Hate it when i forget to Google:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=26196&sid=f29683f0f7f5c148fcf9f7dbf265eb7a [sidefx.com]
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Technical Discussion » Houdini and Kepler/Maximus 2.0
- Barad_Dur
- 46 posts
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Technical Discussion » Houdini and Kepler/Maximus 2.0
- Barad_Dur
- 46 posts
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Thank you twod.
Would you happen to have some pointers to video examples of Maximus 1.0 working with Houdini? I'd love to see it in action.
Thanks again
David
Would you happen to have some pointers to video examples of Maximus 1.0 working with Houdini? I'd love to see it in action.
Thanks again
David
Technical Discussion » Houdini and Kepler/Maximus 2.0
- Barad_Dur
- 46 posts
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Hello all,
I'll keep it short:
Will Houdini be able to fully leverage nVidia's Maximus 2.0 (One K5000 and one K20 Tesla board)?
If so, what would be a “best practice”?
Thanks.
David
I'll keep it short:
Will Houdini be able to fully leverage nVidia's Maximus 2.0 (One K5000 and one K20 Tesla board)?
If so, what would be a “best practice”?
Thanks.
David
Technical Discussion » Scatter points from fog and Normals
- Barad_Dur
- 46 posts
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Hi all,
I have a question.
Why can I not place Normals (using the Point sop) on points generated from a Scatter sop from a Fog Volume generated out of an Iso Offset sop? I have a sneaky suspicion that it is because the points have no surface to frame their reference from.
I suppose, then, that instead of $NX, $NY, $NZ I need to use a st of expressions that will point the normals to the center of the spheres that I used to generate the fog volume. I'm not sure how to do that and was hoping for some help. Any suggestions would be appreciated. Thank you.
David
I have a question.
Why can I not place Normals (using the Point sop) on points generated from a Scatter sop from a Fog Volume generated out of an Iso Offset sop? I have a sneaky suspicion that it is because the points have no surface to frame their reference from.
I suppose, then, that instead of $NX, $NY, $NZ I need to use a st of expressions that will point the normals to the center of the spheres that I used to generate the fog volume. I'm not sure how to do that and was hoping for some help. Any suggestions would be appreciated. Thank you.
David
Technical Discussion » Is this tutorial in the SFX archives?
- Barad_Dur
- 46 posts
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Technical Discussion » Is this tutorial in the SFX archives?
- Barad_Dur
- 46 posts
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I stumbled upon this tutorial and I know it originally came from SFX tutorials but I can't find it here.
http://www.wonderhowto.com/how-to-attract-particles-curve-houdini-9-241096/ [wonderhowto.com]
Can someone dig this one out again in its full resolution? The link above goes to a resolution size that does not allow me to read the expressions in the expression editor.
If we can't find this, could someone here give me the correct expression using“opinput” in the point SOP so I can get a point on a curve's normal to look at the next point normal on that same curve? I need to get particles to follow a path. Thank you.
David
http://www.wonderhowto.com/how-to-attract-particles-curve-houdini-9-241096/ [wonderhowto.com]
Can someone dig this one out again in its full resolution? The link above goes to a resolution size that does not allow me to read the expressions in the expression editor.
If we can't find this, could someone here give me the correct expression using“opinput” in the point SOP so I can get a point on a curve's normal to look at the next point normal on that same curve? I need to get particles to follow a path. Thank you.
David
Technical Discussion » Houdini 11, FBX and the Unity game engine.
- Barad_Dur
- 46 posts
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Hello all,
I was wondering if anyone here knew of some good resources concerning Houdini 11, FBX and the Unity game engine. I wish I could be more specific as to what aspect I am looking for but I can not be as I don't know what it is I don't know.
I would hope that someone here has used the FBX export in H11 to get assets, bones, cameras, etc. etc. into unity 3.x. If so could you all write some elements of your knowledge here, please?
I would really like to use Houdini as my primary asset generator for export to unity and I feel like I am just stumbling around. For instance: I have a carriage whose wheels are animated inside the node but it's apparent linear animation (travel down a road) is at the node's transform level. Upon exporting unity seems to only read the node level transforms and not any sub-level animation. While I can deal with that it is a “gotcha” and I was hoping to find here other like-wise “gotchas”.
Any help is most welcome.
Thank you
I was wondering if anyone here knew of some good resources concerning Houdini 11, FBX and the Unity game engine. I wish I could be more specific as to what aspect I am looking for but I can not be as I don't know what it is I don't know.
I would hope that someone here has used the FBX export in H11 to get assets, bones, cameras, etc. etc. into unity 3.x. If so could you all write some elements of your knowledge here, please?
I would really like to use Houdini as my primary asset generator for export to unity and I feel like I am just stumbling around. For instance: I have a carriage whose wheels are animated inside the node but it's apparent linear animation (travel down a road) is at the node's transform level. Upon exporting unity seems to only read the node level transforms and not any sub-level animation. While I can deal with that it is a “gotcha” and I was hoping to find here other like-wise “gotchas”.
