I would like to import a NetCDF file. In a post from 2013, a novice user said they installed the netcdf part of the geo plugin and that was easy.
I cannot find any other reference to using a file sop to import a .nc file.
Currently, I am thinking of using a program to convert my nc files to excel and then exporting from excel to csv, so I can use table import to load the data files.
There are lots of attributes in the nc rectilinear grid file that I need to add to points and then convert to a volume.
Any suggestions?
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Technical Discussion » Import NetCDF (.nc) file?
- bradcarvey
- 52 posts
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Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- bradcarvey
- 52 posts
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I tried to open a second copy of Houdini and I got the opengl 3.3 error. Not surprising, but I thought I would let people know that remotely opening Houdini, does not work, even with a copy open and running.
Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- bradcarvey
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Thanks twod, your suggestion worked.
I ran Houdini on my work computer, Windows 10 workstation with Nvidia 1080 ti graphics card. I then used VPN to login from home, using Microsoft Remote Desktop, running on a Mac Book Pro (Sierra). Houdini was running. I added a static ground and a particle emitter and ran the sim. I then rendered a frame.
I ran Houdini on my work computer, Windows 10 workstation with Nvidia 1080 ti graphics card. I then used VPN to login from home, using Microsoft Remote Desktop, running on a Mac Book Pro (Sierra). Houdini was running. I added a static ground and a particle emitter and ran the sim. I then rendered a frame.
Technical Discussion » Merging polygons, cleaning up mesh before FBX export
- bradcarvey
- 52 posts
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Is it a geometry problem or a shader problem?
I think you need to add a UV map in Houdini, before exporting the FBX, to Unity.
Brad Carvey
I think you need to add a UV map in Houdini, before exporting the FBX, to Unity.
Brad Carvey
Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- bradcarvey
- 52 posts
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The problem appears to be with using VPN to run Houdini on a remote computer. This morning I ran Houdini, at work, and everything was fine. I was running Microsoft Remote Desktop on a Mac Book Pro, using VPN to login to my work computer, which is a Windows workstation. This worked, but apparently there were issues with the Graphics driver. This may have to do with the setting on the remote connection.
Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- bradcarvey
- 52 posts
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I installed an NVidia 1080 Ti graphics card in my HP workstation (64Gbyte 32 threads). It's new and I installed the latest drivers. But, I can't run Houdini Indie 16. I get an OpenGL Fatal Error: The installed OpenGL driver is not able to run OpenGL 3.3.
Before changing the graphics card from another Nvidia card, Houdini ran without any issues.
Brad Carvey
Before changing the graphics card from another Nvidia card, Houdini ran without any issues.
Brad Carvey
Houdini Indie and Apprentice » Using Table Import Attributes
- bradcarvey
- 52 posts
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I found a solution, using the vex point function. BTW, I am using Houdini 16.
I created a table_import with some random floating point values.
I created a sphere and used this expression to modify the Uniform Scale.
point(“../table_import”,@Frame,“num”,0)
The sphere now grows and shrinks, over time, based on the num values, defined in the table import.
Brad Carvey
I created a table_import with some random floating point values.
I created a sphere and used this expression to modify the Uniform Scale.
point(“../table_import”,@Frame,“num”,0)
The sphere now grows and shrinks, over time, based on the num values, defined in the table import.
Brad Carvey
Houdini Indie and Apprentice » Using Table Import Attributes
- bradcarvey
- 52 posts
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My problem seems to be related to creating attributes with Table Import.
I create a num attribute that has a value of 1.0. “num” is the name of the attribute I created. If I use @num, it should return the value of num, but only when it's a local variable. If I try to use a relative path to another node, for example,ch(“../geo/table_import/attribuname1”), that only points to the name I assigned, which is a string.
If I try to use the attribute name, I get an error.
ch(“../geo/table_import/num”)
ch(“../geo/table_import/@num”)
Warning
Bad parameter reference: “../geo/table_import/@num” in parameter /obj/sphere_object1/scale.
I don't expect to be able to use @num in another node. If I try it, I don't get an error and it returns 0.
I create a num attribute that has a value of 1.0. “num” is the name of the attribute I created. If I use @num, it should return the value of num, but only when it's a local variable. If I try to use a relative path to another node, for example,ch(“../geo/table_import/attribuname1”), that only points to the name I assigned, which is a string.
If I try to use the attribute name, I get an error.
ch(“../geo/table_import/num”)
ch(“../geo/table_import/@num”)
Warning
Bad parameter reference: “../geo/table_import/@num” in parameter /obj/sphere_object1/scale.
I don't expect to be able to use @num in another node. If I try it, I don't get an error and it returns 0.
Houdini Indie and Apprentice » Using Table Import Attributes
- bradcarvey
- 52 posts
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If I import a csv file that has the following values:
1,2
3,4
5,6
and I create two attributes
numA and numb
How do I reference numA and numb in another node?
For example, if I create a sphere node inside the geo node with the Table Import Node, how would I change the “Uniform Scale”?
