Thank you, the file output from the COP network works for me.
Just another question…
Can Houdini render to a MOVIE format? All I see are image formats in the file output node.
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Houdini Indie and Apprentice » Render A COP Network?
- Enivob
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Houdini Indie and Apprentice » animate polybevel per point with CHOPs
- Enivob
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Houdini Indie and Apprentice » Make Sky Appear In Render
- Enivob
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Hi All,
Open up the default scene and add a Skylight and a Camera. In the viewport I can see the gradient of the sky, however when I render the scene is all black and I don't get any sky in the ALPHA area of my image.
How do you render the sky?
Open up the default scene and add a Skylight and a Camera. In the viewport I can see the gradient of the sky, however when I render the scene is all black and I don't get any sky in the ALPHA area of my image.
How do you render the sky?
Houdini Indie and Apprentice » unable to launch Houdini
- Enivob
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The answer is right here.
https://www.sidefx.com/index.php?option=com_content&task=view&id=415&Itemid=269 [sidefx.com]
Houdini is not supported on XP.
https://www.sidefx.com/index.php?option=com_content&task=view&id=415&Itemid=269 [sidefx.com]
Houdini is not supported on XP.
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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Thanks for the reply, I get the same results with your file. If I leaver shadows turned off, I can get a render out of OpenGL, but as soon as I try to use shadows everything turns white.
I was hoping to leverage OpenGL for faster renders but without working shadow support this option seems very, very limited…
Games and iPad/Phones seem to have better OpenGL support than Houdini, at this time.
I was hoping to leverage OpenGL for faster renders but without working shadow support this option seems very, very limited…
Games and iPad/Phones seem to have better OpenGL support than Houdini, at this time.
Houdini Indie and Apprentice » Render A COP Network?
- Enivob
- 2563 posts
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HI All,
I have an empty Houdini scene with no OBJ nodes or cameras. I have an image that is moving in the COP network.
How do I actually render my moving image from the COP network into a final image sequence?
When I add nodes to the OUT context, they all turn RED and error out…?
Even trying to render a single image from the OUT network does not work.
I have an empty Houdini scene with no OBJ nodes or cameras. I have an image that is moving in the COP network.
How do I actually render my moving image from the COP network into a final image sequence?
When I add nodes to the OUT context, they all turn RED and error out…?
Even trying to render a single image from the OUT network does not work.
Houdini Indie and Apprentice » My File Does Not Match Tutorial?
- Enivob
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Hi All,
I am working through some of the tutorials on this website and have some problems.
I have my attached scene setup just like the video author instructs but I do not get the same results. Can someone look at my file and explain what I have done wrong?
Here a link to the video I followed.
https://www.sidefx.com/images/stories/tutorials/surface_particle_stream/1.surface_from_particle.mov [sidefx.com]
Thanks
I am working through some of the tutorials on this website and have some problems.
I have my attached scene setup just like the video author instructs but I do not get the same results. Can someone look at my file and explain what I have done wrong?
Here a link to the video I followed.
https://www.sidefx.com/images/stories/tutorials/surface_particle_stream/1.surface_from_particle.mov [sidefx.com]
Thanks
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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I am new to this and wondered about the ray trace myself.
I have only a single output node, the OpenGL.
With that node selected I clicked the Render button inside the parameters panel.
I assumed this would issue a render using the node the button belongs to.
Why else would ray trace show up?
I have only a single output node, the OpenGL.
With that node selected I clicked the Render button inside the parameters panel.
I assumed this would issue a render using the node the button belongs to.
Why else would ray trace show up?
Houdini Lounge » Houdini 14 Wishlist
- Enivob
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I would like for particles to appear in the viewport on the Mac Mini. Currently, in R13 they do not.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35048 [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35048 [sidefx.com]
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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I found another problem with the display on the Mac Mini. The viewport will not display particles at all.
However, if I use an Open GL output node and configure it for GL2.1, which OSX does support, I see that my render does indeed show particles and shadows while the viewport does not.
