I'm always watch all news about realtime's tools.
Most game engines use backed stuff, and very hard limits for formats, materials etc. But many stuff now is really “real-timed”.
Look this: http://www.youtube.com/watch?v=Jl54WZtm0QE&feature=youtu.be [youtube.com]
And that http://www.youtube.com/watch?v=LRHqs4GJuCA&NR=1 [youtube.com]
In future i think, houdini can have some RT viewport's or nodes, with CUDA features using (like threads count).
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Technical Discussion » Rendering process in CG and video games
- live_fx
- 160 posts
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Technical Discussion » UV transform SOP node adventure
- live_fx
- 160 posts
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Hi all.
I have a strange problem with UV rendering to image, and i have found some things about SOP node UVtransform.
What i get:
I have model. And this model have the UV's and UV's edited with UVtransform node. Many times. No way for back.
When i try to save image with UV (right button click and “save texture UV to image”) - i get Black image. When i try render with mantra -u - i have only black image result.
Ok. When i have to disabled node “UV transform” - oh my god !!! I get uv's !! I can bake render to texture ! I feel the unlimited and shining power in my mouse!
But.. this rendered UV's is wrong and shifted because no transformed. And when i turn back UVtransform node - i get black images again. And i feel pain again.
After fast look inside attributes - i see Vertex UV values greater than 1.
After creation attribute with expressions $MAPU%1 $MAPV%1 i have distorted textures.. And when i render ti UV image - i get non-black images, but with chaos inside.
Help me. UV transform node produce values greater than 1, and i can't render UV images, and can't bake textures. Help me to solve this problem. thanks…
I have a strange problem with UV rendering to image, and i have found some things about SOP node UVtransform.
What i get:
I have model. And this model have the UV's and UV's edited with UVtransform node. Many times. No way for back.
When i try to save image with UV (right button click and “save texture UV to image”) - i get Black image. When i try render with mantra -u - i have only black image result.
Ok. When i have to disabled node “UV transform” - oh my god !!! I get uv's !! I can bake render to texture ! I feel the unlimited and shining power in my mouse!
But.. this rendered UV's is wrong and shifted because no transformed. And when i turn back UVtransform node - i get black images again. And i feel pain again.
After fast look inside attributes - i see Vertex UV values greater than 1.
After creation attribute with expressions $MAPU%1 $MAPV%1 i have distorted textures.. And when i render ti UV image - i get non-black images, but with chaos inside.
Help me. UV transform node produce values greater than 1, and i can't render UV images, and can't bake textures. Help me to solve this problem. thanks…
Technical Discussion » Llinux LD_LIBRARY_PATH and mantra startup
- live_fx
- 160 posts
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edward, Thanks!
sorry for writing “\” instead of “/” - that was mistake only ))
1. export LD_LIBRARY_PATH=/opt/compile/libs:$LD_LIBRARY_PATH - i try set path before:
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:\opt\compile\libs
but result is the same. Because $LD_LIBRARY_PATH in my system return nothing..
2. changing LD_LIBRARY_PATH AFTER you source houdini_setup
That works nice. first i call source houdini_setup_bash, then do export LD. - but… i want put LD_LIBRARY_PATH permanently to .bashrc..
3. mplay directly from the command line and i see something strange!
~> export LD_LIBRARY_PATH=/opt/compile/libs
~> cd /opt/hfs_11/
~> source houdini_setup_bash
The Houdini 11.0.765 environment has been initialized.
~> mplay
(and mplay started and ask some files)
~>mplay -k
started again and listen for flipbooks - and when i create some pre - mplay catch it nicely.
but.
When i try to start mplay FROM houdini:
Error running mplay
Argument list:
0: mplay
1: -flipbook
When i try render with mantra:
sh: line 0: exec: mantra: not found
Spawn Error: : No such file or directory
something very interesting is coming when i have called custom LD_LIBRARY_PATH
sorry for writing “\” instead of “/” - that was mistake only ))
1. export LD_LIBRARY_PATH=/opt/compile/libs:$LD_LIBRARY_PATH - i try set path before:
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:\opt\compile\libs
but result is the same. Because $LD_LIBRARY_PATH in my system return nothing..
