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Houdini Lounge » Invisible Houdini Nodes
- orr
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Well I accidentally hit a wrong key in Houdini and now some of my nodes are missing and I don’t know how to bring them back? Can anyone help me with this? Thanks
Technical Discussion » Windows Compiler for H13 HDK?
- orr
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edward
For Houdini 13 on Windows the main compiler will still be Visual Studio 2008. However, we would like to transition to something newer so there will also be another build using either Visual Studio 2012 or or the just released 2013. Then hopefully, the next major version after Houdini 13 will drop support for VS 2008. It's not clear yet whether the “new” VS build of H13 will be released at the same time as the VS2008 build though, it might lag a bit, esp. if the decision is to go all the way to VS 2013.
Don't know if this matters to you guys but VS2012 does not support the full c++11 standard. No initializer list, no variadic templates. Also I hope you make good use of move sematics .
Houdini Lounge » 3D Printers + Houdini?
- orr
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we recently did some previs work for nike which was partially 3d printed in the end. All of it was done in Houdini. You can check it out here: http://www.deskriptiv.de/projekte/flyknit [deskriptiv.de]
Technical Discussion » which compiler for H12?
- orr
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Maybe set the additional include directories in the c++ / general tab to something like “C:\Program Files\Side Effects Software\Houdini 12.0.543.9\toolkit\include” if you haven't yet.
You might also want to set the Target Machine (linker / advanced) to MachineX64. Also make sure what Configuration you are setting these properties in and with which ones you build your project.
You might also want to set the Target Machine (linker / advanced) to MachineX64. Also make sure what Configuration you are setting these properties in and with which ones you build your project.
Technical Discussion » Need some light in the world of "HDK"
- orr
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did you consider vex for iterating over the points of a pointcloud ? It's very fast when it comes to points because of it's SIMD nature.
I haven't done alot with the hdk but I don't think that you can change the behaviour of the existing geometry nodes . But calling an external api like cuda or opencl from hdk is doable. If you are doing alot of work with pointclouds you might also consider pcl http://pointclouds.org/ [pointclouds.org]
I haven't done alot with the hdk but I don't think that you can change the behaviour of the existing geometry nodes . But calling an external api like cuda or opencl from hdk is doable. If you are doing alot of work with pointclouds you might also consider pcl http://pointclouds.org/ [pointclouds.org]
Technical Discussion » which compiler for H12?
- orr
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vc9 is part of visual studio 2008 so from Houdini 12 on you can use visual studio 2008. As far as my experience goes this combination works fine.
Technical Discussion » HDK: THREADED_METHOD1
- orr
- 98 posts
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hm, it's working for me. I just did a test with 301 points and 8 cores it gives me:
37
38
37
38
38
38
37
38
sum: 301
I also put pratheses around result like this (*result) += total; just to make sure .
that's how i call it:
sumPts = 0;
sum(&sumPts);
cout << “sum: ” << sumPts << endl;
37
38
37
38
38
38
37
38
sum: 301
I also put pratheses around result like this (*result) += total; just to make sure .
that's how i call it:
sumPts = 0;
sum(&sumPts);
cout << “sum: ” << sumPts << endl;
Technical Discussion » HDK: THREADED_METHOD1
- orr
- 98 posts
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you have 2 cores so i divides the work into 50 points each.
in your for loop you are counting these points so total is set to 50 each.
Now you you trying to set result like this
{
UT_AutoJobInfoLock a(info);
*result = total;
}
so basically your first thread runs counts 50 points and sets result to 50. meanwhile your second thread runs aswell counts 50 points and sets results to 50 aswell.
I think what you wanted to do is more like this:
{
UT_AutoJobInfoLock a(info);
*result += total; // Maybe just a typo?
}
That way result will be 100 in the end.
in your for loop you are counting these points so total is set to 50 each.
Now you you trying to set result like this
{
UT_AutoJobInfoLock a(info);
*result = total;
}
so basically your first thread runs counts 50 points and sets result to 50. meanwhile your second thread runs aswell counts 50 points and sets results to 50 aswell.
I think what you wanted to do is more like this:
{
UT_AutoJobInfoLock a(info);
*result += total; // Maybe just a typo?
}
That way result will be 100 in the end.
Houdini Lounge » ampas Technical Achievement Award for Mantra!
- orr
- 98 posts
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that's awesome. congratulations to all involved.
but why isn't there an news article about this yet? you guys have to spread the word about such great news
but why isn't there an news article about this yet? you guys have to spread the word about such great news
Technical Discussion » Is Houdini orthogonal?
- orr
- 98 posts
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They are changing the geometry libary for h12 … so it'll show if their softwaredesign is “orthogonal” or not .
