H-mechThanks, that is good to know. Sidefx logged it as a bug, but it still isnt fixed. I will definitely do this for now.
Hello. I had the same problem! There is a solution in my case. Maybe it will help you.
In Houdini settings, on the Network Editor, Nodes, and Trees tab, you need to turn off Node Info Windows Close When Losing Focus if it is enabled.Image Not Found
Found 228 posts.
Search results Show results as topic list.
Technical Discussion » node info stops working
- evanrudefx
- 228 posts
- Online
Technical Discussion » Frequent system crash while using Houdini
- evanrudefx
- 228 posts
- Online
Disabling boost also worked for me (ryzen 7950x). Pc was just shutting down while rendering.
Mardini 2024 » Day 16 | VFX | Ocean Spectrum | Animation
- evanrudefx
- 228 posts
- Online
I uploaded the file because youtube compression killed it. I am going to render a better version later on. Some feather intersection issues I need to fix too.
Image Not Found
Edited by evanrudefx - 2024年3月16日 23:49:57
Technical Discussion » Geo Parented to Camera: Only Updates When I Stop Moving Cam
- evanrudefx
- 228 posts
- Online
Hello,
I believe I know the issue. Geo parented to camera does move when the camera is moved. Look at my gif below. As I transform the camera the geometry moves with it. The issue has to do with locking the camera to the viewport. Notice if you use the view tool the camera's transform won't get updated until mouse release. You can fix that by enabling "export view continuously". The docs say
Hope this helps
I believe I know the issue. Geo parented to camera does move when the camera is moved. Look at my gif below. As I transform the camera the geometry moves with it. The issue has to do with locking the camera to the viewport. Notice if you use the view tool the camera's transform won't get updated until mouse release. You can fix that by enabling "export view continuously". The docs say
By default, the view is exported to the camera or light when the mouse button is released. This behavior can be overridden by turning on Export View Continuously in the camera menu. This option should be used with caution as exporting the view can trigger cooking.
Hope this helps
Edited by evanrudefx - 2024年3月13日 11:14:28
Houdini Indie and Apprentice » Viewport preview inside Vellum Solver
- evanrudefx
- 228 posts
- Online
meshmashuk
Hello all,
This is a bit of a newbie question but I'm following some tutorials on Vellum and everyone seems to be able to preview their sims while inside a Vellum Solver. However, I can't seem to do this. When I press play the sim is just frozen on the current frame unless I go up to the top geo level.
I've tried turning various knobs in order to make it work but nothing seems to improve the situation. Can someone help as it would save me a whole bunch of button clicking?!
Thanks
DT
I was about to report that as a bug. The issue isn't actually with the vellum solver. In houdini 20, if you create a subnet in a dopnet, the viewport won't update when inside the subnet. When you double click the vellum solver sop to go inside, it actually takes you inside a subnet in the dopnet, hence why it doesn't work. You can re-create the issue like this:
1. Create a sphere and select it
2. In the rigid body shelf on the right click RBD objects
3. Go inside the autodopnet
4. create a subnetwork
5. attach the subnetwork to the post solve of the rigidbodysolver node
6. go inside the subnet
you will notice the viewport will not update.
going to report this issue now.
update: known bug
Edited by evanrudefx - 2024年3月6日 16:07:27
Technical Discussion » more max secondary samples (karma) results in nosier image?
- evanrudefx
- 228 posts
- Online
jsmackevanrudefx
update: seems to be the case where if raising the max secondary samples makes the image noisier, if I lower the variance threshold/noise level and render it again, it resolves a cleaner image. Still odd that raising max secondary samples would make the image noisier.
Probably a case of the two variances working against each other, raising one limit causes the other one to do less sampling but resulting in more perceptual noise.
Do you still see this when you use uniform sampling?
That was one of the first things I tried. Even with pixel oracle set to uniform I still get noisier images with more samples.
the docs say to have noise level and variance threshold set to the same amount. Even if the variances were working against eachother, aren't the primary samples multiplied (or something like that) with the secondary samples. So I see no way in which increasing max secondary samples could cause lower quality render.
in other render engines, I have only ever had the issue of more samples taking longer (but look better), not more samples giving more noise and taking longer.
Edited by evanrudefx - 2024年2月20日 15:20:45
Technical Discussion » more max secondary samples (karma) results in nosier image?
- evanrudefx
- 228 posts
- Online
update: seems to be the case where if raising the max secondary samples makes the image noisier, if I lower the variance threshold/noise level and render it again, it resolves a cleaner image. Still odd that raising max secondary samples would make the image noisier.
Technical Discussion » more max secondary samples (karma) results in nosier image?