It seems that Houdini is too conservative in detecting the capabilities of the OpenGL for the viewport. The Scene Renderer for the 3D Viewport only detects GL 1.1 when it should detect GL2.1.
I think this might be a bug.
However, if I use an Open GL output node and configure it for GL2.1, which OSX does support, I see that my render does indeed show particles and shadows while the viewport does not.
It seems that Houdini is too conservative in detecting the capabilities of the OpenGL for the viewport. The Scene Renderer for the 3D Viewport only detects GL 1.1 when it should detect GL2.1.
I think this might be a bug.
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
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Hmm… kind of disturbing.
I am thinking of upgrading to Houdini Indie and was thinking about using it on my Mac mini. I also have a Windows box with a GPU that registers as a GL3 compliant viewport device.
Running Windows on a Mac Mini does not make sense, there will still be no GPU no matter what OS I install on that hardware.
I have not decided if I am going to purchase my single Indie license for Windows or OSX. I am leaning towards OSX, however with this news, I could face the possibility of purchasing Indie and then have it not work when R14 comes out.
The Mac mini can not be upgrade GPU wise, it is what it is.
I guess I am wondering…if I run Indie on a Mac Mini, will it still work when R14 comes out? And by work I mean work as it does now with limited viewport options (i.e. no shadows)?
I am thinking of upgrading to Houdini Indie and was thinking about using it on my Mac mini. I also have a Windows box with a GPU that registers as a GL3 compliant viewport device.
Running Windows on a Mac Mini does not make sense, there will still be no GPU no matter what OS I install on that hardware.
I have not decided if I am going to purchase my single Indie license for Windows or OSX. I am leaning towards OSX, however with this news, I could face the possibility of purchasing Indie and then have it not work when R14 comes out.
The Mac mini can not be upgrade GPU wise, it is what it is.
I guess I am wondering…if I run Indie on a Mac Mini, will it still work when R14 comes out? And by work I mean work as it does now with limited viewport options (i.e. no shadows)?
Houdini Indie and Apprentice » Better Viewport Support For HD4000?
- Enivob
- 2563 posts
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Hi All,
I am running Apprentice on a Mac Mini that uses an Intel HD4000 graphics card. According to the wiki this graphics card has OpenGL 4.0 capabilities, however, Houdini only recognizes this graphics card as Open GL 1.1 capabilities.
Is there any way to make Houdini recognize/use the other OpenGL capabilities of this computer?
Basically I would like to be able to see shadows in my viewport. At this GL1.1 level I do not get that.
I am running Apprentice on a Mac Mini that uses an Intel HD4000 graphics card. According to the wiki this graphics card has OpenGL 4.0 capabilities, however, Houdini only recognizes this graphics card as Open GL 1.1 capabilities.
Is there any way to make Houdini recognize/use the other OpenGL capabilities of this computer?
Basically I would like to be able to see shadows in my viewport. At this GL1.1 level I do not get that.
Houdini Indie and Apprentice » Can I run 1 copy of Indie on OSX and Windows?
- Enivob
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Hmm…no reply?
Can someone at SideFX actually answer this question? It is just a simple sales question.
Can someone at SideFX actually answer this question? It is just a simple sales question.
Houdini Indie and Apprentice » Can I run 1 copy of Indie on OSX and Windows?
- Enivob
- 2563 posts
- Online
Hi All,
I have been playing around with Apprentice for a while on both OSX and Windows and I am wondering how many copies of Indie do I have to buy to achieve the same results?
I am not using Houdini on two machines at the same time. But I do like having a copy on each machine/OS. My Mac does not have a GPU but my Windows box does.
Does this require two purchases of Indie?
I have been playing around with Apprentice for a while on both OSX and Windows and I am wondering how many copies of Indie do I have to buy to achieve the same results?
I am not using Houdini on two machines at the same time. But I do like having a copy on each machine/OS. My Mac does not have a GPU but my Windows box does.
