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Houdini Lounge » glowing nodes
- neil_math_comp
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If you have the performance monitor running or if you have just finished running the performance monitor, the nodes will glow based on how much time is spent in cooking those nodes. It helps quickly indicate to the user which nodes are taking a lot of time. Hopefully that clarifies the mystery!
Technical Discussion » named missmatch attributes
- neil_math_comp
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Do you mean on the Merge SOP? I definitely agree clarification could help when it does that.
However, it might be difficult to display which attributes from which inputs are missing in which other inputs when there are many inputs and many attributes. It might be possible to put in just a few bits of info, though, (I don't know). Could you give an example of the sort of text you think would be most helpful, and maybe a hint as to how you'd like it to behave when there are many inputs or attributes?
However, it might be difficult to display which attributes from which inputs are missing in which other inputs when there are many inputs and many attributes. It might be possible to put in just a few bits of info, though, (I don't know). Could you give an example of the sort of text you think would be most helpful, and maybe a hint as to how you'd like it to behave when there are many inputs or attributes?
Work in Progress » Water Pipe
- neil_math_comp
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Hi Lewul,
It's pretty hard to diagnose why the render is so slow without a HIP file; there could be many reasons. If you can't post that specific HIP file, is there a different example you could post that has the same problem, in order to help figure out what's going on?
I had an example a while back that was taking about 45 minutes per frame, and with a pair of small changes to the rendering and shader settings, it was down to about 30 seconds per frame with just as good quality. :wink:
It's pretty hard to diagnose why the render is so slow without a HIP file; there could be many reasons. If you can't post that specific HIP file, is there a different example you could post that has the same problem, in order to help figure out what's going on?
I had an example a while back that was taking about 45 minutes per frame, and with a pair of small changes to the rendering and shader settings, it was down to about 30 seconds per frame with just as good quality. :wink:
Technical Discussion » Attribute Promote Vertex UV to Point UV
- neil_math_comp
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johnnycore
I need to convert because when I use attribute transfer it will also convert vertex UVs to point UVs and I get the same result with my uv's.
(I haven't read much of the rest, but) the Attribute Transfer SOP should keep vertex UVs as vertex UVs, and it tries to maintain seams; it just doesn't do a good job at maintaining seams if the points have moved.
That said, Attribute Transfer on point attributes is currently WAY faster than on vertex attributes, in case performance will be a concern once it's working.
Houdini Indie and Apprentice » Remesh SOP
- neil_math_comp
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I don't think that the Remesh SOP could work like that with its current input.
In order to avoid changing topology, you'd need to somehow create a rest topology, and try on every frame to map that topology onto the new surface, which sounds like an ill-defined problem. People who've been at it for longer than me might have a better solution for your specific case, if you can provide an example file, but in the general case, it'd be nearly impossible.
Hopefully an example would help open up some possibilities.
In order to avoid changing topology, you'd need to somehow create a rest topology, and try on every frame to map that topology onto the new surface, which sounds like an ill-defined problem. People who've been at it for longer than me might have a better solution for your specific case, if you can provide an example file, but in the general case, it'd be nearly impossible.
Hopefully an example would help open up some possibilities.
Technical Discussion » Fatal error: Segmentation Fault
- neil_math_comp
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Hi! What is the build number that this happens on? If it's not the most recent good daily build, try updating to the latest daily build not marked red: https://www.sidefx.com/index.php?option=com_download&Itemid=208 [sidefx.com]
If it's happening in the most recent daily build not marked red, please log a bug for this if you haven't already: https://www.sidefx.com/index.php?option=com_content&task=view&id=768&Itemid=239 [sidefx.com]
Hopefully this helps!
If it's happening in the most recent daily build not marked red, please log a bug for this if you haven't already: https://www.sidefx.com/index.php?option=com_content&task=view&id=768&Itemid=239 [sidefx.com]
Hopefully this helps!
Houdini Indie and Apprentice » vdb white water
- neil_math_comp
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Houdini Learning Materials » School of fish moving along a path
- neil_math_comp
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Hi! I don't know if there's a tutorial out there, but it may help to look at what the Fish School asset on Orbolt does: http://www.orbolt.com/asset/SideFX::fish_school [orbolt.com] Based on the video, it sounds like it may do many of the things you're looking for.
Technical Discussion » Polysplit not working or connecting in 12.5
- neil_math_comp
- 1743 posts
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If it's the bug I think it is, it should be fixed in 12.5.347 (March 19th?) and later.
Technical Discussion » curve normal form surface
- neil_math_comp
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Hmm, a HIP file might help diagnose the issue, if you have something that you're allowed to post. AttribTransfer of point normals from one to the other should work, though they may not be unit length, and there's a chance I borked it when I multi-threaded it for 12.5.
