Stalkerx777There's already support for Unicode in 12.1, unless you mean in the user interface.
12) UNICODE support!!!!
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Houdini Lounge » Houdini 13 Wishlist.
- neil_math_comp
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Technical Discussion » HDK deleting points
- neil_math_comp
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Oops, the example of the points of a primitive could have been:
GA_Size n = prim->getVertexCount();
for (GA_Size i = 0; i < n; ++i) {
pointgroup->addOffset(prim->getPointOffset(i));
}
They should be about the same performance, but it's less text to work with this way.
GA_Size n = prim->getVertexCount();
for (GA_Size i = 0; i < n; ++i) {
pointgroup->addOffset(prim->getPointOffset(i));
}
They should be about the same performance, but it's less text to work with this way.
Technical Discussion » HDK deleting points
- neil_math_comp
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nateusiak
how does one go about adding points to a point group?
Since you just want the group to be temporary, it doesn't even need to have a name anymore if you build it with:
GA_PointGroup* pointgroup = gdp->createInternalElementGroup(GA_ATTRIB_POINT);
You can then add points to it by adding the point offsets:
pointgroup->addOffset(pointoffset)
For example, if you wanted to add all of the points used by some primitive, you could do:
GA_Size n = prim->getVertexCount();
for (GA_Size i = 0; i < n; ++i) {
pointgroup->addOffset(gdp->vertexPoint(prim->getVertexOffset(i)));
}
You can delete the point group by doing:
gdp->destroyElementGroup(pointgroup);
GEO_Point?NOOOOOOOOOOOOOOOOOOOooooooooo……….. Haha, I've just spent months trying to replace as many uses of GEO_Point as possible with GA_Offset. :wink:
Does it act like a vector as far as data structure goes?(If it's an unordered, element group), the structure is a paged bit-array (GA_DataBitArray) where if a full page of GA_PAGE_SIZE bits has the same value (0 or 1), the page is marked constant, to avoid wasting space/time. In pages that aren't constant, they can be skipped-over 64 at a time, since there are 64-bits in a general CPU register, so that's fairly quick too.
All that said, if you're only deleting a few points each time, you're better off deleting them one by one by calling gdp->destroyPointOffset(pointoffset);
Technical Discussion » HDK deleting points
- neil_math_comp
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I might just forgo dealing with the particle system's interface and create a point group with all of the points to be deleted, and then call
gdp->destroyPointOffsets(GA_Range(*pointgroup))
It'll automatically remove any vertices using the points too, so the particle system should be fine with it, though I don't know if it would remove them from the dead list if you've already added vertices to it. Also, if you can avoid using the particle system altogether and just use orphaned points as if they were a particle system, it'd be even faster.
gdp->destroyPointOffsets(GA_Range(*pointgroup))
It'll automatically remove any vertices using the points too, so the particle system should be fine with it, though I don't know if it would remove them from the dead list if you've already added vertices to it. Also, if you can avoid using the particle system altogether and just use orphaned points as if they were a particle system, it'd be even faster.
Houdini Indie and Apprentice » Rendering with Mantra
- neil_math_comp
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I find that the Render View usually keeps a copy of Mantra running that's holding onto a license, so when I try to render separately, it'll fail to get a license. If I hit the red stop button in the Render View, it kills the Mantra process, (if it doesn't, you can kill it yourself in the Task Manager in the Processes tab), freeing up the license. Then the render node seems to work.
Hopefully that helps!
Hopefully that helps!
Technical Discussion » wrong primitive number
- neil_math_comp
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I don't seem to have this problem in H12.1. However, it seems that you have to click on the Details View after selecting the polygon in the viewport, else the Details View won't redraw, so they can be temporarily out of sync.
Houdini Indie and Apprentice » Import FBX file
- neil_math_comp
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premini
Hi, i am resucitating this thread because i am having the same problem with all the FBX files that mixamo.com is providing.
Has anyone figured out what the problem is?
I am using H12.1/W64
Sorry for not noticing this sooner. Is it still an issue? If so, it might be worth submitting a bug with specifics so that I can try to reproduce it.
