Hey guys.
I have this weird glitch when I work with volumes.
Everything looks fine for a few moments, but then suddenly the display messes up.
These pics tell a better story.
My GPU is a nvidia 770GTX, so it should be able to handle it
Has anyone seen this kind of glitching before?
Thanks
Gerbrand
Found 62 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » volume display problem
-
- Gerbrand
- 62 posts
- Offline
Houdini Engine API » Engine for Blender ?
-
- Gerbrand
- 62 posts
- Offline
Houdini Engine API » Engine for Blender ?
-
- Gerbrand
- 62 posts
- Offline
I did a search, but didn't find anything except the old pol on which packages people would like engine for.
My question is: Are there any plans for a Blender version of the engine?
I personally would love to see this happen, mainly to get my houdini work into cycles.
Cycles is a great option for a quick and cheap render farm. Especially for indie users.
There is also something very exiting about the blender community.
People come up with some interesting things when the main drive is not to sell the software.
Anyway, just thought I would ask to see if there is interest in this.
G
My question is: Are there any plans for a Blender version of the engine?
I personally would love to see this happen, mainly to get my houdini work into cycles.
Cycles is a great option for a quick and cheap render farm. Especially for indie users.
There is also something very exiting about the blender community.
People come up with some interesting things when the main drive is not to sell the software.
Anyway, just thought I would ask to see if there is interest in this.
G
Houdini Indie and Apprentice » Indie buget limitation OK but why resolution ?
-
- Gerbrand
- 62 posts
- Offline
Just in case there is still some life in this horse, I'm going to flog it ![](/static/djangobb_forum/img/smilies/tongue.png)
First of all: Indie is the most value for money I've come across next to blender
.
At this price one can't really bitch about anything!
I do however feel that there is an opportunity for sidefx to create an option for a part of the market they currently don't fully cater for:
“Freelancers with their own software and hardware working in advertising”.
I operate in this space and the problem for me with indie is Mantra.
Mantra is a great render for large studios with render farms and departments dedicated to tweaking and optimizing the crap out of it.
Unfortunately I don't have that luxury.
On most jobs I'm required to deliver final renders with client changes within a week or two of starting the job.
In the past I've used Softimage with Arnold or redshift, to be able to do this.
The external render limitation in indie is what bothers me.
Right now I need to alembic everything out, import back into some other package and render there.
Every time a client makes a change, I get to export alembics again.
This is annoying and expensive, but somehow still faster than trying to get mantra to finish on time.
It doesn't make sense to me that we can render in other renders via alembic, but not inside houdini.
It just means that I now spend less time in houdini, doing things outside of houdini, the painful way, cause I can't render it in the ridiculous time most of my clients expect.
I've considered buying just standard houdini, but then I would still need to buy octane on top of that to get gpu rendering.
Also I need a solution for fluids and dynamics.
What I would like to see is a product between indie and FX, without the external renderer limitation. (keep the income limit)
This would mean that I can focus on getting really good with houdini, rather than diluting my skills between other packages.
I know that learning more software will benefit me in the long run, but the day has only so many hours, and my family has to eat.
I would gladly pay more for this option.
I've paid for 2 indies, and a indie engine, but even 3 mantras can't keep up with one octane/redshift/cycles for the majority of the types of shots I work on.
I'm sure I'm not the only one who would support an option similar to what I've described above if it was available.
Thanks
Gerbrand
![](/static/djangobb_forum/img/smilies/tongue.png)
First of all: Indie is the most value for money I've come across next to blender
![](/static/djangobb_forum/img/smilies/smile.png)
At this price one can't really bitch about anything!
I do however feel that there is an opportunity for sidefx to create an option for a part of the market they currently don't fully cater for:
“Freelancers with their own software and hardware working in advertising”.
I operate in this space and the problem for me with indie is Mantra.
Mantra is a great render for large studios with render farms and departments dedicated to tweaking and optimizing the crap out of it.
Unfortunately I don't have that luxury.
On most jobs I'm required to deliver final renders with client changes within a week or two of starting the job.
In the past I've used Softimage with Arnold or redshift, to be able to do this.
The external render limitation in indie is what bothers me.
Right now I need to alembic everything out, import back into some other package and render there.
Every time a client makes a change, I get to export alembics again.
This is annoying and expensive, but somehow still faster than trying to get mantra to finish on time.
It doesn't make sense to me that we can render in other renders via alembic, but not inside houdini.