Does this require two purchases of Indie?
Technical Discussion » [python]Convert Houdini Matrix To Blender Matrix?
- Enivob
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Thanks, I got it to work, but I am still not sure I fully understand the Matrix manipulations.
import bpy, math
from mathutils import Vector,Matrix
def applyTransform(sMatrix, passedOb):
if passedOb != None:
tmp = eval(sMatrix)
mtx = Matrix(tmp)
passedOb.location = [mtx,-mtx,mtx] # Flip Z and Y axis.
mtx.transpose() # From BL Stack user.
rot_x_neg90 = Matrix.Rotation(math.pi/2.0, 4, ‘X’) # From Kastoria.
passedOb.matrix_world = rot_x_neg90 * mtx # From Kastoria.
# Matrix string from Houdini object.
s = "[, , , ]“
ob = bpy.data.objects.get(”Camera")
applyTransform(s,ob)
import bpy, math
from mathutils import Vector,Matrix
def applyTransform(sMatrix, passedOb):
if passedOb != None:
tmp = eval(sMatrix)
mtx = Matrix(tmp)
passedOb.location = [mtx,-mtx,mtx] # Flip Z and Y axis.
mtx.transpose() # From BL Stack user.
rot_x_neg90 = Matrix.Rotation(math.pi/2.0, 4, ‘X’) # From Kastoria.
passedOb.matrix_world = rot_x_neg90 * mtx # From Kastoria.
# Matrix string from Houdini object.
s = "[, , , ]“
ob = bpy.data.objects.get(”Camera")
applyTransform(s,ob)
Technical Discussion » [python]Convert Houdini Matrix To Blender Matrix?
- Enivob
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Thanks for that line of code. It does seem to help but the x axis is still wrong.
Do you know how to rotate a matrix along the x-axis using the world origin as the pivot point?
Here is the code I currently have working.
s = "[, , , ]"
tmp = eval(s)
mtx = Matrix(tmp)
ob_camera.location = [mtx,-mtx,mtx] #Flip Z and Y axis.
mtx.transpose()
ob_camera.matrix_world = mtx
It seems I have to transpose the matrix after I assign the location.
Do you know how to rotate a matrix along the x-axis using the world origin as the pivot point?
Here is the code I currently have working.
s = "[, , , ]"
tmp = eval(s)
mtx = Matrix(tmp)
ob_camera.location = [mtx,-mtx,mtx] #Flip Z and Y axis.
mtx.transpose()
ob_camera.matrix_world = mtx
It seems I have to transpose the matrix after I assign the location.
Technical Discussion » [python]Convert Houdini Matrix To Blender Matrix?
- Enivob
- 2563 posts
- Online
Hi All,
I am trying to convert a Houdini matrix to Blender matrix so that when the matrix is applied in Blender the camera faces the same direction and is in the same place as it was in Houdini.
Does anyone have any python code to achieve such a task?
I am fetching the Houdini matrix like so…
hou.node(“/obj/cam1”).parmTransform()
This produces a string like this.
[,
,
,
]
I can blindly create a matrix out if it in Blender but when I assign that matrix to the Blender camera it just sits at world origin although it does have some rotation applied.
s = "[, , , ]"
ms = eval(s)
mtx = Matrix(ms)
ob_camera.matrix_world = mtx
If I extend that code by manually extracting the location from the Houdini matrix the Blender camera will move to a new location but it does not match the way the Houdini camera looks.
ob_camera.location.x = 5.32776
ob_camera.location.y = 2.57303
ob_camera.location.z = 7.33473
I am looking for some kind of “black-box” python function that will accept a Houdini matrix and return a valid Blender matrix. Like shown in this math image.
I am trying to convert a Houdini matrix to Blender matrix so that when the matrix is applied in Blender the camera faces the same direction and is in the same place as it was in Houdini.
Does anyone have any python code to achieve such a task?
I am fetching the Houdini matrix like so…
hou.node(“/obj/cam1”).parmTransform()
This produces a string like this.
