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Houdini Indie and Apprentice » How to set up a template or default hip file?
- OneBigTree
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Houdini Lounge » layering or mixing in karama XPU (H19.5) ?
- OneBigTree
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EnivobThanks for posting this. I was about to ask the same question.
You can only mix colors, not shaders, so you'll have to adapt your material strategy to leverage that.
Time to dive into MtlX I guess.
Are you accessing the CD attribute by any chance in your network?
Edited by OneBigTree - 2022年7月23日 20:06:13
Technical Discussion » Issue with Karma CPU renderer.....black frames
- OneBigTree
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Any news on this? I am having the exact same issue with the .622 build.
Billowing smoke shelf tool renders every few frames black.
In the Karma viewport, rendering to Mplay and to disk, all the same.
Edit:
I think I found what this issue is related to. When I run a simulation with mem cache on and the render with Karma I get a black frame every now and then. However, if I turn off mem cache and render the sim directly (simming every frame at render time) then all is fine.
Tested in .589, .622 and .655.
Billowing smoke shelf tool renders every few frames black.
In the Karma viewport, rendering to Mplay and to disk, all the same.
Edit:
I think I found what this issue is related to. When I run a simulation with mem cache on and the render with Karma I get a black frame every now and then. However, if I turn off mem cache and render the sim directly (simming every frame at render time) then all is fine.
Tested in .589, .622 and .655.
Edited by OneBigTree - 2022年6月22日 14:57:14
Technical Discussion » H19 Karma no camera motion blur
- OneBigTree
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Just want to add this:
If you have a calculated rotation (like an expression based on $F) the Karma ROP viewport will not render motionblur for that rotation. If it is keyframed, it will.
If you have a calculated rotation (like an expression based on $F) the Karma ROP viewport will not render motionblur for that rotation. If it is keyframed, it will.
Solaris and Karma » How to hide background texture of Dome Light?
- OneBigTree
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shouldn't that be a light option, not a global view option?
Edited by OneBigTree - 2022年5月14日 15:25:52
Technical Discussion » retriangulate invisible edges
- OneBigTree
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Aizatulin
divide (avoid small angles)
Thanks
I've used remesh with only the large polygons selected. It triangulates the rest of the object.
Edited by OneBigTree - 2021年9月10日 15:49:06
Houdini Indie and Apprentice » Houdini Indie Network Rendering
- OneBigTree
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soulcage_dpt
hi,
i have 1x houdini indie.
i wrote a little python script that can submit a houdini file to backburner with hpython2.7.exe, hrender.py and redshift as the renderer for network rendering...
for testing i installed houdini indie on 2 PCs.
but only the one PC that has the license server installed can render.
is houdini indie capable of network rendering (like mayabatch) with only one license?
Nope, not Indie. But what you can do is to get 3 free engine licenses and use them for network rendering.
Technical Discussion » retriangulate invisible edges
- OneBigTree
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Work in Progress » Direct Modeling in Houdini - Journal
- OneBigTree
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SIgor420It's not that it sucks (with the additions in the past two years that is) or that it is not possible. It is just that modelling is still faster and more direct in other tools. Like XSI....
Hi folks, me again. This time with trying out DM modeling with vanilla Houdini stuff. At this point, I am not really sure why people are saying that DM modeling sucks, or it's not possible or I should not do it in Houdini. From what I have learned in the past two weeks is that things are quite the opposite. I have found a lot of nice solutions for different modeling tasks. I have to spend a lot of time trying out things and I am quite happy with what I can do with Houdini DM. It needs a bit more functionality to really make it awesome, like for example, Proportional Beveling. Now, I can see how people might have an impression that DM sucks in H. I have watched a gazillion of tutorials and none did show DM modeling in a way I managed to model this. So it's not about that H sucks in this regard, it's more about others simply not demonstrating what's possible and how.
This is still a work in progress. I plan to push this as far as possible.
But as I said a lot has been done and I find myself using it more often for the entire workflow.
The biggest issue for me is still the lack of multi object editing. Having a model consistent of many parts, all in one tree with only tedious methods to directly select and transform a part in the viewport is slowing the flow down a lot. Being able to just grab all upper points of windows, doors and walls and adjust the y position - while having them being separate geo - is something you don't want to miss...
In the end what makes you the money is never what you can do but how fast you can do it and how many people you need.
Edited by OneBigTree - 2021年8月17日 10:05:10
Technical Discussion » Parameter missing from UI - particlefluidsurface node
- OneBigTree
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Hans PalaciosOh, thank you. I wish the manual was as clear as you, and I wasn't as blind as a mole
That parameter Preserve Bubbles is set up to hide when the Method parameter is set to its default option, Average Position. When the Method is changed to Spherical, then the Preserve Bubbles parameter is made visible. The conditional for the Preserve Bubbles visibility is noted in the Hide When field of the Edit Parameter Interface screenshot.
Technical Discussion » Constant inflow - feeding a water volume
- OneBigTree
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toadstormThank you that helps a lot. Never thought of divergence in that context.
You can introduce divergence into the simulation, either through a point attribute on the FLIP points or by sourcing a divergence field from SOPs with a positive value. Positive values will force the volume to expand around the affected areas.
Technical Discussion » Instance node loses UVs
- OneBigTree
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Have you tried unpacking the abc file after load before instancing or recaching?