It just means that I now spend less time in houdini, doing things outside of houdini, the painful way, cause I can't render it in the ridiculous time most of my clients expect.
I've considered buying just standard houdini, but then I would still need to buy octane on top of that to get gpu rendering.
Also I need a solution for fluids and dynamics.
What I would like to see is a product between indie and FX, without the external renderer limitation. (keep the income limit)
This would mean that I can focus on getting really good with houdini, rather than diluting my skills between other packages.
I know that learning more software will benefit me in the long run, but the day has only so many hours, and my family has to eat.
I would gladly pay more for this option.
I've paid for 2 indies, and a indie engine, but even 3 mantras can't keep up with one octane/redshift/cycles for the majority of the types of shots I work on.
I'm sure I'm not the only one who would support an option similar to what I've described above if it was available.
Thanks
Gerbrand
Houdini Indie and Apprentice » How to? Render scheduler to check render time it's confusing
-
- Gerbrand
- 62 posts
- Offline
I use the performance monitor window to check render time while I set shots up.
It is a pain, but it seems to work..
You have to stop and record again every time you re-render.
I am a total houdini noob, so if there is a better way, please let us know![](/static/djangobb_forum/img/smilies/smile.png)
The verbose setting doesn't work for me in h14
It is a pain, but it seems to work..
You have to stop and record again every time you re-render.
I am a total houdini noob, so if there is a better way, please let us know
![](/static/djangobb_forum/img/smilies/smile.png)
The verbose setting doesn't work for me in h14
Houdini Indie and Apprentice » Fur stretched by underlying skin animation
-
- Gerbrand
- 62 posts
- Offline
I cant share that file, still in production, and I don't own the assets, but I will try to reproduce it.
Houdini Indie and Apprentice » Fur stretched by underlying skin animation
-
- Gerbrand
- 62 posts
- Offline
Hey Guys and Girls
I asked this on odforce yesterday, but no luck.
I'm using Houdini to put fur on some alembic files animated in Maya, and I'm getting unexpected stretching of fur.
It seems like the tips are deformed by the closest surface, rather than following what is happening to the root.
Is there a trick to get the tips to follow the roots?
Thanks for looking
Gerbrand
Here is a pic to illustrate the problem:
I asked this on odforce yesterday, but no luck.
I'm using Houdini to put fur on some alembic files animated in Maya, and I'm getting unexpected stretching of fur.
It seems like the tips are deformed by the closest surface, rather than following what is happening to the root.
Is there a trick to get the tips to follow the roots?
Thanks for looking
Gerbrand
Here is a pic to illustrate the problem:
Houdini Engine for Unreal » Geometry cache (alembic)
-
- Gerbrand
- 62 posts
- Offline
Houdini Indie and Apprentice » U value at intersection point?
-
- Gerbrand
- 62 posts
- Offline
Hey guys
This is a bit of a long winded question, so bare with me please.
I'm building my own version of a pipe generator.
Most of my work is based on:
1: The procedural modeling videos by Ari Danish
2: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21231&sid=828819956b055ae66950333bd07679d4 [sidefx.com]
3: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=34710 [sidefx.com]
None of these however have a good solution for creating evenly spaced elbow joints.
I would like to control the carve u-value with a sphere generated on each elbow joint, but I have no idea how to do this.
I found this method, but it doesn't work on my curved curves. it only works on 2 point lines as far as I can tell
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27190&highlight= [sidefx.com]
Here is my file: you can see the system is working to a degree, but I have no way of controlling the elbow size in world space.
Could someone smarter than me (basically everyone on this forum) take a look and offer some advise?
This is a bit of a long winded question, so bare with me please.
I'm building my own version of a pipe generator.
Most of my work is based on:
1: The procedural modeling videos by Ari Danish
2: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21231&sid=828819956b055ae66950333bd07679d4 [sidefx.com]
3: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=34710 [sidefx.com]
None of these however have a good solution for creating evenly spaced elbow joints.
I would like to control the carve u-value with a sphere generated on each elbow joint, but I have no idea how to do this.
I found this method, but it doesn't work on my curved curves. it only works on 2 point lines as far as I can tell
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27190&highlight= [sidefx.com]
Here is my file: you can see the system is working to a degree, but I have no way of controlling the elbow size in world space.
Could someone smarter than me (basically everyone on this forum) take a look and offer some advise?
