Hi,
I have a two-sided textured I have created and applied to a grid. How can I see both the front and back textures in the viewport? Easy enough to see one texture, just not sure how to get them both to show up.
Thanks!
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Houdini Indie and Apprentice » Two sided texture and OGL
- aswaab
- 214 posts
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Houdini Indie and Apprentice » Problems installing Realflow plugin for H10 on Mac
- aswaab
- 214 posts
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Yes, actually I did figure out the problem.
I ended up upgrading to Snow Leopard and updating my version of XCode to the latest version. Seems there's something in the library that XCode installs that is necessary for the plugin to work.
Hope that helps!
I ended up upgrading to Snow Leopard and updating my version of XCode to the latest version. Seems there's something in the library that XCode installs that is necessary for the plugin to work.
Hope that helps!
Technical Discussion » Problem with hcustom
- aswaab
- 214 posts
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For me the problem was resolved by updating my version of XCode (I also updated to snow leopard). Apparently XCode installs some libraries that are needed to compile the HDK examples correctly.
Technical Discussion » Problem with hcustom
- aswaab
- 214 posts
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In any case, I am able to compile and check some of the HDK examples, such as the star example and also the pointwave example, so that's good news.
Technical Discussion » Problem with hcustom
- aswaab
- 214 posts
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I'm trying the same thing on my mac. I figured out the first issue was write permissions.
Getting these same errors trying to use the generated geoisosurface file.
objc: ‘/Library/Frameworks/Houdini.framework/Versions/10.0.528/Libraries/libHoudiniUT.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: ‘/Library/Frameworks/Houdini.framework/Versions/10.0.528/Libraries/libHoudiniUI.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: ‘/Library/Frameworks/Houdini.framework/Versions/10.0.528/Libraries/libHoudiniAPPS2.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: *** GC capability of application and some libraries did not match
Illegal instruction
I'd like to see this answered, as well.
Getting these same errors trying to use the generated geoisosurface file.
objc: ‘/Library/Frameworks/Houdini.framework/Versions/10.0.528/Libraries/libHoudiniUT.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: ‘/Library/Frameworks/Houdini.framework/Versions/10.0.528/Libraries/libHoudiniUI.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: ‘/Library/Frameworks/Houdini.framework/Versions/10.0.528/Libraries/libHoudiniAPPS2.dylib’ was compiled with -fobjc-gc-only, but the application does not support GC
objc: *** GC capability of application and some libraries did not match
Illegal instruction
I'd like to see this answered, as well.
Houdini Indie and Apprentice » mac weirdness, only me?
- aswaab
- 214 posts
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You're not alone.
I'm constantly getting the ladder sticking when I mmb with my tablet. I can't get rid of the ladder unless I restart Houdini. Very annoying interface bug. I should report that, as well.
Also, I get some weird interface windows sticking in VOPS, but I can get these to go away by leaving vops then pressing enter to get back in. Double clicking in still keeps the ghost interface windows up.
I never considered it might be a tablet thing just because I haven't used a mouse in years, so it never crossed my mind that most people still use mice.
I'm constantly getting the ladder sticking when I mmb with my tablet. I can't get rid of the ladder unless I restart Houdini. Very annoying interface bug. I should report that, as well.
Also, I get some weird interface windows sticking in VOPS, but I can get these to go away by leaving vops then pressing enter to get back in. Double clicking in still keeps the ghost interface windows up.
I never considered it might be a tablet thing just because I haven't used a mouse in years, so it never crossed my mind that most people still use mice.
Houdini Indie and Apprentice » Problems installing Realflow plugin for H10 on Mac
- aswaab
- 214 posts
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Ok, no response…
I'm working with the techdesk at NextLimit to help diagnose the problem. So, hopefully will have some kind of answer in the next few days.
Just out of curiosity, can anyone out there confirm that the RF plugin for Mac works with Apprentice 10.0.465?
OS 10.5.7
I'm working with the techdesk at NextLimit to help diagnose the problem. So, hopefully will have some kind of answer in the next few days.
Just out of curiosity, can anyone out there confirm that the RF plugin for Mac works with Apprentice 10.0.465?
OS 10.5.7
Houdini Indie and Apprentice » Problems installing Realflow plugin for H10 on Mac
- aswaab
- 214 posts
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Something does not seem to be working with the installation. I get a realflow toolbar with no icons, when I click on one, for example I get “Cannot find the tool sop_rf_sd_import.” Doesn't seem like any of the sops are loading.
