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Houdini Lounge » Help browser not working
- aswaab
- 214 posts
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Thanks guys. I will keep trying things and see if I can figure it out. Maybe there is some way the computer here at work is configured that is blocking the help browse. If I figure it out I will post back.
Houdini Lounge » Help browser not working
- aswaab
- 214 posts
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Houdini Lounge » Help browser not working
- aswaab
- 214 posts
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Yes, hbrowser.exe does show up in my task list. Just blank help pane. I am positive the help docs are installed. Just does not seem to be connecting to the local help files for some reason. Is there some place where I can tell the help browser where to look for the help files?
Houdini Lounge » Help browser not working
- aswaab
- 214 posts
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Hey Edward, thanks for the response. I have to check when I am at work on Monday and get back to you. Definitely pressing the help button a few times makes no difference. If it were only that simple… :wink:
Houdini Lounge » Help browser not working
- aswaab
- 214 posts
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Anyone have any ideas why my help browser on Windows would not be working? Brand new computer - first install of Houdini on it. I just get a blank help browser. Not sure where to begin diagnosing that problem. Tried disabling the firewall and that did not work.
I know I can look at online help, but I really would like to have my local help working so I can launch example files.
Thank you!
Adam
I know I can look at online help, but I really would like to have my local help working so I can launch example files.
Thank you!
Adam
Technical Discussion » Bullet and RBD Glue question
- aswaab
- 214 posts
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Thanks for responding. I checked out your post. I have seen issues with concave geometry and bullet. Not the problem here. Tried already to increase substepping, but that did not fix anything. Still wondering about this… Can anyone confirm that this is a limitation, or that I am doing something wrong?
Technical Discussion » Bullet and RBD Glue question
- aswaab
- 214 posts
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I started playing around with H12, testing out the bullet solver. I am running into some issues with using a RBD Glue object with bullet. Seems like bullet does not play well with the Glue object. I don't get anywhere near the results I expect. Either all the pieces come apart with little or no force, or almost nothing seems to break, like the impacts are not being propagated correctly.
The test case I am using is very simple. Pre-fractured default sphere moved above the ground plane and dropped onto a simple floor. RBD solver reacts appropriately…
Is this a limitation with bullet or are there settings I should be adjusting? Please advise.
Thanks!
Adam
The test case I am using is very simple. Pre-fractured default sphere moved above the ground plane and dropped onto a simple floor. RBD solver reacts appropriately…
Is this a limitation with bullet or are there settings I should be adjusting? Please advise.
Thanks!
Adam
Technical Discussion » Particles pscale and pyro
- aswaab
- 214 posts
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I am trying to use particles as a pyro source. It appears that pscale has no effect on the source size.
Other than copying spheres to the particles and building the sdf that way, is there a way to use pscale to control the radius of the smoke source from particles?
Thanks!
Other than copying spheres to the particles and building the sdf that way, is there a way to use pscale to control the radius of the smoke source from particles?
Thanks!
Technical Discussion » Deep Image Compositing Question
- aswaab
- 214 posts
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Hi,
I am dealing with Deep Camera Maps for volumes for the first time. I have a question about what is possible within the Houdini compositor, using them.
I know using the DSM Merge render node I can combine deep maps. But, can I alter the images at all in the Compositor before merging? Basically, if I want to change color or alter opacity or do some kind of effect on my volume… Am I limited within Houdini of basically just merging what has already been rendered without any kinds of alterations? I tried to alter my .rat file and render it out again through the Compositor, but the render just errors out and leaves a 1kb file.
Also, it looks like the upcoming version of Nuke will support Deep Image compositing. Are there any tools currently available that supports compositing in this format?
Currently, how are people rendering and combining multiple volumes and doing holdout mattes for solid objects? Any info or guidance would be appreciated. Thanks!
I am dealing with Deep Camera Maps for volumes for the first time. I have a question about what is possible within the Houdini compositor, using them.
I know using the DSM Merge render node I can combine deep maps. But, can I alter the images at all in the Compositor before merging? Basically, if I want to change color or alter opacity or do some kind of effect on my volume… Am I limited within Houdini of basically just merging what has already been rendered without any kinds of alterations? I tried to alter my .rat file and render it out again through the Compositor, but the render just errors out and leaves a 1kb file.
Also, it looks like the upcoming version of Nuke will support Deep Image compositing. Are there any tools currently available that supports compositing in this format?
Currently, how are people rendering and combining multiple volumes and doing holdout mattes for solid objects? Any info or guidance would be appreciated. Thanks!
Technical Discussion » Name of main transform node
- aswaab
- 214 posts
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Thanks!
I may come back with a couple more questions. Need a couple days to play around with this…
I may come back with a couple more questions. Need a couple days to play around with this…
Technical Discussion » Name of main transform node
- aswaab
- 214 posts
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I am buried deep within a subnet. I would like to get the name of the main transform node on /obj level for the node using hscript. How can I do this?
I am using the origin() expression to get the position of one object relative to my main object, which is why I need to know the name of my transform node. This will be part of an otl, so I can't just type the name of the node in or assume the user might not bury the asset further in subnetworks.
