginning they noted:
The environment variable for RfH must be listed first in the houdini.env file. (Windows requires a semi-colon) For example:
HOUDINI_PATH=$RFHTREE/18.0.532:&
And then at the end of the page here's their recommendation on how RfH should look like in trhe Houdini.env file:
RMANTREE=/Applications/Pixar/RenderManProServer-23.4
RFHTREE=/Applications/Pixar/RenderManForHoudini-23.4
RMAN_PROCEDURALPATH=$RFHTREE/18.0.532/openvdb:&
HOUDINI_PATH=$RFHTREE/18.0.532:&
I commented out all the other lines, just so to avoid any conflicts, still nothing! I would wildly appreciate any help I can get, cuz this is simply driving me nuts! >:-B
Cheers;
AJ
Technical Discussion » No Transform Gizmo alignment on Constrained objects in H17??
- noc2
- 20 posts
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Hi CYTE;
Yeah, that seems to be the only viable workaround at this point. As for the camera, I'll try and give the built-in target based gizmo a shot, see if that'll work. I mean, this is mind boggling in the sense that every constraint in any given software works through world-space transforms, yet when it comes to manipulation, the user is given the option to transform the constrained object by its local transform and then it'll be channeled to world-space. Despite the given reality, I wholeheartedly believe that this is an issue in Houdini and that it should be addressed.
Cheers;
AJ
Yeah, that seems to be the only viable workaround at this point. As for the camera, I'll try and give the built-in target based gizmo a shot, see if that'll work. I mean, this is mind boggling in the sense that every constraint in any given software works through world-space transforms, yet when it comes to manipulation, the user is given the option to transform the constrained object by its local transform and then it'll be channeled to world-space. Despite the given reality, I wholeheartedly believe that this is an issue in Houdini and that it should be addressed.
Cheers;
AJ
Technical Discussion » No Transform Gizmo alignment on Constrained objects in H17??
- noc2
- 20 posts
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I must admit that this one I've never seen before in any other 3D application. Totally off-putting…
Technical Discussion » No Transform Gizmo alignment on Constrained objects in H17??
- noc2
- 20 posts
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Thank you for your reply. Oh Goodness… That's terrible news How am I supposed to move a ‘look-at’ constrained object directly toward its target on its constrained axis? Is there a workaround for this?
Edited by noc2 - 2020年2月21日 21:50:57
Technical Discussion » No Transform Gizmo alignment on Constrained objects in H17??
- noc2
- 20 posts
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Hi;
I have just realized that I am not able to align the gizmo of a constrained and animated null (and any object in Houdini for that matter) to one of multiple alignment options like ‘Object’. The transform gizmo of the ‘look-at’ constrained null object seems to be constantly aligned the world no matter what option is selected. Because of this, I'm not able to get the null to move toward its constraint target on a straight axis.
Am I missing something or if not, how can this possibly happen in a highly sophisticated application like Houdini???
AJ
I have just realized that I am not able to align the gizmo of a constrained and animated null (and any object in Houdini for that matter) to one of multiple alignment options like ‘Object’. The transform gizmo of the ‘look-at’ constrained null object seems to be constantly aligned the world no matter what option is selected. Because of this, I'm not able to get the null to move toward its constraint target on a straight axis.
Am I missing something or if not, how can this possibly happen in a highly sophisticated application like Houdini???
AJ
Technical Discussion » Object Stacking through Vex
- noc2
- 20 posts
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Hi;
I have a bunch of objects I'm trying to stack on top of one another through the use of wrangles within a for-each loop. Just like the copy and transform node gives it's copies a “copynum” identifier on their primitives, I did the same through the connectivity sop. Then I fed the result into a for-each loop that loops though pieces using “copynum” as the piece attribute.
What I wanted to do through Vex but got bogged down is:
1- Take the y bound of the first object and add it to the @P of the second one.
2- Take the y bounds of the first and second object, add them and add the result to the 3rd object.
3- And go on with as many objects there are as defined by copynum.
