Found 332 posts.
Search results Show results as topic list.
Houdini Learning Materials » color scheme download link fail
- Doudini
- 333 posts
- Offline
sidefx really needs to stop leaving these broken out of date things in their software…
SI Users » My biggest frustrations with Houdini - suggestions?
- Doudini
- 333 posts
- Offline
jammer
I very often miss them when trying to translate and end up deselecting my geometry.
Maybe this might help you:
turn on Secure Selection so it does not allow selecting when in translate/rotate/scale mode
Houdini Indie and Apprentice » How to make a waving flag... I still wonder (Wind not working in H16?)
- Doudini
- 333 posts
- Offline
michiel
Sorry for the confusion.
This tutorial is wrong and will be fixed.
when will it be fixed cause it has been there for years now with multiple promises and nothing ever happened. Cloth seems at a really bad stage in houdini. I personally gave up on it after H14.
Another example that might need some attention: http://www.sidefx.com/ja/docs/houdini/model/faq [sidefx.com]
It has been empty for what feels like 5 years now?
Technical Discussion » Oriented bounding boxes not consistently oriented
- Doudini
- 333 posts
- Offline
this is really weird. not sure what the current state is in finding the oriented bounding box but it seems there could be a better algorithm in houdini. i often saw cases where the orientation seems way off.
Not sure what is happening in your case as the geo seems pretty much identical. you should report it directly to sidefx support.
Not sure what is happening in your case as the geo seems pretty much identical. you should report it directly to sidefx support.
Technical Discussion » HeightField File Node supported file formats [SOLVED]
- Doudini
- 333 posts
- Offline
I dont know if this might be solving the issue but its worth a try:
Under: Preferences -> Compositing -> Cooking ->
Set the Resolution Limit higher than 10000x10000
Under: Preferences -> Compositing -> Cooking ->
Set the Resolution Limit higher than 10000x10000
Technical Discussion » [COP] Scale Node
- Doudini
- 333 posts
- Offline
Did you enable GPU enhancement for COP?
We had this issue too when we enabled some GPU functions for COP.
Houdini Preferences -> Compositing -> Cooking -> Disable Use GPU to Assist Compositing
We had this issue too when we enabled some GPU functions for COP.
Houdini Preferences -> Compositing -> Cooking -> Disable Use GPU to Assist Compositing
Edited by Doudini - 2017年4月7日 08:55:14
Technical Discussion » Construction Plane in orthographic viewports...!
- Doudini
- 333 posts
- Offline
Houdini Indie and Apprentice » Baking Occulsion Texture
- Doudini
- 333 posts
- Offline
what version are you using? I am not getting the same result with the model at the end.
However I tested the occlusion with the parts of the model that are correct. and here it works. i tested with build 565.
What you need to do to make it work is remove the UV Cage Object. Just put your Geo in the UV Object and leave the others empty if they dont actually exist.
However I tested the occlusion with the parts of the model that are correct. and here it works. i tested with build 565.
What you need to do to make it work is remove the UV Cage Object. Just put your Geo in the UV Object and leave the others empty if they dont actually exist.
Technical Discussion » Laggy UI?
- Doudini
- 333 posts
- Offline
Similar situation here. On Windows the Network editor just gets slower and slower the more you work with it.
On CentOS 6.8 it seems to work much faster but one can still notice a slight lag in the menu. I havent experiencend the slowdown over time like on windows so far.
One thing I noticed is that when putting the Network editor in fullscreen (ctrl-b) the lag seems to be much less.
On CentOS 6.8 it seems to work much faster but one can still notice a slight lag in the menu. I havent experiencend the slowdown over time like on windows so far.
One thing I noticed is that when putting the Network editor in fullscreen (ctrl-b) the lag seems to be much less.
Technical Discussion » Multiparams and menus, UI performance
- Doudini
- 333 posts
- Offline
Farmfield
Unified noise is amazingly slow in VOPs, tweaking, changing values, but well set, if you animate it, it's fast as F in the viewport.