- evanrudefx
- 228 posts
- Online
Hello,
For some reason I have this issue where when I raise the max secondary samples the image actually gets noisier. Is this expected?
This only happens with higher primary samples, like 250. If I set the primary samples to 10 or some low number, then having lower max secondary samples results in a noisier image and having more results in a cleaner image (as expected). At some point as I raise the primary samples this reverses. At 250 primary samples, if I set max secondary samples to 1 I get a cleaner image (and faster render) than if I set it to 9. I included the hip file.
What is going on?
thanks
For some reason I have this issue where when I raise the max secondary samples the image actually gets noisier. Is this expected?
This only happens with higher primary samples, like 250. If I set the primary samples to 10 or some low number, then having lower max secondary samples results in a noisier image and having more results in a cleaner image (as expected). At some point as I raise the primary samples this reverses. At 250 primary samples, if I set max secondary samples to 1 I get a cleaner image (and faster render) than if I set it to 9. I included the hip file.
What is going on?
thanks
Edited by evanrudefx - 2024年2月20日 07:16:46
Houdini Indie and Apprentice » for each sop NOT refreshing (have to restart houdini)
- evanrudefx
- 228 posts
- Online
I have had that issue before. If I delete the for each then hit undo to bring it back, it starts working again.
Technical Discussion » match orientation with stabilize joints
- evanrudefx
- 228 posts
- Online
Hello,
I am trying to match my character's foot with the ground using the stabilize joints node. Just following the demo from Mihnea Stoica here:
https://youtu.be/cbhMQLUX9Pg?si=rXzjlHeSop5Ks7xB&t=1232 [youtu.be]
I was never able to get it to work on my character. I even downloaded the rig that he was using, erik. It didn't work on erik rig either. I found the reason why its not working. He has different joint orientations than the erik rig that is available to download from the content library. It worked for him because the default orientation of the foot bone matches the houdini scene's gnomon/world space, so it is easy to find a joint axis that works, if that makes sense. In my scene, if you simply align the bone's orientation with any of the options it has for custom joint axis, it won't work. See my gif below. There is an option for a custom joint axis. Not sure how to get that value, though.
Any thoughts?
I am trying to match my character's foot with the ground using the stabilize joints node. Just following the demo from Mihnea Stoica here:
https://youtu.be/cbhMQLUX9Pg?si=rXzjlHeSop5Ks7xB&t=1232 [youtu.be]
I was never able to get it to work on my character. I even downloaded the rig that he was using, erik. It didn't work on erik rig either. I found the reason why its not working. He has different joint orientations than the erik rig that is available to download from the content library. It worked for him because the default orientation of the foot bone matches the houdini scene's gnomon/world space, so it is easy to find a joint axis that works, if that makes sense. In my scene, if you simply align the bone's orientation with any of the options it has for custom joint axis, it won't work. See my gif below. There is an option for a custom joint axis. Not sure how to get that value, though.
Any thoughts?
Edited by evanrudefx - 2024年2月19日 03:02:34
Technical Discussion » RBD transform pieces issue with deforming object
- evanrudefx
- 228 posts
- Online
There are quite a few things going on here:
1. when you use the transform pieces, the input geometry needs to be static.
2. I would change how you are doing the shrink wrap. the way you are doing it now has changing topology.
What you are doing doesn't really make sense. In this case the transform pieces isn't the node you want. The animation on the object happens before the geometry is packed. So if you use rbd transform pieces, nothing will move until the pieces become active and start falling. That will look incorrect because it essentially is only getting movement from the sim and no movement from when the pieces are inactive and following animation.
It only appears to work at first the first few frames the way you have it. But that is because you are feeding the animated input into the transform pieces sop. The reason why it starts to break is because you are applying the simulated movement over the animation, so its getting "double" the movement in some cases. But as I said earlier, you need to feed the static geo into the the transform pieces sop.
All that being said, it doesn't make sense to use the transform pieces sop. That only works for rigid animation with no deformation. But you fed deforming geo into the dopnet.
If you use RBD deform pieces sop you will get the deformation you added (where as you would not get deformation with the transform pieces sop).
1. when you use the transform pieces, the input geometry needs to be static.
2. I would change how you are doing the shrink wrap. the way you are doing it now has changing topology.
What you are doing doesn't really make sense. In this case the transform pieces isn't the node you want. The animation on the object happens before the geometry is packed. So if you use rbd transform pieces, nothing will move until the pieces become active and start falling. That will look incorrect because it essentially is only getting movement from the sim and no movement from when the pieces are inactive and following animation.