Any help is most welcome.
Thank you
Houdini Indie and Apprentice » i3d file import difficulties
- Barad_Dur
- 46 posts
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Houdini Indie and Apprentice » i3d file import difficulties
- Barad_Dur
- 46 posts
- Offline
Hi there,
I am having the exact same problem across every build beyond what he is using in the Fractals tutorial. I am currently using 11.0.685. I have rebuilt the network twice now and I get bupkiss.
Can you upload your rendered .i3d files here so I can try and view them with an isosurface sop? Any other help would be awsome. Thank you.
David
I am having the exact same problem across every build beyond what he is using in the Fractals tutorial. I am currently using 11.0.685. I have rebuilt the network twice now and I get bupkiss.
Can you upload your rendered .i3d files here so I can try and view them with an isosurface sop? Any other help would be awsome. Thank you.
David
Technical Discussion » No motion blur for sprites in H11?
- Barad_Dur
- 46 posts
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Hello all,
I was needing a shot to contain motion blur on sprites in H11 and I am unable to get that to happen. Looking at the help file I see that the Sprite Procedural shader should have an “FPS” parameter but in my H11 I only have Object, Velocity Attribute and Attributes.
Is this a bug? I would really like to get some blur going on my sprites. Any advice would be appreciated. Thank you.
David
I was needing a shot to contain motion blur on sprites in H11 and I am unable to get that to happen. Looking at the help file I see that the Sprite Procedural shader should have an “FPS” parameter but in my H11 I only have Object, Velocity Attribute and Attributes.
Is this a bug? I would really like to get some blur going on my sprites. Any advice would be appreciated. Thank you.
David
Houdini Lounge » CT scan data and Houdini
- Barad_Dur
- 46 posts
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Houdini Lounge » CT scan data and Houdini
- Barad_Dur
- 46 posts
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Hello all,
I was wondering if anyone could speak on the use of Houdini to visualize CT (Computed Tomography) data. Publications maybe? Thank you.
David
I was wondering if anyone could speak on the use of Houdini to visualize CT (Computed Tomography) data. Publications maybe? Thank you.
David
Technical Discussion » HQueue and hetrogenic operating systems
- Barad_Dur
- 46 posts
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Technical Discussion » HQueue and hetrogenic operating systems
- Barad_Dur
- 46 posts
- Offline
YAY! Silvina!
It's David here at TTU. I thought I'd give you a bit of a break and ask some clarifying questions here at the forums.
I didn't think Alfred could be cannibalized in such a way but I needed to ask. I have Alfred and 233 RMan nodes so at least I can begin from that standpoint. Hope you had a good Easter Silvina. Have a great day.
David
It's David here at TTU. I thought I'd give you a bit of a break and ask some clarifying questions here at the forums.
I didn't think Alfred could be cannibalized in such a way but I needed to ask. I have Alfred and 233 RMan nodes so at least I can begin from that standpoint. Hope you had a good Easter Silvina. Have a great day.
David
Technical Discussion » HQueue and hetrogenic operating systems
- Barad_Dur
- 46 posts
- Offline
Jeff,
So, this is basically what's going on here:
1.) I cannot use HQueue to fire Distributed Simulation Jobs to any Windows machine running HBatch.
2.) I cannot use HQueue to fire Distributed Rendering Jobs to any Windows machine. Is Distributed Rendering the same as firing a render to a render farm? It would seem so but it is best not to assume.
Is the above basically correct? If it is then could you tell me if I can use Alfred to fire Distributed Rendering to a Mantra farm that is windows based? All the stuff I have read says that I can but documentation on exactly how to do so is sketchy at best. Can you point me to some fairly complete documentation on this?
I know the following is a long shot but could a modification be made that allows Alfred to schedule Distributed Simulation jobs to windows machines running HBatch? For that matter is there any existing 3rd party job scheduler that can be used in place of HQueue to fire Distributed Simulations to Windows based machines?
Thank you for your thoughts on this.
David
So, this is basically what's going on here:
1.) I cannot use HQueue to fire Distributed Simulation Jobs to any Windows machine running HBatch.
2.) I cannot use HQueue to fire Distributed Rendering Jobs to any Windows machine. Is Distributed Rendering the same as firing a render to a render farm? It would seem so but it is best not to assume.
Is the above basically correct? If it is then could you tell me if I can use Alfred to fire Distributed Rendering to a Mantra farm that is windows based? All the stuff I have read says that I can but documentation on exactly how to do so is sketchy at best. Can you point me to some fairly complete documentation on this?
I know the following is a long shot but could a modification be made that allows Alfred to schedule Distributed Simulation jobs to windows machines running HBatch? For that matter is there any existing 3rd party job scheduler that can be used in place of HQueue to fire Distributed Simulations to Windows based machines?
