Hello,
I am trying to find and modify the mocap biped texture, Houdini displays this address :
opdef:../..?clothing_`padzero(3,ch(“../../texture”))`.jpg
The search tool on my mac dosen't find any “clothing_” jpg files.
Can I access this ?
Many thanx.
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Houdini Indie and Apprentice » mocap biped texture
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Houdini Lounge » H14 Mac GPU Requirements
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Well, I feel exactly the same, I use Houdini on my huge Windows (hate it) 48 threads workstation at work but I need to test millions of set up on MacBook Pro at home (love it), it was such a pleasure with H13 that I was ready to buy anything that work with Houdini 14, even a huge heavy ugly PC laptop…
But…
1/ Daily builds are better end better even on my 650M (1G).
2/ Apple might put some 850M (4G) in the next MBP generation.
So maybe we can wait a little.
Cheers.
But…
1/ Daily builds are better end better even on my 650M (1G).
2/ Apple might put some 850M (4G) in the next MBP generation.
So maybe we can wait a little.
Cheers.
Houdini Lounge » H14 Mac GPU Requirements
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Hello,
The little GT 65OM works pretty fine with the 14.0.224 build on my macbook pro but I had to switch to Yosemite in order to get a better Open GL version (3.3 is needed). Some strange (but graphically interesting !) ogl display errors but nothing too bad.
Cheers.
The little GT 65OM works pretty fine with the 14.0.224 build on my macbook pro but I had to switch to Yosemite in order to get a better Open GL version (3.3 is needed). Some strange (but graphically interesting !) ogl display errors but nothing too bad.
Cheers.
Houdini Lounge » Oh my god this is so much better
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ok, here is another one, the crash file is still empty but the scene was just a simple attribute transfer in P, then I just added a divide and crashed.
I added the scene (it worked perfectly when I re-opened it.)
thx a lot.
I added the scene (it worked perfectly when I re-opened it.)
thx a lot.
Houdini Lounge » Oh my god this is so much better
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Here it is, pretty much nothing in it of course, it is really erratic, I just linked those 3 nodes and crashed. It happened with all sort of nodes, divide, polywire, wireframe, attrib transfer, attrib create…
Houdini Lounge » Oh my god this is so much better
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Here is the crashlog file, thx a lot.
It was a simple attribute set up, but it crashes with very simple set ups like this.
It was a simple attribute set up, but it crashes with very simple set ups like this.
Houdini Lounge » Oh my god this is so much better
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Thx for the build info.
Where the hell can I find the /tmp folder on a mac ? Even by searching in invisible system files I can't find it anywhere, same for the crash files.
Houdini displays a nice and clear message “data saved to /tmp/crash.untitled.pasto_400.hip”
but I just can't find it.
Many thx, sorry if it is obvious.
Where the hell can I find the /tmp folder on a mac ? Even by searching in invisible system files I can't find it anywhere, same for the crash files.
Houdini displays a nice and clear message “data saved to /tmp/crash.untitled.pasto_400.hip”
but I just can't find it.
Many thx, sorry if it is obvious.
Houdini Lounge » Oh my god this is so much better
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Thx Marty,
My card is a GT 650 M, it supports ogl 4.4 on Yosemite.
16 go of ram (was enough to run H13 very well, isn't it enough for H14 ?)
The machine is a 2012 retina macbook pro.
thx a lot.
My card is a GT 650 M, it supports ogl 4.4 on Yosemite.
16 go of ram (was enough to run H13 very well, isn't it enough for H14 ?)
The machine is a 2012 retina macbook pro.
thx a lot.
Houdini Lounge » Oh my god this is so much better
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mmm, still crashing every 5 mn whatever I do.
I see that the 3 OS X version options on the download section are giving the same file (10.9), is it normal ?
Is there a 10.10 archive ?
thx
J
I see that the 3 OS X version options on the download section are giving the same file (10.9), is it normal ?
Is there a 10.10 archive ?
thx
J
Houdini Lounge » Oh my god this is so much better
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Hello,
Sorry, it was just a matter of OpenGL version, OS X 10.8.5 can't go beyond 3.2 and H14 needs OGL 3.3 absolutely. So I just had to switch to Yosemite (OGL 4.1) and all is working nicely.
Thx to Sidefx lightning fast answer.
This version of Houdini is just amazing and the french keyboard is working fine !(best feature ever when you need to type a backtick in vex…)
Thx for your answers.
Sorry, it was just a matter of OpenGL version, OS X 10.8.5 can't go beyond 3.2 and H14 needs OGL 3.3 absolutely. So I just had to switch to Yosemite (OGL 4.1) and all is working nicely.
Thx to Sidefx lightning fast answer.
This version of Houdini is just amazing and the french keyboard is working fine !(best feature ever when you need to type a backtick in vex…)
Thx for your answers.
Houdini Lounge » Oh my god this is so much better
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Looks so nice indeed, but it crashes every 20 seconds on my MacBook Pro !
For example : Just create a sphere, add a Surface material, hit render in the render view : immediate crash, 100 % reproducible.