[,
,
,
]
I can blindly create a matrix out if it in Blender but when I assign that matrix to the Blender camera it just sits at world origin although it does have some rotation applied.
s = "[, , , ]"
ms = eval(s)
mtx = Matrix(ms)
ob_camera.matrix_world = mtx
If I extend that code by manually extracting the location from the Houdini matrix the Blender camera will move to a new location but it does not match the way the Houdini camera looks.
ob_camera.location.x = 5.32776
ob_camera.location.y = 2.57303
ob_camera.location.z = 7.33473
I am looking for some kind of “black-box” python function that will accept a Houdini matrix and return a valid Blender matrix. Like shown in this math image.
Houdini Indie and Apprentice » TransformUVs but not displaced uv points?
- Enivob
- 2563 posts
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I got a little bit closer to a solution. In this setup the UV strip moves underneath the geometry and deforms, somewhat. The UVs are no longer stitched together but I have lost the shape of the object. It should be more sphere like.
Does anyone know how to restore the shape of the original object?
Does anyone know how to restore the shape of the original object?
Houdini Indie and Apprentice » TransformUVs but not displaced uv points?
- Enivob
- 2563 posts
- Online
Hi All,
I am still trying to figure out how to use UVs to do what I want. I can't seem to find a way to have unified UV coordinates that I can move around but not mangle the displacement.
I want to use one image for displacement, and another for diffuse colorization. I want both images to use the same UV source so if I make a UV edit it affects both rendering and displacement.
As soon as I promote the UVs from Vertex to Points (to use in the VOPSOP) the points become linked and stretching occurs.
The image and attached file demonstrate the error. Two spheres UV mapped with the UVColor.rat file. Both have an animated UVTransform. The sphere without the VOPSOP demonstrates what I am trying to achieve. Simply move the image map around on the surface of the sphere.
In the second, closer sphere, you can see the problem. I want the displace to still displace by the value in the image but not translate it's coordinates by the UV coordinates. The BAD result can be seen in the image as I move the UVs they twist the model instead of just deforming along the surface normal as I want.
I hope that is enough explanation. Pull down the HIP file and press Play to observe the animated result and the error.
I am still trying to figure out how to use UVs to do what I want. I can't seem to find a way to have unified UV coordinates that I can move around but not mangle the displacement.
I want to use one image for displacement, and another for diffuse colorization. I want both images to use the same UV source so if I make a UV edit it affects both rendering and displacement.
As soon as I promote the UVs from Vertex to Points (to use in the VOPSOP) the points become linked and stretching occurs.
The image and attached file demonstrate the error. Two spheres UV mapped with the UVColor.rat file. Both have an animated UVTransform. The sphere without the VOPSOP demonstrates what I am trying to achieve. Simply move the image map around on the surface of the sphere.
In the second, closer sphere, you can see the problem. I want the displace to still displace by the value in the image but not translate it's coordinates by the UV coordinates. The BAD result can be seen in the image as I move the UVs they twist the model instead of just deforming along the surface normal as I want.
I hope that is enough explanation. Pull down the HIP file and press Play to observe the animated result and the error.
Houdini Indie and Apprentice » Can UVPelt Create UV Box Mapping?
- Enivob
- 2563 posts
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Hi All,
I am searching all through the Houdini tools trying to find a way to layout UV coordinates so they flow correctly and are not stuck to one another. Even if I get a nice looking UV layout, I discover that they are actually bound to one another and twist when subdivded and displaced.
Is there any way to code something that will follow an active quad around a mesh? Like a sphere or cube?
Can UV Pelt perform such operations?
I am searching all through the Houdini tools trying to find a way to layout UV coordinates so they flow correctly and are not stuck to one another. Even if I get a nice looking UV layout, I discover that they are actually bound to one another and twist when subdivded and displaced.
Is there any way to code something that will follow an active quad around a mesh? Like a sphere or cube?
Can UV Pelt perform such operations?
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