I have checked, and it looks like the files are on my hard drive (the icons, dsos, etc). They are installed in Users->Shared->houdini->10.0 in respective folders.
In a houdini shell, I did hconfig -ap:
HOUDINI_PATH is:
Directories searched (in order) are:
1) “$HOME/houdini10.0”
2) “$HOME/Library/Preferences/houdini/10.0”
3) “/Users/Shared/houdini/10.0”
4) “$HIP/houdini”
HOUDINI_DSO_PATH is:
Directories searched (in order) are:
1) “$HOME/houdini10.0/dso”
2) “/Users/Shared/houdini/10.0/dso”
3) “$HIP/houdini/dso”
HOUDINI_OTL_PATH is:
Directories searched (in order) are:
1) “$HOME/houdini10.0”
2) “$HOME/Library/Preferences/houdini/10.0”
3) “/Users/Shared/houdini/10.0”
4) “$HIP/houdini”
Not sure where to go from here… I would really like some help getting this working.
Thanks!
I have checked, and it looks like the files are on my hard drive (the icons, dsos, etc). They are installed in Users->Shared->houdini->10.0 in respective folders.
In a houdini shell, I did hconfig -ap:
HOUDINI_PATH is:
Directories searched (in order) are:
1) “$HOME/houdini10.0”
2) “$HOME/Library/Preferences/houdini/10.0”
3) “/Users/Shared/houdini/10.0”
4) “$HIP/houdini”
HOUDINI_DSO_PATH is:
Directories searched (in order) are:
1) “$HOME/houdini10.0/dso”
2) “/Users/Shared/houdini/10.0/dso”
3) “$HIP/houdini/dso”
HOUDINI_OTL_PATH is:
Directories searched (in order) are:
1) “$HOME/houdini10.0”
2) “$HOME/Library/Preferences/houdini/10.0”
3) “/Users/Shared/houdini/10.0”
4) “$HIP/houdini”
Not sure where to go from here… I would really like some help getting this working.
Thanks!
Houdini Indie and Apprentice » White Specks in Render
- aswaab
- 214 posts
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Houdini Indie and Apprentice » White Specks in Render
- aswaab
- 214 posts
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Some more pics + hip files.
Please, if someone can take a quick look, maybe you know what the problem is.
Thanks!
Please, if someone can take a quick look, maybe you know what the problem is.
Thanks!
Houdini Indie and Apprentice » White Specks in Render
- aswaab
- 214 posts
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Yes, I am looking at the render with 2.2 gamma.
I'll post a simple hip file that shows the problem in a little bit.
I'll post a simple hip file that shows the problem in a little bit.
Houdini Indie and Apprentice » White Specks in Render
- aswaab
- 214 posts
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This is being caused by using an area light set to “physically correct.” The white spots are reflection bounces. Haven't really figured out a way to get rid of them unless I change the light setting or set reflection bounces to 0.
I would prefer not to clamp my values if possible.
Any other ideas?
I would prefer not to clamp my values if possible.
Any other ideas?
Houdini Indie and Apprentice » White Specks in Render
- aswaab
- 214 posts
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Hi,
I am getting white specks in my render with PBR. I am not talking about noise - I can see the image is noisy. I am talking about all the pure white specks that are all over the image. I have tried adjusting every setting I can think of, but I still get the specks. Anyone know what the problem might be?
HIP file is too large to upload here, but here are my settings…
-2 Area lights with raytraced shadows (16 area samples each)
-PBR renderer
-Pixel Samples 3X3
-Min Ray Samples 20
-Max Ray Samples 40
-Diffuse Limit 3
-Raytracing Bias 0.01
I am getting white specks in my render with PBR. I am not talking about noise - I can see the image is noisy. I am talking about all the pure white specks that are all over the image. I have tried adjusting every setting I can think of, but I still get the specks. Anyone know what the problem might be?
HIP file is too large to upload here, but here are my settings…
-2 Area lights with raytraced shadows (16 area samples each)
-PBR renderer
-Pixel Samples 3X3
-Min Ray Samples 20
-Max Ray Samples 40
-Diffuse Limit 3
-Raytracing Bias 0.01
Houdini Indie and Apprentice » Rendering progress window?