Edit: Running 16.0.534 and unified noise is still really slow when tweaking values…
Well put. That seems to be exactly the issue. Its really only running fast when the parameters are in SOP. Which makes sense that the issue comes from a $F. Not sure why that is happening because the noise is not animated by default?
Technical Discussion » Multiparams and menus, UI performance
- Doudini
- 333 posts
- Offline
Andy58
May I ask what the issue with unified noise is? Does it take add 2-3 seconds per instance before a render starts?
Thanks.
Andy
I have to say I feel really stupid now. I made another test and the unified noise is actually working fast now. I am not sure what was wrong with the other setup I tested.
Also installed the new daily build and it seems to have fixed a few things with the UI.
Technical Discussion » Multiparams and menus, UI performance
- Doudini
- 333 posts
- Offline
the unified noise works really slow since some time now. Test it yourself on a 100x100 grid. I was told its a known issue. When I test the unified noise in H16 its still not usable for us in production.
Houdini Lounge » Group by Filter Expression in H16
- Doudini
- 333 posts
- Offline
Nima
Hello.
Simply you can do that by adding a Group Create node and a Group Expression node afterwards.
HIP file is here.
I think he is asking for something else.
here is a vex wrangle using getbbox to find the min and max values for XYZ.
v@min = {0.0, 0.0, 0.0 }; v@max = {0.0, 0.0, 0.0 }; getbbox(@min,@max); @group_xmin = @P.x <= @min.x; @group_xmax = @P.x >= @max.x; @group_zmin = @P.z <= @min.z; @group_zmax = @P.z >= @max.z;
Attributes to Create: min max group_xmax group_zmin group_zmax group_xmin
Technical Discussion » Old vs. New Point SOP
- Doudini
- 333 posts
- Offline
Technical Discussion » Warning from shaders in locked digital assets
- Doudini
- 333 posts
- Offline
I remember this error. We just ignored it all the time.
if you dont have displacement in your shader you could try remove the 2 parameters from your shader interface, maybe that will help?
if you dont have displacement in your shader you could try remove the 2 parameters from your shader interface, maybe that will help?
Technical Discussion » Multiparams and menus, UI performance
- Doudini
- 333 posts
- Offline
H16 interface feels really slow and sluggish i have to agree.
I am wondering why it is not a bigger topic in the forums or anywhere else.
it seems like performance things take too long to get fixed or get ignored entirely. (hint: unified noise)
ps: For the viewport you can disable all new material stuff in the display options and it should perform better.
I am wondering why it is not a bigger topic in the forums or anywhere else.
it seems like performance things take too long to get fixed or get ignored entirely. (hint: unified noise)
ps: For the viewport you can disable all new material stuff in the display options and it should perform better.
Houdini Lounge » Tool Palette Galleries ?
- Doudini
- 333 posts
- Offline
Hi Tucker,
I hope there are no plans to remove them in future releases?
idx files cant replace them, the shelf is not an option.
What makes the tool palette so powerful is the type ahead search. For example we just open the tool palette and type in transform to show all transform sop presets. Then we can drag and drop them in the network editor. its much quicker than going thru menus. Additional they show up in the gear menu anyway.
Imagine you have a transform sop you use over and over again, for example where the pivot is always centered. It would be annoying to type in the expression every time. So we have a preset for that and many others nicely labeled and categorized in the tool palette. It can have subcategories, keywords for search and its own icon. Its very powerful, easy to manage and share with each other.
as long as they are still there we dont mind. Its just for new users, very hard to find out about it.
ps: similar situation with the shortcut alt-b. How many users knew about that? Its still there in H16.
I hope there are no plans to remove them in future releases?
idx files cant replace them, the shelf is not an option.