Edited by OneBigTree - 2021年8月15日 21:55:37
Technical Discussion » Parameter missing from UI - particlefluidsurface node
- OneBigTree
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Can someone explain why "preserve bubbles" is missing from the UI in the particlefluidsurface node in H 18.5 (563)?
It was there in 2020 still according to the screenies in this thread:
https://www.sidefx.com/forum/topic/74336/ [www.sidefx.com]
This is a screenie from yesterday:
The parameter is there in the UI editor and is not hidden.
Is it in any way conditional? The docs don't say anything. Mysteriouslier...
It was there in 2020 still according to the screenies in this thread:
https://www.sidefx.com/forum/topic/74336/ [www.sidefx.com]
This is a screenie from yesterday:
The parameter is there in the UI editor and is not hidden.
Is it in any way conditional? The docs don't say anything. Mysteriouslier...
Edited by OneBigTree - 2021年8月15日 14:41:19
Technical Discussion » Constant inflow - feeding a water volume
- OneBigTree
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I am trying to fill a container from an "inflow" inside the container, making the liquid rise and overflow.
Obviously any source that is submerged will stop emitting. I could of course add a pipe and let the liquid flow in from another container but I was hoping there is another more elegant solution, like constantly emitting particles inside the fluid.
Any advice welcome.
Thanks in advance.
Obviously any source that is submerged will stop emitting. I could of course add a pipe and let the liquid flow in from another container but I was hoping there is another more elegant solution, like constantly emitting particles inside the fluid.
Any advice welcome.
Thanks in advance.
Houdini Lounge » Request to have CAD import surface in Houdini
- OneBigTree
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As much as I would like to see a CAD importer, without the accompanying tools for multi renaming, restructuring and scene analysis like "which element has which material", quickly isolating one or a group of elements, editing across multiple objects in separate hierarchies, hiding sets of faces and so on, a CAD importer would be pretty useless - at least for more complex data sets.
You can do some of that in Houdini, but when importing a dataset with hundreds or thousands of elements with part names and multi-nested hierarchies, you quickly realize that you made a mistake importing into Houdini. Digging your way through nested hierarchies without a proper scene tree is a pain in you know where. Not even to mention the time it takes to redraw a scene every time when you come back to object level.
CAD import is more than just reading a format.
I use MOI 3D for conversion. It has one of the best meshers you can get and it is fairly cheap. I also model stuff there.
For scene cleanup, shader reassignment and restructuring I still use Softimage.
You can do some of that in Houdini, but when importing a dataset with hundreds or thousands of elements with part names and multi-nested hierarchies, you quickly realize that you made a mistake importing into Houdini. Digging your way through nested hierarchies without a proper scene tree is a pain in you know where. Not even to mention the time it takes to redraw a scene every time when you come back to object level.
CAD import is more than just reading a format.
I use MOI 3D for conversion. It has one of the best meshers you can get and it is fairly cheap. I also model stuff there.
For scene cleanup, shader reassignment and restructuring I still use Softimage.
Edited by OneBigTree - 2021年7月29日 10:35:06
Houdini Lounge » Fluid pushing Rigid Body
- OneBigTree
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stevenong
Here are examples in the Online Help for this
http://localhost:48626/examples/nodes/dop/fluidobject/BallInTank
http://localhost:48626/examples/nodes/dop/fluidobject/FluidFeedback
The key is to set the Feedback Scale parameter found under the Internal Forces tab of the Fluid Solver.
Cheers!
steven
Sorry for reviving this, but I would like to know how that would work with a flipsolver which doesn't seem to have the feedback parameter.
Any examples for that?
Technical Discussion » H18 Pyro : initial state
- OneBigTree
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Technical Discussion » Background Image sequence realtime
- OneBigTree
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I figured it out. It is so obvious - and so absurd - that I subconciously ignored the possibility:
The view background sequence is loaded into the OGL Cache, which is, yes the VRAM on your graphics card.
So you have a choice: Fill up your 6-12 gig of VRAM with a third of your sequence which prevents you from rendering with Redshift while the better part of you 64 gig of RAM is empty, or…. switch back ( again ) to a software where you can load easily you view background in your ram where it belongs while happily rendering with your GPU renderer.
RFE has been logged now. I wonder if they'd noticed it once Karma went GPU….
The view background sequence is loaded into the OGL Cache, which is, yes the VRAM on your graphics card.
So you have a choice: Fill up your 6-12 gig of VRAM with a third of your sequence which prevents you from rendering with Redshift while the better part of you 64 gig of RAM is empty, or…. switch back ( again ) to a software where you can load easily you view background in your ram where it belongs while happily rendering with your GPU renderer.
RFE has been logged now. I wonder if they'd noticed it once Karma went GPU….
Edited by OneBigTree - 2020年11月1日 19:37:28
Technical Discussion » Opening Hqueue
- OneBigTree
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I have the same issue. I have given up on HQueue long ago. It is a pain to set up. If you only need to render sequences or even do sims, I recommend Afanasy. It's free and has gotten a new version just recently.
It is set up and configured in minutes and you don't have to be an IT expert.
Your text to link here… [cgru.info]
It is set up and configured in minutes and you don't have to be an IT expert.
Your text to link here… [cgru.info]
Houdini Lounge » Will curve tools be updated in 2021?
- OneBigTree
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jsmack
nah, it's fine
“Fine” seems to have varying definitions across the user base - probably depending much on the requirements of different fields of work or level of professionality or means of comparison.
Edited by OneBigTree - 2020年10月21日 05:31:45
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