2. changing LD_LIBRARY_PATH AFTER you source houdini_setup
That works nice. first i call source houdini_setup_bash, then do export LD. - but… i want put LD_LIBRARY_PATH permanently to .bashrc..
3. mplay directly from the command line and i see something strange!
~> export LD_LIBRARY_PATH=/opt/compile/libs
~> cd /opt/hfs_11/
~> source houdini_setup_bash
The Houdini 11.0.765 environment has been initialized.
~> mplay
(and mplay started and ask some files)
~>mplay -k
started again and listen for flipbooks - and when i create some pre - mplay catch it nicely.
but.
When i try to start mplay FROM houdini:
Error running mplay
Argument list:
0: mplay
1: -flipbook
When i try render with mantra:
sh: line 0: exec: mantra: not found
Spawn Error: : No such file or directory
something very interesting is coming when i have called custom LD_LIBRARY_PATH
Technical Discussion » Llinux LD_LIBRARY_PATH and mantra startup
- live_fx
- 160 posts
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Hello
today i have found some strange thing on Linux.
when i put to $HOME/.bashrc something like that:
export LD_LIBRARY_PATH=\opt\compile\libs:$LD_LIBRARY_PATH
… and then start xterm, and then cd to houdini, source houdini_setup_bash, and “houdini” -
Houdini is run ! But when i try to render i get:
sh: line 0: exec: mantra: not found
when i try to start mplay (listen for render):
Spawn Error: : No such file or directory
Error running mplay
Argument list:
0: mplay
1: -render
======
When i remove from bashrc my custom LD_LIBRARY_PATH env - all work nice.
Question:
How can i without losing Houdini, set my custom LD_LIBRARY_PATH environment variables? What i do wrong? My program is don't work from command line without this env set…
Linux: OpenSUSE 11.4
Houdini: Houdini 11.0.765
today i have found some strange thing on Linux.
when i put to $HOME/.bashrc something like that:
export LD_LIBRARY_PATH=\opt\compile\libs:$LD_LIBRARY_PATH
… and then start xterm, and then cd to houdini, source houdini_setup_bash, and “houdini” -
Houdini is run ! But when i try to render i get:
sh: line 0: exec: mantra: not found
when i try to start mplay (listen for render):
Spawn Error: : No such file or directory
Error running mplay
Argument list:
0: mplay
1: -render
======
When i remove from bashrc my custom LD_LIBRARY_PATH env - all work nice.
Question:
How can i without losing Houdini, set my custom LD_LIBRARY_PATH environment variables? What i do wrong? My program is don't work from command line without this env set…
Linux: OpenSUSE 11.4
Houdini: Houdini 11.0.765
Technical Discussion » Mplay troubles on Linux
- live_fx
- 160 posts
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JColdrick
I have to tried 270.41.06 few minutes ago - and Mplay work correctly.
But when i again install 270.41.19 - Mplay is again run with “blind” error.
I think that more than 270.41.06 update - is not necessary. As always with Nvidia linux drivers - the “new and last” not means good)
My card - 9800 GT.
I have to tried 270.41.06 few minutes ago - and Mplay work correctly.
But when i again install 270.41.19 - Mplay is again run with “blind” error.
I think that more than 270.41.06 update - is not necessary. As always with Nvidia linux drivers - the “new and last” not means good)
My card - 9800 GT.
Technical Discussion » Mplay troubles on Linux
- live_fx
- 160 posts
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$HOME is displayed correct.
I have found the way.
it was a NVIDIA driver problem. I don't know how it linked but after NVIDIA-Linux-x86_64-270.41.19.run - Mplay is stop working. When i back to NVIDIA-Linux-x86_64-260.19.44.run - all work nice.