I have tried things like @numA, @NUMA, $numA, $NUMA, ../table_import/numb and a everything else I could think of.
I just want to use an attribute from one node to change something in another node.
1,2
3,4
5,6
and I create two attributes
numA and numb
How do I reference numA and numb in another node?
For example, if I create a sphere node inside the geo node with the Table Import Node, how would I change the “Uniform Scale”?
I have tried things like @numA, @NUMA, $numA, $NUMA, ../table_import/numb and a everything else I could think of.
I just want to use an attribute from one node to change something in another node.
Technical Discussion » GPlay loads geo, but Houdini does not.
- bradcarvey
- 52 posts
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Technical Discussion » GPlay loads geo, but Houdini does not.
- bradcarvey
- 52 posts
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I am debugging a custom geo file writer. I load a simple stl file and then save it as a geo. GPlay.exe will load it on a OSX and Win 10. H13 can not read the file on Win 10. H15 can not read the file on OSX Yosemite.
Houdini File node displays “Unable to read file”. If I select Load “Info”, the info spreadsheet lists 1 point. The info has the correct point count and the correct primative count, with the vertexcount = -1
GPlay shows all of the points, displays the geometry and acts like everything is perfect.
The geo file looks like this:
PGEOMETRY V2
NPoints 34830 NPrims 68184
NPointGroups 1 NPrimGroups 1
NPointAttrib 1 NVertexAttrib 0 NPrimAttrib 1 NAttrib 0
PointAttrib
L2norm 1 float 0
0.5 -0.218615 -0.1875 1 (0.577017)
…
2.34375 0 -0.0311629 1 (2.34396)
PrimitiveAttrib
L2norm 1 float 0
Run 68184 Poly
3 < 0 1 2
…
3 < 21796 34802 21830
beginExtra
endExtra
When I create a box inside houdini and save it. The header and format of the ascii geo file looks completely different, but the GPD.txt file that came with Houdini shows a header file that starts with PGEOMETRY V#. The HDK specifically says, “The .geo and .bgeo format are documented at length in $HH/public/GPD/gpd.txt which ships with Houdini.”
I am confused, why GPlay reads the geo file I created and Houdini can not read the file.
Brad Carvey
Houdini File node displays “Unable to read file”. If I select Load “Info”, the info spreadsheet lists 1 point. The info has the correct point count and the correct primative count, with the vertexcount = -1
GPlay shows all of the points, displays the geometry and acts like everything is perfect.
The geo file looks like this:
PGEOMETRY V2
NPoints 34830 NPrims 68184
NPointGroups 1 NPrimGroups 1
NPointAttrib 1 NVertexAttrib 0 NPrimAttrib 1 NAttrib 0
PointAttrib
L2norm 1 float 0
0.5 -0.218615 -0.1875 1 (0.577017)
…
2.34375 0 -0.0311629 1 (2.34396)
PrimitiveAttrib
L2norm 1 float 0
Run 68184 Poly
3 < 0 1 2
…
3 < 21796 34802 21830
beginExtra
endExtra
When I create a box inside houdini and save it. The header and format of the ascii geo file looks completely different, but the GPD.txt file that came with Houdini shows a header file that starts with PGEOMETRY V#. The HDK specifically says, “The .geo and .bgeo format are documented at length in $HH/public/GPD/gpd.txt which ships with Houdini.”
I am confused, why GPlay reads the geo file I created and Houdini can not read the file.
Brad Carvey
Houdini Indie and Apprentice » Table Import modify P based on csv order
- bradcarvey
- 52 posts
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I use a table import SOP and a point sop to create a group of points. Since, the imported CSV file does not have x,y and z fields, Px, Py and Pz are all zero.
I want to modify point positions, based on their order in the CSV file.
For example, if there are 100 lines in the CSV and I want the points to be positioned 10 rows by 10 pixels.
I know I need to create a multi line expression. CMD E on a mac. I use python.
I can do the for each loops, but I don't know how to reference all of the points in order. I can't even get the following code to work.
count = 1
return count
Brad Carvey
I want to modify point positions, based on their order in the CSV file.
For example, if there are 100 lines in the CSV and I want the points to be positioned 10 rows by 10 pixels.
I know I need to create a multi line expression. CMD E on a mac. I use python.
I can do the for each loops, but I don't know how to reference all of the points in order. I can't even get the following code to work.
count = 1
return count
Brad Carvey
Houdini Engine API » Writing Houdini Engine Plugins
- bradcarvey
- 52 posts
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Technical Discussion » Trouble with UI on second monitor with H15 on macbook retina
- bradcarvey
- 52 posts
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I have multiple monitor issues, with Houdini and not with other programs. I have different issues with Yosemite and Win 7.
In both cases, if I start Houdini on the home screen (task bar or dock screen) and keep everything on that screen, things seem to work.
If I start Houdini on my MacBook Pro retina display and try to move the Houdini Screen to another monitor, the Houdini screen is bad, like the picture in the first post.