Houdini Indie and Apprentice » Selecting mesh components shortcut
- neil_math_comp
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It looks like the numeric pad doesn't work for the number shortcuts by default. It works for typing numbers in text boxes with Num Lock on and works for arrow keys, etc, with Num Lock off, but it doesn't seem to do the number shortcuts with Num Lock on.
That said, you can add them by right-clicking on the Geometry Select Mode button in the viewport left toolbar, Ctrl+Alt+Shift+LMB clicking on a selection mode, then at the bottom of the Assigned Keys list, click twice on the empty space, and (with the Num Lock already on), press the numpad key you'd like to add for it and click Accept. Then repeat for the other selection modes.
Hopefully this helps!
That said, you can add them by right-clicking on the Geometry Select Mode button in the viewport left toolbar, Ctrl+Alt+Shift+LMB clicking on a selection mode, then at the bottom of the Assigned Keys list, click twice on the empty space, and (with the Num Lock already on), press the numpad key you'd like to add for it and click Accept. Then repeat for the other selection modes.
Hopefully this helps!
Technical Discussion » particles attract to each other
- neil_math_comp
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qbickIt's probably just me misunderstanding your SoftImage nodes, but it looks like you've implemented some sort of spring force instead of a gravitational force. The force of gravity scales as mass_a*mass_b/distance^2, whereas spring forces scale as k*distance, for some k, which appears to be chosen to be mass in your example.
here you go, basic approach on Softimage.
http://clip2net.com/s/2oXCD [clip2net.com]
almost impossible for me to replicate in Houdini.
The “/distance^2” is part of what makes many-body gravitation so hard to simulate reliably, because when two points are very close, the force is extremely large, but only for a brief amount of time, so special methods are needed to conserve energy. Spring forces aren't as difficult to simulate, because they don't have that singularity at distance zero.
Technical Discussion » particles attract to each other
- neil_math_comp
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circusmonkeyEven though I suppose it's possibile that qbick's specific question could have come from homework, the thing qbick linked to isn't homework, and creating points moving with random noise doesn't appear to be the point. The link is to a YouTube video by Minute Physics showing a 2D particle-based gravity simulation in After Effects. In order to make such a simulation both scalable and stable, one would need to use various tricks, e.g. avoiding computing the forces between all pairs of particles, since doing it naively takes quadratic time and explodes if two particles get too close.basically i dont know how to find, for example, three nearest points of each point in same pointcloud.
I really do not see what purpose it would solve.
For people to help you a bit of self help is required as I am sure not everyone has the time to do your entire homework. For starters I would look at creating 1 point and have a lot of points / buzz move around it and that would be as simple as some points scattered in a volume couple with some noise for movement .
Rob
If there's concern that something is an excuse to get homework answers, I usually try to give advice that would help learning about the overall problem in a different way, but that wouldn't help at all solving the specific question asked. :wink:
Technical Discussion » particles attract to each other
- neil_math_comp
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There's undoubtedly a good solution, but I've never used POPs or VOPs, so I can only think of terrible solutions. :wink:
I'd really like to see this, though, ‘cause Houdini would be *much* better suited to it than After Effects; so much so that someone’s probably already done this for fun in a few minutes.
I'd really like to see this, though, ‘cause Houdini would be *much* better suited to it than After Effects; so much so that someone’s probably already done this for fun in a few minutes.
Technical Discussion » Special spring solver: setting all edge lengths equal?
- neil_math_comp
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I've never used springs or cloth, but if you figure out a good solution, I'd really like to know how you did it. I have an industrial application that could really use a good solution to this problem, where all the lengths need to be exactly the same, the angles need to be sufficiently similar to nearby angles, and given those constraints, the surface needs to as close as possible approximate a specified surface. Hopefully someone can suggest something!
Technical Discussion » expresion to do 0 1 0
- neil_math_comp
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Do you mean like 2*min(x, 1-x) ? It's 0 at x=0, linear up to 1 at x=0.5, and linear down to 0 at x=1.