Technical Discussion » can anyone help me with this?this project crash my houdini
- orr
- 98 posts
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Technical Discussion » Houdini precision
- orr
- 98 posts
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Technical Discussion » changing values of an attribute tuple
- orr
- 98 posts
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Technical Discussion » changing values of an attribute tuple
- orr
- 98 posts
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hi,
thanks a lot! But I have to be more specific. I don't know in advance which index of the parameter is going to change. So what I am looking for is more like a simple array assignemd. a = value. Also the 4-tuple is just an example what if I have an n-tuple? I guess my best bet is to use a simple python op.
thanks a lot! But I have to be more specific. I don't know in advance which index of the parameter is going to change. So what I am looking for is more like a simple array assignemd. a = value. Also the 4-tuple is just an example what if I have an n-tuple? I guess my best bet is to use a simple python op.
Technical Discussion » changing values of an attribute tuple
- orr
- 98 posts
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I have a detail integer attribute tuple with 4 entries. In another node I want to change the i-th element of that tuple. What's the best way to do this?
Houdini Lounge » primlist() question
- orr
- 98 posts
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hm… The primlist and pointlist expressions work for me wihtout quotes around it.
your group name says you are using a point group “start_points”. Maybe you should change your group type to points and use
`pointlist(opinputpath(“.”, 0),opinput(“.”, 0))`
or change your group type to primitives and use primlist()
your group name says you are using a point group “start_points”. Maybe you should change your group type to points and use
`pointlist(opinputpath(“.”, 0),opinput(“.”, 0))`
or change your group type to primitives and use primlist()
Houdini Lounge » Is there any architects here
- orr
- 98 posts
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Hi,
I am not an architect but I love using houdini for parametric shapes. Some can be seen here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=17034 [sidefx.com]
I am not an architect but I love using houdini for parametric shapes. Some can be seen here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=17034 [sidefx.com]
Work in Progress » fragmenting the nonstatic
- orr
- 98 posts
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Thanks
It's a really simple setup.
I used different mp3-files to drive a curl noise inside a popnet.
Some resampling in chops need to be done so that the curlnoise wouldn't jitter too much.
The baseobject are 12 cubes that are scaled down with the copysop. I used a softbody pop inside the popnetwork the get the whole mesh into it. The white wires are created with a fuse sop averaging the position of the other wires. The point sop is there to set the wirethickness for rendering (pscale).
Simple setup for maximum fun
It's a really simple setup.
I used different mp3-files to drive a curl noise inside a popnet.
Some resampling in chops need to be done so that the curlnoise wouldn't jitter too much.
The baseobject are 12 cubes that are scaled down with the copysop. I used a softbody pop inside the popnetwork the get the whole mesh into it. The white wires are created with a fuse sop averaging the position of the other wires. The point sop is there to set the wirethickness for rendering (pscale).
Simple setup for maximum fun
Work in Progress » fragmenting the nonstatic
- orr
- 98 posts
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Just a litte experimental audiodriven animation something
I did it just for fun while learning houdini.
watch it on…
vimeo: http://vimeo.com/8015484 [vimeo.com]
youtube: http://www.youtube.com/watch?v=wBNG7-MQK8g [youtube.com]
heres a preview:
I did it just for fun while learning houdini.
watch it on…
vimeo: http://vimeo.com/8015484 [vimeo.com]
youtube: http://www.youtube.com/watch?v=wBNG7-MQK8g [youtube.com]
heres a preview:
Houdini Lounge » some Ideas
- orr
- 98 posts
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Ah okay. I already gussed that someone would come up and telling me that there were quiet a bazzillion ways of doing this . I am very glad you gave me this insights (this goes especially at jeff). I could also use nulls and add parameters to keep my calculations at one place … though I don't know if that makes so much sense. Houdini seems give me to much freedom .
Hmm, just like you already did it with HDAs. Just some greyboxes labeled with the path where the parameter came from. Those grey boxes would be connceted to nodes referencing the parameter. Doubelclick one of those boxes to directly get to the subnetwork. One could also just visualize a wire coming out of the subnetwork connected the the node. But I didn't think it through yet.
Also(!) really I don't have any professional Experience so maybe these Ideas where just Bullshit ;D
How do you propose to deal with expressions that reference nodes in other subnetworks? eg. SOPs referencing from DOPs
Hmm, just like you already did it with HDAs. Just some greyboxes labeled with the path where the parameter came from. Those grey boxes would be connceted to nodes referencing the parameter. Doubelclick one of those boxes to directly get to the subnetwork. One could also just visualize a wire coming out of the subnetwork connected the the node. But I didn't think it through yet.
Also(!) really I don't have any professional Experience so maybe these Ideas where just Bullshit ;D
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