I am using the origin() expression to get the position of one object relative to my main object, which is why I need to know the name of my transform node. This will be part of an otl, so I can't just type the name of the node in or assume the user might not bury the asset further in subnetworks.
Houdini Lounge » Motion Graphics Class
- aswaab
- 214 posts
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Two videos of stuff I presented in the class are up:
http://vimeo.com/17035181 [vimeo.com]
http://vimeo.com/17039552 [vimeo.com]
These aren't from the actual videos from the class, but present the same material.
More to come.
http://vimeo.com/17035181 [vimeo.com]
http://vimeo.com/17039552 [vimeo.com]
These aren't from the actual videos from the class, but present the same material.
More to come.
Houdini Lounge » Motion Graphics Class
- aswaab
- 214 posts
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Hey thanks!
That's old stuff, though. Some of what I covered is in those videos, but I want to show everything from the class. The videos that are posted right now don't actually explain anything - they just show off some tools.
Ok, maybe this weekend I'll get to sit down and put up some vids…
Cheers,
Adam
That's old stuff, though. Some of what I covered is in those videos, but I want to show everything from the class. The videos that are posted right now don't actually explain anything - they just show off some tools.
Ok, maybe this weekend I'll get to sit down and put up some vids…
Cheers,
Adam
Technical Discussion » Wedge crash
- aswaab
- 214 posts
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I have encountered something similar trying to wedge a particle simulation that is advected by a smoke volume. If I disabled threading in the advect pop it seemed to keep Houdini from crashing.
I know this response is months late, but hopefully helpful to others out there.
I know this response is months late, but hopefully helpful to others out there.
Houdini Indie and Apprentice » Render Dialog Progress Window - Mac
- aswaab
- 214 posts
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I don't get a little progress window anymore like I used to (The one with the swimming colors). Just text on the status line.
Is this the way things are done in V11 now? Or a bug?
I have tried several builds of V11 - I'm on 11.0.547 now. Trashed my prefs, but didn't solve anything.
Is this the way things are done in V11 now? Or a bug?
I have tried several builds of V11 - I'm on 11.0.547 now. Trashed my prefs, but didn't solve anything.
Technical Discussion » Flow Path Object / Deform Along Curve
- aswaab
- 214 posts
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Here's my file.
This is will flag some OTL warnings, but it appears to still work. Keep in mind this is not finished and needs a lot more work, but it should be a good start for you to work with.
This is will flag some OTL warnings, but it appears to still work. Keep in mind this is not finished and needs a lot more work, but it should be a good start for you to work with.
Technical Discussion » Flow Path Object / Deform Along Curve
- aswaab
- 214 posts
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Yes, you are driving the mesh with a nurbs surface.
The length, width, and depth can be figured out exactly with the right formulas, taking the bounding box of your source geo into account. I don't have my file with me at the moment, but I'll try to post it tonight. If you know the formulas, there's no need to guess.
The length, width, and depth can be figured out exactly with the right formulas, taking the bounding box of your source geo into account. I don't have my file with me at the moment, but I'll try to post it tonight. If you know the formulas, there's no need to guess.
Technical Discussion » Flow Path Object / Deform Along Curve
- aswaab
- 214 posts
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Something like this?
(About 5 minutes in…)
http://vimeo.com/8378129 [vimeo.com]
I haven't released this yet because it's not finished. It is created with the creep sop. Basically you sweep a line up a curve and use creep to deform your geometry along that surface. You can do some math to figure out how to center your object and determine the settings for the creep operator so the geometry does not appear stretched out.
(About 5 minutes in…)
http://vimeo.com/8378129 [vimeo.com]
I haven't released this yet because it's not finished. It is created with the creep sop. Basically you sweep a line up a curve and use creep to deform your geometry along that surface. You can do some math to figure out how to center your object and determine the settings for the creep operator so the geometry does not appear stretched out.
Houdini Lounge » Motion Graphics Class
- aswaab
- 214 posts
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Hey Goldleaf,
The class already happened last week…
I am going to try to do some videos that covered the topics I covered in the class and post on vimeo or possible on SideFx's site if they are interested.
The class already happened last week…
I am going to try to do some videos that covered the topics I covered in the class and post on vimeo or possible on SideFx's site if they are interested.
Houdini Lounge » Motion Graphics Class
- aswaab
- 214 posts
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Thanks for coming to the class! I'm glad it was worthwhile for you and worth the long drive!
Yes, I think it was a bit of information overload - especially near the end. Four hours is probably too long for a technical class. If I do another workshop it will be shorter and more digestible
There's a lot that I wasn't able to explain as clearly or as easy to follow as I would have liked. If I can get the time I hope to do some videos that go through the files in a more organized way.
-Adam
Yes, I think it was a bit of information overload - especially near the end. Four hours is probably too long for a technical class. If I do another workshop it will be shorter and more digestible
There's a lot that I wasn't able to explain as clearly or as easy to follow as I would have liked. If I can get the time I hope to do some videos that go through the files in a more organized way.
-Adam
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