Or, did you mean like 1-x, which is 1 at x=0 and 0 at x=1 ?
Or, have I completely misunderstood the question? :wink:
Or, did you mean like 1-x, which is 1 at x=0 and 0 at x=1 ?
Or, have I completely misunderstood the question? :wink:
Work in Progress » My first things made in Houdini
- neil_math_comp
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Thanks!
I had to tone down the insanity a bit, because when I tried to start a low-budget educational series a few years back, most people actually felt really uncomfortable watching, e.g. they'd be afraid someone might walk in and see them watching it, haha. :wink: That said, I'm still considering doing the programming videos in the style of Bob Ross, the Joy of Painting guy.
I had to tone down the insanity a bit, because when I tried to start a low-budget educational series a few years back, most people actually felt really uncomfortable watching, e.g. they'd be afraid someone might walk in and see them watching it, haha. :wink: That said, I'm still considering doing the programming videos in the style of Bob Ross, the Joy of Painting guy.
Work in Progress » Shadow morph freebie
- neil_math_comp
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Work in Progress » My first things made in Houdini
- neil_math_comp
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I'm fairly new to Houdini, and I wanted to use it for an educational series on YouTube I've been meaning to make for a while. When I heard about the YouTube Next EDU Guru competition, I made it a goal to submit a first episode for that.
That has a deadline of October 1st, so I had to cut a bunch of corners to get it ready, but I've got a couple RBD sims, a Pyro sim, and some miscellaneous other things in there, rendered with Mantra. For the future episodes, I'll have to increase the resolution, probably use caustics for proper refraction in the logo, and I'll be trying to make a bunch more diagrams in Houdini. Also, if anyone has any good ideas to make an equation asset, that'd be extremely helpful, 'cause making them symbol by symbol is very slow.
Here it is: You can solve the Schrödinger equation - Your Science [youtube.com]. Apologies for the low volume!
That has a deadline of October 1st, so I had to cut a bunch of corners to get it ready, but I've got a couple RBD sims, a Pyro sim, and some miscellaneous other things in there, rendered with Mantra. For the future episodes, I'll have to increase the resolution, probably use caustics for proper refraction in the logo, and I'll be trying to make a bunch more diagrams in Houdini. Also, if anyone has any good ideas to make an equation asset, that'd be extremely helpful, 'cause making them symbol by symbol is very slow.
Here it is: You can solve the Schrödinger equation - Your Science [youtube.com]. Apologies for the low volume!
Work in Progress » microscopic wires
- neil_math_comp
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Very nice! I keep meaning to figure out how to make spaghetti; any advice on how to create a nice bundle of wires? Also, if you want to avoid the bits that are extremely thin, you could add a small constant to the that random thickness, so it'd have that as a minimum width.
Technical Discussion » Noob question: Cannot use handles in uv viewport?
- neil_math_comp
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zdimariaLooks like your bug was marked fixed today, so hopefully it's working in tomorrow's build of 12.1.
not sure if its the same thing but i submitted this bug in 12.0. to fix it i'd switch opengl versions and then close and reopen the viewport pane.
Technical Discussion » Is the cloth solver multi-threaded?
- neil_math_comp
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Apparently the multi-threading kicks in for larger cloth simulations, though I haven't worked with cloth, myself.
Houdini Lounge » Houdini 13 Wishlist.
- neil_math_comp
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qbickAye. It's also a lot slower in practice, including for most simulations, since they've only got a tiny amount of fast memory (a few MB at best). The big chunk of memory they have is extremely slow, there's no prefetching unless they've changed their architecture, and the clock speed is much slower than on CPUs. The way GPU companies claim “ZOMG 2000000x SPEEDUP!!!” is by writing crap CPU code to compare against their optimized GPU code.
GPU rendering has alot of limitations.
especially GPU ram, its just too little
I found this out the hard way where I used to work; we spent months trying to get a GPU implementation as fast as a multi-threaded, vectorized implementation for CPU that only took a week to write, and the best we managed was 2x slower than a Core i7 on the best GPU available at the time.
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