Thank you for your thoughts on this.
David
Technical Discussion » HQueue and hetrogenic operating systems
- Barad_Dur
- 46 posts
- Offline
Thank you Jeff. It was really starting to bug me not having a clearly defined answer to that. It's good news that the next release is in Alpha and that the Windows platform is being considered for HQueue.
Now that I know that there is no way to utilize my resources via HQueue can I utilize the technique you use in the fluid simulation entry in your OSB for my Windows machines?
Now that I know that there is no way to utilize my resources via HQueue can I utilize the technique you use in the fluid simulation entry in your OSB for my Windows machines?
Technical Discussion » HQueue and hetrogenic operating systems
- Barad_Dur
- 46 posts
- Offline
Hello all,
I am becoming increasingly confused as to what type of platforms I can use with HQueue. I have a HUGE potential farm available to me and many many HBatch licenses. All of the computers, save 1, are Windows based. The one other computer is my Linux machine and that runs the license server and HQueue.
I am hearing conflicting reports that I cannot use ANY of the Windows machines as clients to run HBatch in the context of using HQueue. For example, Here are different statements made on the subject:
From SideFX.com Forums: A SFX developer says, “To set up a local renderfarm, you can install HQueue on a sever and then use the ”Local Farm" tab of the Hqueue rop to submit jobs to it. Linux HQueue servers are currently supported and we're adding support for Mac and Windows servers. HQueue clients (the other machines in the farm) can be running Linux, Mac, or Windows.
From SideFX.com Customer Support: “Unfortunately, in Houdini10.0, both server and clients have to run linux…”
So, the questions become the following:
Is there anyone here that, in as clear a language as possible, can clear up whether or not I can use HBatch running on Windows machines to receive jobs from HQueue for a distributed simulation? If not can you provide some insight as to why?
Is there anyone here that, in as clear a language as possible, can clear up whether or not I can use HBatch running on Windows machines to receive jobs from HQueue for a distributed render? If not can you provide some insight as to why?
I really do appreciate anyone who would spend their time answering this. I would hate to not be able to build this farm with the resources that I have available to me. Thank you in advance.
NOTE: This was posted at odforce for over 5 days and no one was able to answer the question so I cross posted it here.
David
I am becoming increasingly confused as to what type of platforms I can use with HQueue. I have a HUGE potential farm available to me and many many HBatch licenses. All of the computers, save 1, are Windows based. The one other computer is my Linux machine and that runs the license server and HQueue.
I am hearing conflicting reports that I cannot use ANY of the Windows machines as clients to run HBatch in the context of using HQueue. For example, Here are different statements made on the subject:
From SideFX.com Forums: A SFX developer says, “To set up a local renderfarm, you can install HQueue on a sever and then use the ”Local Farm" tab of the Hqueue rop to submit jobs to it. Linux HQueue servers are currently supported and we're adding support for Mac and Windows servers. HQueue clients (the other machines in the farm) can be running Linux, Mac, or Windows.
From SideFX.com Customer Support: “Unfortunately, in Houdini10.0, both server and clients have to run linux…”
So, the questions become the following:
Is there anyone here that, in as clear a language as possible, can clear up whether or not I can use HBatch running on Windows machines to receive jobs from HQueue for a distributed simulation? If not can you provide some insight as to why?
Is there anyone here that, in as clear a language as possible, can clear up whether or not I can use HBatch running on Windows machines to receive jobs from HQueue for a distributed render? If not can you provide some insight as to why?
I really do appreciate anyone who would spend their time answering this. I would hate to not be able to build this farm with the resources that I have available to me. Thank you in advance.
NOTE: This was posted at odforce for over 5 days and no one was able to answer the question so I cross posted it here.
David
Technical Discussion » Needing to extract a curve from geometry
- Barad_Dur
- 46 posts
- Offline
That did the trick! Thank you so much.
And on that note I just wanted to say that I love coming to these forums when I have a question or need help. I ALWAYS get my question answered and I ALWAYS get help. Thank you all.
David
And on that note I just wanted to say that I love coming to these forums when I have a question or need help. I ALWAYS get my question answered and I ALWAYS get help. Thank you all.
David
Technical Discussion » Needing to extract a curve from geometry
- Barad_Dur
- 46 posts
- Offline
Hello all,
I have a grid that has been displaced to look like mountatins. I would like to be able to extract a selected set of edges from that geometry and convert it into a curve object where the verticies become the CVs for that curve. Any ideas? Thank you.
David
I have a grid that has been displaced to look like mountatins. I would like to be able to extract a selected set of edges from that geometry and convert it into a curve object where the verticies become the CVs for that curve. Any ideas? Thank you.
David
Technical Discussion » Displacement of geometry
- Barad_Dur
- 46 posts
- Offline
Awesome. I knew it was a VOP based deal and that is what I got out of odforce but I just couldn't figure out how to make it work. Thank you very much.
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