It only appears to work at first the first few frames the way you have it. But that is because you are feeding the animated input into the transform pieces sop. The reason why it starts to break is because you are applying the simulated movement over the animation, so its getting "double" the movement in some cases. But as I said earlier, you need to feed the static geo into the the transform pieces sop.
All that being said, it doesn't make sense to use the transform pieces sop. That only works for rigid animation with no deformation. But you fed deforming geo into the dopnet.
If you use RBD deform pieces sop you will get the deformation you added (where as you would not get deformation with the transform pieces sop).
Edited by evanrudefx - 2024年2月9日 18:36:48
Technical Discussion » rbd sticky constraints/ground plane strange issue
- evanrudefx
- 228 posts
- Online
Hello, I am having a strange issue with the ground plane. I am messing around with the new sticky RBD collisions. I am trying to make an object (that is being emitted) stick to another object (ground plane in this case) and different pieces. For some odd reason, my setup doesn't work on the ground plane. If you look at my video the objects just keep stacking with no collisions. If I move the ground plane down it works until reaching a height of 0 to which it starts breaking again. However, if I make my own ground plane geometry it works perfectly fine. What is going on here?
Thanks
Thanks
Technical Discussion » How to emit particles ones per frame (not every substep)
- evanrudefx
- 228 posts
- Online
you could try putting a gas intermittentsolve under the pop source. then it will emit only 1 per frame regardless of substeps
edit: if you also want a particle on the first frame you can add the input to the initial geometry
edit: if you also want a particle on the first frame you can add the input to the initial geometry
Edited by evanrudefx - 2024年2月7日 14:48:17
Houdini Indie and Apprentice » Where guided simulation settings moved?
- evanrudefx
- 228 posts
- Online
Solaris and Karma » Can't see rest of lops while in sopcreate
- evanrudefx
- 228 posts
- Online
goldleaf
Currently, only the stage at that SOP Create, can be displayed while you dive inside. Since that SOP Create has no inputs, technically the viewport is displaying what it can; but it's understandable why it's a bit confusing. If you were to put a SOP Create below the Camera or Merge LOPs, then you'd be able to see the scene. As a caveat, currently Houdini cooks the SOP network but also cooks the SOP Import process as well, which can cause a performance hit.
Having said all of that, being able to efficiently see a USD stage, while in SOPs, is definitely something that we want to improve. We're are working towards those goals as quickly as we can, as it affects all sorts of workflows in Houdini.
Hopefully that helps a bit!
changing the location of the sopcreate was the first thing I tried. It sort of works, but because of what happens it led me to believe being able to see other lops wasn't intended. In my previous post I said, "Sometimes objects show, but they are bugged and when I hit reset viewport or any operation they go away". This is what I mean. The geometry looks all strange and when I reset the viewport it doesn't show leading me to believe it was just a bug it was ever showing and not intended. I added another photo so you can see it better. The cube also looks like this sometimes with dark lighting and the weird edge. This glitch only happens in a sopcreate for another object. At lop level it looks fine.
Edited by evanrudefx - 2024年1月12日 10:19:39
Solaris and Karma » Can't see rest of lops while in sopcreate
- evanrudefx
- 228 posts
- Online
Thanks, I was hoping to avoid all that. I hope they make changes in the future that make this easier.
Solaris and Karma » Can't see rest of lops while in sopcreate
- evanrudefx
- 228 posts
- Online
Hello,
If I go in a sopcreate I can no longer see any other lops. I can't use the camera either. Sometimes objects show, but they are bugged and when I hit reset viewport or any operation they go away. I know I can pin the viewer but then the handles tool wont work because I am not viewing in the context where the handle is. This makes it really difficult to place objects or really do anything in sops and that would benefit from seeing the rest of the scene. Any ideas?
Thanks
If I go in a sopcreate I can no longer see any other lops. I can't use the camera either. Sometimes objects show, but they are bugged and when I hit reset viewport or any operation they go away. I know I can pin the viewer but then the handles tool wont work because I am not viewing in the context where the handle is. This makes it really difficult to place objects or really do anything in sops and that would benefit from seeing the rest of the scene. Any ideas?
Thanks
Edited by evanrudefx - 2024年1月12日 01:28:29
Technical Discussion » node info stops working
- evanrudefx
- 228 posts
- Online
Technical Discussion » node info stops working
- evanrudefx
- 228 posts
- Online
I found out what causes the issue
If you open houdini, then open a new houdini floating panel and create a new node then show the node info then delete that window, the node info stops working
If you open houdini, then open a new houdini floating panel and create a new node then show the node info then delete that window, the node info stops working
Technical Discussion » node info stops working
- evanrudefx
- 228 posts
- Online
-
- Quick Links