Technical Discussion » Install Houdini Apprentice Licensing on CentOS 6
- neil_math_comp
- 1743 posts
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SreckoM
Start installation as root. If you do not know how to do that, please learn more about Linux, that is basic.
If you don't want to be helpful, please don't just post to be insulting. The prevalence of comments like this is the primary reason why I stopped bothering to use Linux. When something doesn't work, I don't find it appropriate to belittle someone for trying to get help.
Houdini Lounge » does "Bitonic Merge Sort" important to GPU acceler
- neil_math_comp
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So far as I recall, bitonic sort is usually used for sorting using a hypercube network, (though I don't know if anyone builds hypercube networks anymore). Regular merge sort would probably be faster in most cases, unless I'm missing something.
Houdini Lounge » Houdini 13 Wishlist.
- neil_math_comp
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pbowmarI know the battle that will ensue if I weigh in on this one, so I'll just contribute a limerick:
Working, reliable, robust booleans.
There once was a cookie in space,
Whose surface was quite the odd case.
For the union, it gave
The correct parts to save,
But the intersect looked more like lace.
:wink:
Houdini Lounge » RFE :> Forum search function
- neil_math_comp
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Apparently, the hold-up is something along the lines of that the entire forum (maybe the entire website?) setup needs rearranging in order to update it.
Edit: Upon checking with someone who knows better than me, the entire website would need overhauling to update the forum software.
Edit: Upon checking with someone who knows better than me, the entire website would need overhauling to update the forum software.
Houdini Lounge » bake colors to texture map
- neil_math_comp
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twelveplusplus
oh yeah and there is an error in the polyextrude because of the way 12.5 calculates primitive numbers (or something like that)
If it might be a bug in PolyExtrude itself, or if there's some primitive order change upstream, please feel free to submit a bug. I was the last person to make any significant changes to PolyExtrude, so it might be my fault.
Houdini Learning Materials » Viewport volume quality and render times
- neil_math_comp
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Nah, you didn't do anything wrong! You brought up quite relevant points, and I'm impressed by how fast and accurate volume splatting can be for dense clouds, which is quite handy. I only meant to outline some other cases that don't work as well.
Houdini Learning Materials » Viewport volume quality and render times
- neil_math_comp
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It just happens that in the particular case where:
1) you only have one light source,
2) the light source is far outside the volume,
3) the volume isn't between the view and the light,
4) the volume is highly opaque and diffuse, and
5) the view is far back from the detail of the volume,
there wouldn't be much visible difference. In many other cases, the difference can be quite pronounced, because the viewport is just doing volume splatting, whereas Mantra can do real ray marching.
Hopefully that clarifies things!
1) you only have one light source,
2) the light source is far outside the volume,
3) the volume isn't between the view and the light,
4) the volume is highly opaque and diffuse, and
5) the view is far back from the detail of the volume,
there wouldn't be much visible difference. In many other cases, the difference can be quite pronounced, because the viewport is just doing volume splatting, whereas Mantra can do real ray marching.
Hopefully that clarifies things!
Technical Discussion » scatterSOP 12.5 Vs 12.1
- neil_math_comp
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I should probably note anyway, just for future reference, that *newly-placed* Scatter SOP nodes in 12.5 may produce different results than in 12.1, because in order to 1) support non-convex polygons, and 2) generate uniformly-distributed points on polygons other than triangles and parallelograms, the default behaviour of newly-placed Scatter SOP nodes is to triangulate any polygons first.
To disable this, uncheck “Divide Non-Convex Polygons”. Maybe “Triangulate All Polygons” would have been a better name for it.
To disable this, uncheck “Divide Non-Convex Polygons”. Maybe “Triangulate All Polygons” would have been a better name for it.
Technical Discussion » When undersampled, polysoup has moire pattern
- neil_math_comp
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It turns out that each diced polygon of the polysoup was getting exactly the same values applied to it for the noise, hence the grid-like look, instead of computing new noise values for each polygon. It should be fixed in tomorrow's build.
Houdini Indie and Apprentice » Windows 8
- neil_math_comp
- 1743 posts
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Does Houdini 12.5 Apprentice version can run on win XP or not?
It should work fine. In fact, before H12.5, the executables seemed to be the same file, just labelled differently on the download page; my guess is that they still are. :wink:
i try to install the Houdini 12.5 Apprentice Version for win 7 32 bit on my computer. It ran, but after installation completed and i try to launch Houdini 12.5, window message appears “License Error: Unable to connect to hserver for license acquisition”. Does it mean, it doesn't connect to hserver for license acquisition because i use win XP?
That should also work fine, though you need to be connected to the internet to start the Apprentice version. Do you get a message when trying to launch Houdini asking if you want to “install” (seems like a poor choice of words, but oh well) a free, non-commercial license, or something like that?
Hopefully this helps!
Edited: Removed some mention of something that turned out to be a misconception on my part.
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