I would appreciate it a great deal if someone could take the time to take a peek at my file and give me an idea.
Thanx in advance;
AJ
I have a bunch of objects I'm trying to stack on top of one another through the use of wrangles within a for-each loop. Just like the copy and transform node gives it's copies a “copynum” identifier on their primitives, I did the same through the connectivity sop. Then I fed the result into a for-each loop that loops though pieces using “copynum” as the piece attribute.
What I wanted to do through Vex but got bogged down is:
1- Take the y bound of the first object and add it to the @P of the second one.
2- Take the y bounds of the first and second object, add them and add the result to the 3rd object.
3- And go on with as many objects there are as defined by copynum.
I would appreciate it a great deal if someone could take the time to take a peek at my file and give me an idea.
Thanx in advance;
AJ
Edited by noc2 - 2018年11月11日 21:51:09
Technical Discussion » Object instancing on VDB (Or hair even)
- noc2
- 20 posts
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Hi;
I'm dealing with something that's gotten me clogged up for some time now. I have a set of animated object that are converted merged downstream into VDB and then back again to polygons. I need to have objects instantiated along the resultant mesh surface but since the resulting mesh topology out of a VDB volume is dynamic and ever changing as the upstream component animation progresses, I found that there is no way to get a consistent distribution like one would get with a non-dynamic topology.
So, my question to the gurus is this:
What to do ?
Cheers;
AJ
I'm dealing with something that's gotten me clogged up for some time now. I have a set of animated object that are converted merged downstream into VDB and then back again to polygons. I need to have objects instantiated along the resultant mesh surface but since the resulting mesh topology out of a VDB volume is dynamic and ever changing as the upstream component animation progresses, I found that there is no way to get a consistent distribution like one would get with a non-dynamic topology.
So, my question to the gurus is this:
What to do ?
Cheers;
AJ
Technical Discussion » Can't add atrribute through addattribute vop
- noc2
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Technical Discussion » Can't add atrribute through addattribute vop
- noc2
- 20 posts
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Hi Tomas, thanx for taking the time to help. I'm kinda confused with that phrase in the docs, “sets the defaults”, couldn't understand what it means. As far as I know bind export and Set attr are used to write to attributes that already exist coming from upstream, yes? My aim was to try and create a fresh new attribute through the point VOP.
Technical Discussion » Can't add atrribute through addattribute vop
- noc2
- 20 posts
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Hi;
I have a piece of geometry which I've colored using a Point Position driven ramp. I'm trying to pass the resulting Cd.r channel as a new float attribute from within the point VOP using an addattribute VOP, but to no avail I can seen the freshly created attribute in the spreadsheet, but it keeps returning a value of 0.0 for every point despite the fact that the result of the visualizer node or the feedback I'm getting via the print node :-/
Any help would be wildly appreciated.
Cheers;
AJ
I have a piece of geometry which I've colored using a Point Position driven ramp. I'm trying to pass the resulting Cd.r channel as a new float attribute from within the point VOP using an addattribute VOP, but to no avail I can seen the freshly created attribute in the spreadsheet, but it keeps returning a value of 0.0 for every point despite the fact that the result of the visualizer node or the feedback I'm getting via the print node :-/
Any help would be wildly appreciated.
Cheers;
AJ
Edited by noc2 - 2017年5月29日 21:19:11
Technical Discussion » Iteration and Conditional VOP nodes woes...
- noc2
- 20 posts
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McNistor
p.s. You'd be the first “ex-SI person” I ever encountered
http://www.si-community.com/community/viewforum.php?f=53&sid=c0a71d29f33cfbe6dae092a4eb355e6d [www.si-community.com]
Technical Discussion » Iteration and Conditional VOP nodes woes...
- noc2
- 20 posts
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jlait
It is very hard to write docs that don't assume you already know the answer :< I'm sorry they failed you with this.