Technical Discussion » VR oculus camera in houdini
-
- Gerbrand
- 62 posts
- Offline
Hey guys.
I'm creating content for oculus, gear vr, and google cardboard.
Right now create my scenes in houdini, but I have to alembic it into maya to render for VR, using this technique :http://pedrofe.com/oculus-camera/ [pedrofe.com]
Although I love using Arnold, I would like to keep everything in houdini/ mantra, as I only have a indie license.
Is there a way to render this kind of output in mantra?
Thanks
Gerbrand
I'm creating content for oculus, gear vr, and google cardboard.
Right now create my scenes in houdini, but I have to alembic it into maya to render for VR, using this technique :http://pedrofe.com/oculus-camera/ [pedrofe.com]
Although I love using Arnold, I would like to keep everything in houdini/ mantra, as I only have a indie license.
Is there a way to render this kind of output in mantra?
Thanks
Gerbrand
Houdini Engine for Unreal » Engine installer doesn't work
-
- Gerbrand
- 62 posts
- Offline
damian
None of it is user error. All real error.
In Unreal, the reason you don't see the geometry in the compiled game is because of required Houdini asset types available in Unreal Editor are not being compiled into your game. We are working on fixing this but it will take a bit of time.
Ok does this mean houdini engine is useless in unreal at the moment, or is there a work-around to get it to work?
Or is this again a mobile platform problem only?
Thanks for the feedback Damian!
Gerbrand
Houdini Engine for Unreal » Engine installer doesn't work
-
- Gerbrand
- 62 posts
- Offline
I get this:
HoudiniErrorUnsupportedPlatform: Exception of type ‘HoudiniErrorUnsupportedPlatform’ was thrown.
HoudiniHost.getEnvInt (HAPI_EnvIntType int_type) (at Assets/Houdini/Scripts/HoudiniHostWrappers.cs:60)
HoudiniHost.displayHoudiniEngineInstallInfo () (at Assets/Houdini/Scripts/HoudiniHostLinker.cs:206)
HoudiniMenu.about () (at Assets/Houdini/Editor/HoudiniMenu.cs:115)
I'm doing this in a google cardboard project.
Could it be that houdini engine doesn't like the android project?
I'm very green at all of this, but I also can't see my baked otl in unreal, when I launch it on my phone.
It seems fine in the editor, but on my phone I only see the shadow.
Most of this is probably user error, but at least I'm beta-testing the “dumb side” of the spectrum
HoudiniErrorUnsupportedPlatform: Exception of type ‘HoudiniErrorUnsupportedPlatform’ was thrown.
HoudiniHost.getEnvInt (HAPI_EnvIntType int_type) (at Assets/Houdini/Scripts/HoudiniHostWrappers.cs:60)
HoudiniHost.displayHoudiniEngineInstallInfo () (at Assets/Houdini/Scripts/HoudiniHostLinker.cs:206)
HoudiniMenu.about () (at Assets/Houdini/Editor/HoudiniMenu.cs:115)
I'm doing this in a google cardboard project.
Could it be that houdini engine doesn't like the android project?
I'm very green at all of this, but I also can't see my baked otl in unreal, when I launch it on my phone.
It seems fine in the editor, but on my phone I only see the shadow.
Most of this is probably user error, but at least I'm beta-testing the “dumb side” of the spectrum
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Engine for Unreal » Engine installer doesn't work
-
- Gerbrand
- 62 posts
- Offline
just an update.
I tried installing in unity, but ran into some problems
The houdini and houdini script access folders are in the root of my assets folder, and I do see the houdini engine window at the top.
The following options are greyed out though:
“load houdini asset”
“convert to input asset”
and “ create curve”
I know this probably belongs in the unity part of the forum, but I's kinda related to this post.
I tried installing in unity, but ran into some problems
The houdini and houdini script access folders are in the root of my assets folder, and I do see the houdini engine window at the top.
The following options are greyed out though:
“load houdini asset”
“convert to input asset”
and “ create curve”
I know this probably belongs in the unity part of the forum, but I's kinda related to this post.
Houdini Engine for Unreal » Some questions
-
- Gerbrand
- 62 posts
- Offline
+1 on this
I'm new to both Houdini and Unreal, but I found this to be a problem right away.
“3) Baking just creates static meshes and adds them to asset browser. Location information is, indeed, lost in this case. Thanks for bringing this up - I think the option of baking and keeping the baked mesh / or replacing the actor would definitely be useful, I will add that to our to-do list.”