I already reported to SideFx, but it is so brutal that I feel it comes from my config.
Is there anything special in this version that I should check ?
Many thx.
For example : Just create a sphere, add a Surface material, hit render in the render view : immediate crash, 100 % reproducible.
I already reported to SideFx, but it is so brutal that I feel it comes from my config.
Is there anything special in this version that I should check ?
Many thx.
SI Users » International keyboards
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Hello,
That is the worst thing on Houdini so far, we just need international keyboard compatibility, the font tools are so amazing for motion design stuff that it is a huge pity not to be able to use it nicely with a french (or any other beautiful language) Keyboard.
Doing vex with a french keyboard is a pure sport, you just lose weight.
I couldn't find a way to type ` and { and ^ which are quite useful sometimes…
Cheers.
That is the worst thing on Houdini so far, we just need international keyboard compatibility, the font tools are so amazing for motion design stuff that it is a huge pity not to be able to use it nicely with a french (or any other beautiful language) Keyboard.
Doing vex with a french keyboard is a pure sport, you just lose weight.
I couldn't find a way to type ` and { and ^ which are quite useful sometimes…
Cheers.
Houdini Indie and Apprentice » translating a progressive value
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Houdini Indie and Apprentice » translating a progressive value
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Hello,
Sorry if it is quite simple but I can't figure out how to translate some copied object to a value relative to the size of the object itself.
In my scene the regular pentagons size is progressively reducing (by 1/1.618) using the cumulative uniform scale of the copy sop and I would like to translate them by the size of their respective segment.
I made a foreach that gives them their segment size ($COTE) but I can't find a way to distribute it because I need the value to be cumulative to the precedent.
Is there a way to do that ? Or to give the attribute I created ($COTE) an iteration number ?
Many thanx.
Jérôme
[hostingpics.net]
Sorry if it is quite simple but I can't figure out how to translate some copied object to a value relative to the size of the object itself.
In my scene the regular pentagons size is progressively reducing (by 1/1.618) using the cumulative uniform scale of the copy sop and I would like to translate them by the size of their respective segment.
I made a foreach that gives them their segment size ($COTE) but I can't find a way to distribute it because I need the value to be cumulative to the precedent.
Is there a way to do that ? Or to give the attribute I created ($COTE) an iteration number ?
Many thanx.
Jérôme
[hostingpics.net]
Houdini Indie and Apprentice » fragments size modificaion
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Hello,
I have done a simple simulation with a fragmented object, I used packed primitives for it (like in the last Ari Danesh tutorial), and I would like to know what tool could allow me to modify the size of the fragments.
They are driven by a pop force, connected to the RBD solver through a multi solver.
Ideally I would like to control their size depending on a distance to an object points. In the provided scene the stones would be at scale 0 when far from their final position and scale 1 when the animation is done and the circle is formed.
Many thanx.
Jérôme
I have done a simple simulation with a fragmented object, I used packed primitives for it (like in the last Ari Danesh tutorial), and I would like to know what tool could allow me to modify the size of the fragments.
They are driven by a pop force, connected to the RBD solver through a multi solver.
Ideally I would like to control their size depending on a distance to an object points. In the provided scene the stones would be at scale 0 when far from their final position and scale 1 when the animation is done and the circle is formed.
Many thanx.
Jérôme
Houdini Indie and Apprentice » Mantra refuses to render the shadows
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Houdini Indie and Apprentice » Mantra refuses to render the shadows
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Yes sorry I just figured it out just after I answered.
Anyway the results of mantra on even such a simple scene are really elegant.
Thanx again for your help.
Jérôme
Anyway the results of mantra on even such a simple scene are really elegant.
Thanx again for your help.
Jérôme
Houdini Indie and Apprentice » Mantra refuses to render the shadows
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Oh ok, but the shadows were pretty smooth then in the render view, and really different from ray tracer shadows.
Many thx anyway.
J
Many thx anyway.
J
Houdini Indie and Apprentice » Mantra refuses to render the shadows
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Thank you so much,
But is it normal that I could render in the render view without any problem ?
I wanted to get smooth shadow, I thought raytraced shadows wouldn't allow it.
Thx again.
Jérôme
But is it normal that I could render in the render view without any problem ?
I wanted to get smooth shadow, I thought raytraced shadows wouldn't allow it.
Thx again.
Jérôme
Houdini Indie and Apprentice » Mantra refuses to render the shadows
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- 80 posts
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Hello,
Just begining here, but I am pretty stuck with mantra refusing to render shadows when I launch a complete animation render.
The shadows (of one area light) are rendered in the render view though but not in the final anim.
Here is the scene, sorry if it turns out to be obvious, I have tried a ton of things in the mantra node.
Many thanx for your help.
Jérôme
Just begining here, but I am pretty stuck with mantra refusing to render shadows when I launch a complete animation render.
The shadows (of one area light) are rendered in the render view though but not in the final anim.
Here is the scene, sorry if it turns out to be obvious, I have tried a ton of things in the mantra node.
Many thanx for your help.
Jérôme
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