Hi. Thank you for the video link. But Jeff, that's the whole point of documentation imho. If I already knew my way around, what would be the point in seeking reference, am I right? Programmers feel more at home with Houdini, but it is my firm belief that Sidefx should do more to win over artists. One shouldn't have to have a background in computer sciences or C++ programming to surf through Houdini with ease. The way to do that is to give everyone a comprehensive glimpse to every aspect of the software. When it comes to explaining individual VOP nodes, I just couldn't believe my eyes when I saw Sidefx's approach was to just jot down a one liner explanation of what the node does and a brief overview of their params. Nothing about the ports, the proper/conventional usage methods etc. While I still believe that Houdini's docs are no less than comprehensive and concise, the approach in certain fields is almost as though certain topics were written to cater to already experienced users, which is a shame… At least, that's my opinion :-/
Technical Discussion » Iteration and Conditional VOP nodes woes...
- noc2
- 20 posts
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Hi everyone;
I'm an ex-SI person who's been highly motivated to courageously dive into Houdini for the past couple of months. But as of late, I've run into a road block with the for-each VOP node group (and the conditionals as well)
Despite Sidefx's best efforts to maintain a really comprehensive help file, I'm truly amazed to see how under-documented and brushed-off certain topics could be. This is one of them. The documentation topic reserved for the For-each VOP node is anything but explanatory. There's simply nothing there to help out a newbie like me especially It's as though it was written for people who already know how to use it… And that's not how a documentation should be.
I've been struggling with especially the For-each loop VOP node for the last 3 days and still for the life of me, just could not understand how to effectively use it. The ports confuse the s**t out of me >:-(
Here's the blog entry of a Lawrence Jaeger who's run into the same kind of problem like I have and this kind of proves my point:
https://medium.com/@lawrencejaeger/the-battle-of-the-if-node-houdini-906774f748c
Here's a direct quote:
“After searching for basic usage of the IF node, to scrolling through images, to reading the Houdini help on IF nodes I was still stuck.”
SideFx should really look into this matter. Houdini is a truly complex piece of Software, and I get the feeling that Sidefx could sometimes undermine the importance of dissemination of knowledge geared toward especially the ones who are not already fully acquainted with Houdini.
I would truly appreciate it if someone could take the time time to share his/her knowledge on the For-next and While loop VOPS nodes and the if conditional VOP nodes. I would also love to fiddle through any example files that you could share to help me out.
Thanx so much in advance and hope Sidefx staff reads this post.
Cheers;
AJ
I'm an ex-SI person who's been highly motivated to courageously dive into Houdini for the past couple of months. But as of late, I've run into a road block with the for-each VOP node group (and the conditionals as well)
Despite Sidefx's best efforts to maintain a really comprehensive help file, I'm truly amazed to see how under-documented and brushed-off certain topics could be. This is one of them. The documentation topic reserved for the For-each VOP node is anything but explanatory. There's simply nothing there to help out a newbie like me especially It's as though it was written for people who already know how to use it… And that's not how a documentation should be.
I've been struggling with especially the For-each loop VOP node for the last 3 days and still for the life of me, just could not understand how to effectively use it. The ports confuse the s**t out of me >:-(
Here's the blog entry of a Lawrence Jaeger who's run into the same kind of problem like I have and this kind of proves my point:
https://medium.com/@lawrencejaeger/the-battle-of-the-if-node-houdini-906774f748c
Here's a direct quote:
“After searching for basic usage of the IF node, to scrolling through images, to reading the Houdini help on IF nodes I was still stuck.”
SideFx should really look into this matter. Houdini is a truly complex piece of Software, and I get the feeling that Sidefx could sometimes undermine the importance of dissemination of knowledge geared toward especially the ones who are not already fully acquainted with Houdini.
I would truly appreciate it if someone could take the time time to share his/her knowledge on the For-next and While loop VOPS nodes and the if conditional VOP nodes. I would also love to fiddle through any example files that you could share to help me out.
Thanx so much in advance and hope Sidefx staff reads this post.
Cheers;
AJ
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