When I load a simple png image into a file node in cops in an empty project… the usage maxes out my 64 gb ram. I have no clue what is going on, I never had this problem in all of my years using Houdini.
Any ideas? Thanks!
edit: I've tried multiple versions, and multiple files. My ram floods and my cpu maxes, and Houdini becomes unresponsive for a few minutes for seemingly no reason. Please help!
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Technical Discussion » COP2 Memory leaking!
- decksounds
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Technical Discussion » Please help me understand why I can't bevel some edges with polybevel
- decksounds
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pickled
I'm not sure whether the bevel's poor results is related to non-coplanarity, that's up to the devs to figure out. What's certain is that in xsi I get great bevels for the same exact geometry.
The best we can do as users, is to file well documented (pics, scene files and comprehensive explanations) RFEs to Support and they take it from there.
So do this since you are having problems with the bevel. Your RFE will stack up on top of mine and probably others, increasing the chances of getting a fix.
While watching the H18 preview, I see there is a new setting called “asymmetry tolerance”, I think this may relate to the issue with the “coplanar” issue I was mentioning in this thread. Very excited for the new release!
Technical Discussion » Gaea Tor Processor: Masks
- decksounds
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Is there a way to get the masks from Gaea over into Houdini?
I tried myself with no luck.
I tried myself with no luck.
Technical Discussion » Game Dev Gaea Node not finding exe?
- decksounds
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I am having this same problem.
Error: Cannot Find Gaea at specified location.
Looks like I bought a license for nothing… lol, at least until this gets sorted out.
Error: Cannot Find Gaea at specified location.
Looks like I bought a license for nothing… lol, at least until this gets sorted out.
Technical Discussion » Please help me understand why I can't bevel some edges with polybevel
- decksounds
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This is what I mean about the primitves having verts out of co-planar alignment. Polybevel is very sensitive to this, from what I am learning.
I feel like the documentation should read, "The node can handle very complex inputs, so long as the geometry is comprised of primitives containing mostly co-planar vertices.“ … or something to that effect.
This is probably why the polybevel+booleans work really well with ”stock“ geometry like boxes and cylinders. I'll have to be more careful when manipulating primitives from now on.
Is there a ”make primitive planar" function in Houdini? That would be super useful.
In this example you can see the dramatic difference in the bevel resulting from moving one of the points out of planar alignment.
I feel like the documentation should read, "The node can handle very complex inputs, so long as the geometry is comprised of primitives containing mostly co-planar vertices.“ … or something to that effect.
This is probably why the polybevel+booleans work really well with ”stock“ geometry like boxes and cylinders. I'll have to be more careful when manipulating primitives from now on.
Is there a ”make primitive planar" function in Houdini? That would be super useful.
In this example you can see the dramatic difference in the bevel resulting from moving one of the points out of planar alignment.
Edited by decksounds - 2019年9月6日 19:13:06
Technical Discussion » Please help me understand why I can't bevel some edges with polybevel
- decksounds
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pickleddecksoundsYes, there's: you've swallowed this boolean cookie (pun intended) whole.
There must be something wrong with my approach.
I can't help you without a scene file - figuring stuff out based on images and your description has a low ROI - but I think you'd do yourself a favor by approaching the modeling of this shuttle, or w/e it is, with a more traditional sub-d modeling technique.
Booleans are great, but they are a tool to be used when they're the best solution to a problem, not intended as the bread and butter of your modeling tasks.
Apart from this, be aware that the polybevel has problems. RFEs have been filed.
Thanks a lot for taking the time to help out, I hear you on the right time and place thing.
I was able to get near perfect results using the crease node and making sure my boolean shapes consist of all coplanar primitives. Some of my quads were out of whack.
Here is the latest result.
Edited by decksounds - 2019年9月6日 19:10:46
Technical Discussion » Please help me understand why I can't bevel some edges with polybevel
- decksounds
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There must be something wrong with my approach.
Here you can see the base mesh that I box modeled as well as the cutters for the subtractive boolean operation. The cutters are all boxes other than the extruded curve that I used for the problematic cockpit area.
Here you can see the base mesh that I box modeled as well as the cutters for the subtractive boolean operation. The cutters are all boxes other than the extruded curve that I used for the problematic cockpit area.