What makes the tool palette so powerful is the type ahead search. For example we just open the tool palette and type in transform to show all transform sop presets. Then we can drag and drop them in the network editor. its much quicker than going thru menus. Additional they show up in the gear menu anyway.
Imagine you have a transform sop you use over and over again, for example where the pivot is always centered. It would be annoying to type in the expression every time. So we have a preset for that and many others nicely labeled and categorized in the tool palette. It can have subcategories, keywords for search and its own icon. Its very powerful, easy to manage and share with each other.
as long as they are still there we dont mind. Its just for new users, very hard to find out about it.
ps: similar situation with the shortcut alt-b. How many users knew about that? Its still there in H16.
Houdini Lounge » Tool Palette Galleries ?
- Doudini
- 333 posts
- Offline
Why is it hidden so much in H16?
Most studios I worked for we somehow used it. was it for sharing rnd things, building modules we didnt want to put in HDAs, or simply having presets for minor things such as transformation alignment etc.
We need more Love for the Tool Palette and galleries. At least sidefx could add a button. Why for example have a button for Shapes and colors when you access them with S and C. Noone is ever going to press those buttons. Why not put the tool palette button there which has no shortcut at all?
please help bring back a button to make it more prominent and accessible for new users.
Thanks.
ps: i already RFE this but sidefx told me the tool palette is not used that much.
Most studios I worked for we somehow used it. was it for sharing rnd things, building modules we didnt want to put in HDAs, or simply having presets for minor things such as transformation alignment etc.
We need more Love for the Tool Palette and galleries. At least sidefx could add a button. Why for example have a button for Shapes and colors when you access them with S and C. Noone is ever going to press those buttons. Why not put the tool palette button there which has no shortcut at all?
please help bring back a button to make it more prominent and accessible for new users.
Thanks.
ps: i already RFE this but sidefx told me the tool palette is not used that much.
Technical Discussion » Render node in img (cop) produce reddish color
- Doudini
- 333 posts
- Offline
diable the Sky Environment on the Skylight. Not sure why it isnt working with it. It seems like its trying to load an empty image. use a hdri map or bake your gradient ramp from the skylight to a hdr map.
Houdini Learning Materials » What is the best way to make a realistic grass field in Houdini 16?
- Doudini
- 333 posts
- Offline
For stamping name a variable and put a value like: rand(@ptnum). kinda depends on what you want to do here.
Where you want to have that random value put: stamp(“../my_copy”, my_value, 0)
i personally would try to avoid stamp as much as possible as its really slow. You can use attribute randomize sop on the scattered points to add random values like scale, orientation and direction.
You can use these: (http://www.sidefx.com/ja/docs/houdini/copy/instanceattrs) [sidefx.com]
N (i use this for the direction so we use in Y a value from 0.8-1.2 or something)
pscale: will control your height so we put this like maybe 0.7 - 1.1
orient: the rotation. we can use something like -45 - 45
up: can be used for direction instead of N.
then you can also mix in more randomness with a point VOP and noises like turbulent noise to control color or drive further your shape.
I can post the hip file from the screenshot above later sometime if I dont forget. I jsut put that together real quick :3
Where you want to have that random value put: stamp(“../my_copy”, my_value, 0)
i personally would try to avoid stamp as much as possible as its really slow. You can use attribute randomize sop on the scattered points to add random values like scale, orientation and direction.
You can use these: (http://www.sidefx.com/ja/docs/houdini/copy/instanceattrs) [sidefx.com]
N (i use this for the direction so we use in Y a value from 0.8-1.2 or something)
pscale: will control your height so we put this like maybe 0.7 - 1.1
orient: the rotation. we can use something like -45 - 45
up: can be used for direction instead of N.
then you can also mix in more randomness with a point VOP and noises like turbulent noise to control color or drive further your shape.
I can post the hip file from the screenshot above later sometime if I dont forget. I jsut put that together real quick :3
Edited by Doudini - 2017年2月26日 02:18:13
-
- Quick Links