If I start Houdini on my Win 7 workstation's home screen and then drag it to another screen, the Houdini screen is ok, but dialogs are not usable. I can't even quit. This appears to be related to monitor resolution and aspect ratio.
I believe this is consistent across versions. In both cases I solve the problem by limiting Houdini to one monitor.
Brad Carvey
In both cases, if I start Houdini on the home screen (task bar or dock screen) and keep everything on that screen, things seem to work.
If I start Houdini on my MacBook Pro retina display and try to move the Houdini Screen to another monitor, the Houdini screen is bad, like the picture in the first post.
If I start Houdini on my Win 7 workstation's home screen and then drag it to another screen, the Houdini screen is ok, but dialogs are not usable. I can't even quit. This appears to be related to monitor resolution and aspect ratio.
I believe this is consistent across versions. In both cases I solve the problem by limiting Houdini to one monitor.
Brad Carvey
Houdini Lounge » Houdini Engine for Modo
- bradcarvey
- 52 posts
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FYI, the Houdini Engine for Modo git repository has been removed.
This like is no longer valid.
https://github.com/ttvd/HoudiniEngineForModo [github.com]
Brad Carvey
This like is no longer valid.
https://github.com/ttvd/HoudiniEngineForModo [github.com]
Brad Carvey
Houdini Engine API » Writing Houdini Engine Plugins
- bradcarvey
- 52 posts
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I am working on writing Houdini Engine plugins for a few different simulators and other programs, including Paraview.
Paraview is open source and I have access to the source of the other applications.
All of the applications have primitive rendering engines.
Is this or is there an appropriate forum to share Houdini Engine development experiences? Not just questions for the gurus, but posts about progress…
For example, I intend to create an IPC link between a Houdini Engine and a Python script in Paraview. As a first step, I would do something like importing text from the Python script into the Houdini Engine. To do that I assume I would have to write a barebones engine and understand how to send and receive parameters.
Brad Carvey
Paraview is open source and I have access to the source of the other applications.
All of the applications have primitive rendering engines.
Is this or is there an appropriate forum to share Houdini Engine development experiences? Not just questions for the gurus, but posts about progress…
For example, I intend to create an IPC link between a Houdini Engine and a Python script in Paraview. As a first step, I would do something like importing text from the Python script into the Houdini Engine. To do that I assume I would have to write a barebones engine and understand how to send and receive parameters.
Brad Carvey
Houdini Engine API » Houdini 15 Houdini Engine Save bgeo?
- bradcarvey
- 52 posts
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Does the Houdini Engine API support saving bgeo files?
I want to create a digital asset that will the user to add attributes to a object and save it as a bgeo. Is that possible?
Does the matra node work in the Engine? I want to be able to render images, using Houdini's Manta renderer.
I want to create a digital asset that will the user to add attributes to a object and save it as a bgeo. Is that possible?
Does the matra node work in the Engine? I want to be able to render images, using Houdini's Manta renderer.
Technical Discussion » Indie and GeForce 650M Yosemite Problems
- bradcarvey
- 52 posts
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I am using Indie 15.0.244.16 on a Mac Book Pro with Yosemite OS X. I am having random issues with displaying the Houdini interface on 15, which I do not have on 14. Random means the opening screen varies, but it's never useable. Sometimes it just flashing areas of pixels and other times the interface is displayed very small and then flashes to only a portion of the interface is visible.
I am downloading 15.0.305 to see if it fixes the problem. I have the latest Nvidia driver. The software works fine on a trashcan Mac Pro. It also seems to work fine on a single monitor. I have multiple monitors on my Mac Book.
Any suggestions?
Brad Carvey
I am downloading 15.0.305 to see if it fixes the problem. I have the latest Nvidia driver. The software works fine on a trashcan Mac Pro. It also seems to work fine on a single monitor. I have multiple monitors on my Mac Book.
Any suggestions?
Brad Carvey
Technical Discussion » Paste does not work in Python editor
- bradcarvey
- 52 posts
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Technical Discussion » Paste does not work in Python editor
- bradcarvey
- 52 posts
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I am trying to write python code in Houdini, but paste does not work. I downloaded the latest build 13.0447.
I launch Houdini (commercial license) and open the python editor.
I type some text.
Select the text.
enter Ctrl X
enter Ctrl V
But, it's worse then that. I cannot paste in Houdini. I can copy text in Houdini and paste it to an external editor. But I can't paste that same text to any location inside Houdini. NO PASTING of any kind inside Houdini.
Any Ideas?
I am running Windows 7 Ultimate Service Pack 1 64 bit
Brad Carvey
I launch Houdini (commercial license) and open the python editor.
I type some text.
Select the text.
enter Ctrl X
enter Ctrl V
But, it's worse then that. I cannot paste in Houdini. I can copy text in Houdini and paste it to an external editor. But I can't paste that same text to any location inside Houdini. NO PASTING of any kind inside Houdini.
Any Ideas?
I am running Windows 7 Ultimate Service Pack 1 64 bit
Brad Carvey
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