Thanks.
I have found the way.
it was a NVIDIA driver problem. I don't know how it linked but after NVIDIA-Linux-x86_64-270.41.19.run - Mplay is stop working. When i back to NVIDIA-Linux-x86_64-260.19.44.run - all work nice.
Thanks.
Technical Discussion » Mplay troubles on Linux
- live_fx
- 160 posts
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After installation all work nice. But after total update - is not
I think i need to check all updates..
I think i need to check all updates..
Technical Discussion » Mplay troubles on Linux
- live_fx
- 160 posts
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there no such files in $HOME/houdini11.0 dir..
I try to move houdini11.0 dir to another location (when houdini is launched) and start render again - the same result. And no any “lock” files in my $HOME dir - (only skype lock)
Sorry but i will try to reinstall OpenSUSE 11.4 back to 11.2 - because 11.2 was worked for a long time without problems. (and ext4 -> to ext3)
I try to move houdini11.0 dir to another location (when houdini is launched) and start render again - the same result. And no any “lock” files in my $HOME dir - (only skype lock)
Sorry but i will try to reinstall OpenSUSE 11.4 back to 11.2 - because 11.2 was worked for a long time without problems. (and ext4 -> to ext3)
Technical Discussion » Mplay troubles on Linux
- live_fx
- 160 posts
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1. clean install OpenSUSE 11.4 - x64 (one difference - ext4 FS. I have never use that before)
2. clean install Houdini 11..0.733 - x64
try to create some animation and “flipbook” - 2 black MPLAY windows and in console:
Warning: invalid .mplay_lock file detected
Warning: invalid .mplay_lock file detected
2 times.
- - -
When i try to render (render node with output to “ip”)
Warning: invalid .mplay_lock file detected
Warning: invalid .mplay_lock file detected
mantra: Could not open imager
- - -
ok. i try to start Mplay as “listen”
the same result.
What can be wrong ?
Firewall is disabled.
Internet is working.
I have never seen that error before. Some ideas ? (Searching give me only same errors on Windows)
2. clean install Houdini 11..0.733 - x64
try to create some animation and “flipbook” - 2 black MPLAY windows and in console:
Warning: invalid .mplay_lock file detected
Warning: invalid .mplay_lock file detected
2 times.
- - -
When i try to render (render node with output to “ip”)
Warning: invalid .mplay_lock file detected
Warning: invalid .mplay_lock file detected
mantra: Could not open imager
- - -
ok. i try to start Mplay as “listen”
the same result.
What can be wrong ?
Firewall is disabled.
Internet is working.
I have never seen that error before. Some ideas ? (Searching give me only same errors on Windows)
Houdini Lounge » Rolling Particle
- live_fx
- 160 posts
- Offline
Jeff thanks!
I really like what i see - example of Houdini kung-hu. This is because i love Houdini - many ways for one solution. I now have two ready sweet examples for detailed study.)))
I really like what i see - example of Houdini kung-hu. This is because i love Houdini - many ways for one solution. I now have two ready sweet examples for detailed study.)))
Houdini Lounge » Rolling Particle
- live_fx
- 160 posts
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brianBurke, oh my … this is the wonderful art of procedural animation)) This what i need and much more)
thaaaaaanks !!
thaaaaaanks !!
Houdini Lounge » Rolling Particle
- live_fx
- 160 posts
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I wonder if any of Houdini's solution to create the rolling of particles? That is to say that the particles would “rotate ” rolling on the ground (with diameter)?
I am sure that the guru Houdini have how that can be solved. What i'm looking for - I want to make a particle system, where the particle is rolling when it is as sliding along the surface (particle speed is depends on the particle radius)
if someone have the tutorial - i will happy to look it)
thanks for all opinions
I am sure that the guru Houdini have how that can be solved. What i'm looking for - I want to make a particle system, where the particle is rolling when it is as sliding along the surface (particle speed is depends on the particle radius)
if someone have the tutorial - i will happy to look it)
thanks for all opinions
Houdini Lounge » Particles Advection in DOP
- live_fx
- 160 posts
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Soothsayer
Hi there,
Does this help?