Edited by decksounds - 2019年9月6日 16:01:19
Technical Discussion » Please help me understand why I can't bevel some edges with polybevel
- decksounds
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I'm sorry, I can't share the hip but it happens so often that I guess I am looking for any input on what causes this error in general. If I do a few booleans, there is a good chance that a bevel won't work somewhere and it's really killing my progress.
There are no caveats in the documentation and very few threads on the issue. I have literally spent 20 hours trying to bevel ONE problematic edge. I've started the model over a few times now trying to avoid the issue, but because I don't know what is causing it, I eventually run into the same issue or some other edge wont bevel. Is it the ngons, is it the verts with more than x number of edges, normals, etc. and then how do I prevent those issues while keeping things procedural?
I really would like to do all of my work inside Houdini but now I feel like I will have to go back to doing my hard surface in other software which sucks because Houdini has so many advantages over a destructive workflow.
I've attached another attempt at the model and it is giving me issues at the same spot. You can see that every edge OTHER than the one I want to bevel, can be beveled… I assume it is because it is the result of a boolean subtraction… but I can't figure out why. (first image has the edge in question highlighted, second image shows how it won't bevel like the rest).
There are no caveats in the documentation and very few threads on the issue. I have literally spent 20 hours trying to bevel ONE problematic edge. I've started the model over a few times now trying to avoid the issue, but because I don't know what is causing it, I eventually run into the same issue or some other edge wont bevel. Is it the ngons, is it the verts with more than x number of edges, normals, etc. and then how do I prevent those issues while keeping things procedural?
I really would like to do all of my work inside Houdini but now I feel like I will have to go back to doing my hard surface in other software which sucks because Houdini has so many advantages over a destructive workflow.
I've attached another attempt at the model and it is giving me issues at the same spot. You can see that every edge OTHER than the one I want to bevel, can be beveled… I assume it is because it is the result of a boolean subtraction… but I can't figure out why. (first image has the edge in question highlighted, second image shows how it won't bevel like the rest).
Edited by decksounds - 2019年9月6日 13:20:29
Technical Discussion » Please help me understand why I can't bevel some edges with polybevel
- decksounds
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Maybe this is related but I notice this one division from the prior bevel in the boolean that created this edge, is DARKER than the other divisions.
What does that indicate? And why are there two normals there? I have “consolidate points” checked in the clean sop.
What does that indicate? And why are there two normals there? I have “consolidate points” checked in the clean sop.
Edited by decksounds - 2019年9月6日 02:48:36
Technical Discussion » Please help me understand why I can't bevel some edges with polybevel
- decksounds
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I must be missing something here but I'm not sure why it works sometimes and not others. If I get non-manifold errors I will use a clean sop with manifold-only checked. Often, including in this example, I get the error “Skipping Boundary Edge 2344…” I've tried every option/combination of clean/polydoctor/fuse/facet as well as all of the polybevel settings and still no luck.
If I could just figure out how to make the polybevel work in all cases, it would greatly improve my Houdini modelling game but I get into these situations where it just won't work.
What is going on here in this particular case? The edge I want to apply polybevel to is highlighted in the second image.
Thanks for looking.
UPDATE: I think I solved the problem, please let me know if this is correct. The primitives of my base mesh were non-planar enough to throw off the bevel node, creating bad (degenerate?) faces. I think this was messing up some of my boolean operations as well.
UPDATE 2: Using the crease node to control the bevel amounts adds great flexibility, I was having a lot of trouble with overlaps until I figured this out.
If I could just figure out how to make the polybevel work in all cases, it would greatly improve my Houdini modelling game but I get into these situations where it just won't work.
What is going on here in this particular case? The edge I want to apply polybevel to is highlighted in the second image.
Thanks for looking.
UPDATE: I think I solved the problem, please let me know if this is correct. The primitives of my base mesh were non-planar enough to throw off the bevel node, creating bad (degenerate?) faces. I think this was messing up some of my boolean operations as well.
UPDATE 2: Using the crease node to control the bevel amounts adds great flexibility, I was having a lot of trouble with overlaps until I figured this out.
Edited by decksounds - 2019年9月6日 18:39:37
Technical Discussion » Middle mouse button becomes unresponsive
- decksounds
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After working for a while I can no longer reliably pan in the network with the middle mouse button. It either doesn't work at all or it is intermittent and “sticky” until a restart of Houdini and then it goes back to normal. 17.5.350. I don't know if it's a bug or not but it sure is frustrating.
edit:It does it in the viewport too.
edit 2: I updated my Nvidia drivers and it works as expected now.
edit 3: I spoke too soon, it came back.
edit:It does it in the viewport too.
edit 2: I updated my Nvidia drivers and it works as expected now.
edit 3: I spoke too soon, it came back.