I'm new to both Houdini and Unreal, but I found this to be a problem right away.
“3) Baking just creates static meshes and adds them to asset browser. Location information is, indeed, lost in this case. Thanks for bringing this up - I think the option of baking and keeping the baked mesh / or replacing the actor would definitely be useful, I will add that to our to-do list.”
Houdini Engine for Unreal » Engine installer doesn't work
-
- Gerbrand
- 62 posts
- Offline
Thanks Damian!
That seems to fix things in unreal.
I will check Unity a bit later, but I'm sure it will work too.
Oh the info I left out:
I run houdini 14.291
Unreal 4.7.4
Windows 8.1
Gerbrand
That seems to fix things in unreal.
I will check Unity a bit later, but I'm sure it will work too.
Oh the info I left out:
I run houdini 14.291
Unreal 4.7.4
Windows 8.1
Gerbrand
Houdini Engine for Unreal » Engine installer doesn't work
-
- Gerbrand
- 62 posts
- Offline
Hey guys.
I feel pretty stupid for asking this, but my houdini engine doesn't seem to install for unreal or unity.
I installed engine for Maya 2015, unreal 4.7.4, and unity 5, but only my maya engine works.
Do I need to load it in ue4 and unity, or should it just work?
Please help my dumb-ass out![](/static/djangobb_forum/img/smilies/smile.png)
Thanks
Gerbrand
I feel pretty stupid for asking this, but my houdini engine doesn't seem to install for unreal or unity.
I installed engine for Maya 2015, unreal 4.7.4, and unity 5, but only my maya engine works.
Do I need to load it in ue4 and unity, or should it just work?
Please help my dumb-ass out
![](/static/djangobb_forum/img/smilies/smile.png)
Thanks
Gerbrand
Houdini Indie and Apprentice » simple reflect/ refract shader
-
- Gerbrand
- 62 posts
- Offline
to be honest, I didn't even get to a point where this worked the way I wanted it to work.
I'm running out of time on this, so I'll have to finish it in soft.
Here is my test scene.
It doesn't look anything like bubbles, but its still allot slower than I expect this kind of thing to be.
Thanks for looking.
G
I'm running out of time on this, so I'll have to finish it in soft.
Here is my test scene.
It doesn't look anything like bubbles, but its still allot slower than I expect this kind of thing to be.
Thanks for looking.
G
Houdini Indie and Apprentice » simple reflect/ refract shader
-
- Gerbrand
- 62 posts
- Offline
Hey guys
I'm doing a job in softimage at the moment, but would like to move it to houdini, just to learn a bit more.
The job is bubbles in liquid, so I need to render spheres with incidence (facing ratios ) driving reflections and refractions.
In mental ray this all renders lightning fast, but so far my mantra renders take forever.
I don't need any PBR effects, just good fast raytracing.
Is this something that is just super slow in mantra, or can you guys give me some advice on getting this to render quick?
Thanks allot
Gerbrand
I'm doing a job in softimage at the moment, but would like to move it to houdini, just to learn a bit more.
The job is bubbles in liquid, so I need to render spheres with incidence (facing ratios ) driving reflections and refractions.
In mental ray this all renders lightning fast, but so far my mantra renders take forever.
I don't need any PBR effects, just good fast raytracing.
Is this something that is just super slow in mantra, or can you guys give me some advice on getting this to render quick?
Thanks allot
Gerbrand
Houdini Indie and Apprentice » using weightmaps in maya with houdini engine
-
- Gerbrand
- 62 posts
- Offline
Hey guys.
I've created a scatter HDA to use in Maya because I don't trust xgen.
I would like to paint distribution in Maya with a weight map, but I'm not sure how to set this up in houdini, so that I can specify the weight-map from inside the HDA inside maya.
Hope that made sense.
Help, please![](/static/djangobb_forum/img/smilies/smile.png)
Thanks
Gerbrand
I've created a scatter HDA to use in Maya because I don't trust xgen.
I would like to paint distribution in Maya with a weight map, but I'm not sure how to set this up in houdini, so that I can specify the weight-map from inside the HDA inside maya.
Hope that made sense.
Help, please
![](/static/djangobb_forum/img/smilies/smile.png)
Thanks
Gerbrand
SI Users » Softimage, ICE and Houdini translation...
-
- Gerbrand
- 62 posts
- Offline
-
- Quick Links