Yes) Thanks you man, the magic node name is GasFieldtoParticle1 - that what i want. Thanks again !
Houdini Lounge » Particles Advection in DOP
- live_fx
- 160 posts
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Soothsayer
Hi there,
Does this help?
Interesting scheme, Soothsayer, thanks for advice ! It looks like what I'm looking for.. Thanks!
Houdini Lounge » Particles Advection in DOP
- live_fx
- 160 posts
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Hi all!
i need some advice…
How i can advect particles from POPs by existing velocity field ? I want to do that inside DOP.
1. create POP system inside DOP
2. import Velocity Field in DOP (i have cached velocity volume)
3. and Advect particles by this imported Velocity Field.
Why i need this? Because POP advect is work slow for me, and this is hard for tuning. i'm sure about DOP+POP advection is more flexible and fast.
correct me if i'm wrong. Thanks for advice!
i need some advice…
How i can advect particles from POPs by existing velocity field ? I want to do that inside DOP.
1. create POP system inside DOP
2. import Velocity Field in DOP (i have cached velocity volume)
3. and Advect particles by this imported Velocity Field.
Why i need this? Because POP advect is work slow for me, and this is hard for tuning. i'm sure about DOP+POP advection is more flexible and fast.
correct me if i'm wrong. Thanks for advice!
Work in Progress » Advecting 10.000.000 particles
- live_fx
- 160 posts
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Houdini Lounge » GLSL shaders example
- live_fx
- 160 posts
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Hi all.
I want to find example of GLSL houdini shader. looks what i mean:
All Houdini 11 shaders, for example “Mantra Surface” (From Houdini Material Palette) have a OGL tab with many parameters - (“Surface”, “Displace”, “Environment”) - where i can look to code of this ? (for writing my own SHOP - GLSL )
I want to make my own shaders for Houdini OpenGL using as a base code that is.
I want an example of the code to understand how it works Houdini GLSL shaders. And really want to write my own GLSL shaders for Houdini.
Thanks for all help..
I want to find example of GLSL houdini shader. looks what i mean:
All Houdini 11 shaders, for example “Mantra Surface” (From Houdini Material Palette) have a OGL tab with many parameters - (“Surface”, “Displace”, “Environment”) - where i can look to code of this ? (for writing my own SHOP - GLSL )
I want to make my own shaders for Houdini OpenGL using as a base code that is.
I want an example of the code to understand how it works Houdini GLSL shaders. And really want to write my own GLSL shaders for Houdini.
Thanks for all help..
Houdini Lounge » PBR point interpolation
- live_fx
- 160 posts
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Houdini Lounge » PBR point interpolation
- live_fx
- 160 posts
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Hi all.
I want to ask about Point Interpolation Feature in PBR.
What i mean:
Yes. This look unclean. But in many cases, with photon hit-point interpolation we can get very fast smooth GI result instead of using huge amount of sharp PBR photon points.
Please advice me: this is possible with PBR ?
i mean smooth interpolated Photon Mapping ?
(when photon hits look like light areas with smooth edges, instead of small sharp points)
This is possible ?
Thanks for advance..
I want to ask about Point Interpolation Feature in PBR.
What i mean:
Yes. This look unclean. But in many cases, with photon hit-point interpolation we can get very fast smooth GI result instead of using huge amount of sharp PBR photon points.
Please advice me: this is possible with PBR ?
i mean smooth interpolated Photon Mapping ?
(when photon hits look like light areas with smooth edges, instead of small sharp points)
This is possible ?
Thanks for advance..
Technical Discussion » GLSL parameters instancing
- live_fx
- 160 posts
- Offline
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