Edited by decksounds - 2019年8月29日 22:37:26
Technical Discussion » Is there a way to look around while in perspective view, like Maya Walk Tool?
- decksounds
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Hmmm, I'm not sure I want to pick up a controller every time I want to look around for a quick check… I guess UE4 spoils us.
It would be really nice to be able to hold a hotkey and look around from current perspective position by moving the mouse.
It would be really nice to be able to hold a hotkey and look around from current perspective position by moving the mouse.
Technical Discussion » Is there a way to look around while in perspective view, like Maya Walk Tool?
- decksounds
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I'm doing environment work for a first person shooter and it would be really nice to be able to look around a bit to get a quick feel for things. I saw that someone made an HDA for that but it's a bit clunky.
Technical Discussion » Distinction between exposed parameters on a subnetwork and those on a HDA
- decksounds
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It sounds complicated to have two top level controls like that. I would just use the ones on the HDA. I would make the fence tool inside a geometry object, then select all of the sop nodes and shift+c them to put them in a subnet. Then right click that and convert to digital asset. Then put all of your parameters in the “type properties” and it should work. That's just me, maybe there's a better way.
Technical Discussion » Modelling question, transform of objects slow when merging multiple parts.
- decksounds
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Ah, I get it. The Ctrl-click on the template flag helps a lot. That's what I needed, thanks a lot man.
Technical Discussion » Modelling question, transform of objects slow when merging multiple parts.
- decksounds
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I have a few objects that I am merging (20,000 tris) and just before the merge I have a transform node to position the part. When I move the object like this I get very slow viewport updates, maybe 1-5 fps. When I disconnect that transform from the merge I can still see the other parts ghosted in wireframe and I can move the object smoothly now, but the wireframe is very difficult to use for positioning in perspective. That and the fact that it hides itself when moving the object I am trying to position.
Is there something I can do to get better viewport updates when merging objects or is there a way to get an xray ghost for other objects rather than the white wireframe?
Thanks a lot.
Edit: Some of the other objects are copied with Copy and Transform a few dozen times, but nothing crazy. If I enable “pack and instance” I get viewport responsiveness back, but now my booleans on those objects dont work because they are packed objects.
Is there something I can do to get better viewport updates when merging objects or is there a way to get an xray ghost for other objects rather than the white wireframe?
Thanks a lot.
Edit: Some of the other objects are copied with Copy and Transform a few dozen times, but nothing crazy. If I enable “pack and instance” I get viewport responsiveness back, but now my booleans on those objects dont work because they are packed objects.
Edited by decksounds - 2019年8月26日 09:17:07
Technical Discussion » groom feature request
- decksounds
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Technical Discussion » How to group points on vertical portions of curve only.
- decksounds
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I have a pipe-tool kind of setup, a duct tool. I'm copying vertical hangers every so many points but I don't want that to happen when the duct goes vertical or they will be inside the duct.
Is there a way I can filter the points on the curve like that? I tried the group by normal option on the group node but that doesn't do it.
Thanks a lot.
Is there a way I can filter the points on the curve like that? I tried the group by normal option on the group node but that doesn't do it.
Thanks a lot.
Edited by decksounds - 2019年8月24日 16:23:47
Technical Discussion » Is there a simple way to invert the range of a parameter without having to rework the actual network?
- decksounds
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I have a few values that seem to produce the opposite effect when manipulating the parameters, i.e. control “roof height” causes roof to lower rather than rise. That's a very basic example, sometimes I have controls that are dependent on 5-10 other values and it would be SOOO much easier if I didn't have to spend the time figuring that out, just to get the controls to correlate with the expected effect.
In the daw “Ableton Live”, you set up macro controls just like parameters in Houdini, only you can flip the range at the parameter level and it makes life great.
In the daw “Ableton Live”, you set up macro controls just like parameters in Houdini, only you can flip the range at the parameter level and it makes life great.
Edited by decksounds - 2019年8月24日 10:30:30
Houdini Engine for Unreal » Presets
- decksounds
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