- aswaab
- 214 posts
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Technical Discussion » Align sprites to direction of travel
- aswaab
- 214 posts
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Thought this would be easy, but it seems like a challenge.
I am trying to align sprites so that their z axis is always aligned to the camera while the y axis is aligned to the direction of travel (with respect to the camera).
Anybody have a nice way of doing this?
I am trying to align sprites so that their z axis is always aligned to the camera while the y axis is aligned to the direction of travel (with respect to the camera).
Anybody have a nice way of doing this?
Houdini Indie and Apprentice » Photorealistic Flames
- aswaab
- 214 posts
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Overall I have been really impressed with the smoke and pyro tools in Houdini. However, I am having a lot of trouble creating realistic flames.
Volumetric flames come out either blobby or soft, even with very high grid densities.
The best results I have had have been advecting particles through the sim and then meshing the particles with a particle fluid mesh to render as flames. The flames have much more detail this way, but I have some trouble getting a convincing shader for this approach.
I am wondering if anyone has good example of amazing flames done in Houdini or if they can give me some guidance on how I can improve the results I'm describing. The flames I have seen posted thus far have been ok, but not incredible in my opinion.
I would post what I have done, but unfortunately I am under NDA.
Volumetric flames come out either blobby or soft, even with very high grid densities.
The best results I have had have been advecting particles through the sim and then meshing the particles with a particle fluid mesh to render as flames. The flames have much more detail this way, but I have some trouble getting a convincing shader for this approach.
I am wondering if anyone has good example of amazing flames done in Houdini or if they can give me some guidance on how I can improve the results I'm describing. The flames I have seen posted thus far have been ok, but not incredible in my opinion.
I would post what I have done, but unfortunately I am under NDA.
Houdini Indie and Apprentice » Emit Particles based on Normal Angle from camera
- aswaab
- 214 posts
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Thanks for putting that together, Brian. I'll have a look and see if it all makes sense.
Houdini Indie and Apprentice » Emit Particles based on Normal Angle from camera
- aswaab
- 214 posts
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I am trying to create an effect where just the edges of my object with respect to the camera emit particles. I can delete by normals to get just the edges, but I am looking to get a smooth falloff to drive particle emission.
I am trying to color my points based on their orientation to the camera and then use the point colors to drive the particle emission rate. I can see how this is done in a shader context, but in geometry context I am not sure how to calculate the point normals with respect to the camera.
Any ideas or other methods of doing this?
I am trying to color my points based on their orientation to the camera and then use the point colors to drive the particle emission rate. I can see how this is done in a shader context, but in geometry context I am not sure how to calculate the point normals with respect to the camera.
Any ideas or other methods of doing this?
Houdini Indie and Apprentice » Houdini 10 stopped working :(
- aswaab
- 214 posts
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Trashing the 10.0 folder in $HOME/Library/Preferences/houdini/ fixed the problem. Something in there must have become corrupted.
Thanks!
Thanks!
Houdini Indie and Apprentice » Houdini 10 stopped working :(
- aswaab
- 214 posts
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Was working fine for the last two weeks. All of a sudden today I restarted my computer and the icons would not load. I changed the gamma in color settings, hoping to force Houdini to rebuild the UI. Now, it does not even start up at all. Just crashes immediately without launching the interface. Does not even show the splash screen, either.
I have uninstalled and reinstalled. Repaired permissions… Old versions still work, just not 10.
I'm on Intel Mac OS 10.5.6. 2.4 GHz Intel Core 2 Duo, 2GB ram, GeForce 8600M GT video card.
I think there are preferences somewhere that are not deleted by the uninstaller. Is that possible? Where is the UI cache?
I have checked other threads on “no UI.” In my user folder I have a houdini9.5 directory from an older install, but there is no houdini 10 directory.
Edit: I downloaded the latest daily build and installed it. The splash screen now shows up, but houdini crashes before building the UI.
I have uninstalled and reinstalled. Repaired permissions… Old versions still work, just not 10.
I'm on Intel Mac OS 10.5.6. 2.4 GHz Intel Core 2 Duo, 2GB ram, GeForce 8600M GT video card.
I think there are preferences somewhere that are not deleted by the uninstaller. Is that possible? Where is the UI cache?
I have checked other threads on “no UI.” In my user folder I have a houdini9.5 directory from an older install, but there is no houdini 10 directory.
Edit: I downloaded the latest daily build and installed it. The splash screen now shows up, but houdini crashes before building the UI.
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