is it normal that Fit Range node clamps output value to target range?
it makes it unusable for many situations wrere i need only remap value to a new range
9.5.197
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Houdini Lounge » Fit Range Node clamps out value?
- tamte
- 8595 posts
- Online
Houdini Indie and Apprentice » VEX Global Illumination
- roughsporty
- 191 posts
- Offline
Houdini Indie and Apprentice » Help search only shows first 20 results
- frogspasm_deux
- 77 posts
- Offline
In the help browser if I do a search for “point” it says there are 1040 results.
If I click on “Show all 1040 results” a page comes up with the first 20 results, but no way to get to the next 20.
Is there any way to get the Help browser to show more than 20 results at a time, or even better, to get to the next page of results?
(I'm running 9.5.170 on Windows XP)
If I click on “Show all 1040 results” a page comes up with the first 20 results, but no way to get to the next 20.
Is there any way to get the Help browser to show more than 20 results at a time, or even better, to get to the next page of results?
(I'm running 9.5.170 on Windows XP)
Houdini Lounge » ray type switch in Mantra?
- tamte
- 8595 posts
- Online
in mentalray there is a Ray Type Switch node which determines how the surface will look for different rays (eye, reflection, refraction, GI, …)
for example
i plug green shader into eye input of the ray type node
red shader into reflection input
blue into refraction input
yellow into GI
.
.
.
and when rendered, the surface will be green, but when you see it reflected in another object it is red, when it is behind a transparent surface it is blue and it casts yellow color in GI
is something similar acheivable in Mantra? (in one pass of course)
for example
i plug green shader into eye input of the ray type node
red shader into reflection input
blue into refraction input
yellow into GI
.
.
.
and when rendered, the surface will be green, but when you see it reflected in another object it is red, when it is behind a transparent surface it is blue and it casts yellow color in GI
is something similar acheivable in Mantra? (in one pass of course)
Houdini Indie and Apprentice » Shatter and Break SOP doesn't work?
- altbighead
- 113 posts
- Offline
Houdini Indie and Apprentice » question:-Foreach SOP
- circusmonkey
- 2624 posts
- Offline
I seem to be having some difficulties with the foreach SOP , no matter what. I cannot replicate the cheese foreach example. I basically understand its purpose but I cannot get it to work.If someone could check over my file and tell me whats wrong . Also if theres any tips / advice when using this SOP I would be greatful
R
R
Technical Discussion » issues with sho
- Alanw
- 320 posts
- Offline
I'm having issues with sho with H9.5 installed. Using 9.5.202 on Ubuntu 64 with sho from Prman 13.5.4 gcc 4.1 64 bit.
Attempting to open a texture gives me this error.
sho: DspyName/DspyOpen failed.
sho: Can't open framebuffer.
I recently had H9.1 installed and it worked,so I know that it's possible.
Otherwise, installing Rman Display worked fine in 9.5. I can view shaders and render using Mplay as my framebuffer. Sho just doesn't like it for some reason.
I have both Houdini and Prman in my $PATH, and I've also set $RMANFB to “framebuffer” so I don't think it's an environment issue.
rendermn.ini is also in my $HOME directory and it correctly points to $HOME/houdini9.5/ri_shaders/d_houdini.so
Is there anything else I can try?
Thanks
Attempting to open a texture gives me this error.
sho: DspyName/DspyOpen failed.
sho: Can't open framebuffer.
I recently had H9.1 installed and it worked,so I know that it's possible.
Otherwise, installing Rman Display worked fine in 9.5. I can view shaders and render using Mplay as my framebuffer. Sho just doesn't like it for some reason.
I have both Houdini and Prman in my $PATH, and I've also set $RMANFB to “framebuffer” so I don't think it's an environment issue.
rendermn.ini is also in my $HOME directory and it correctly points to $HOME/houdini9.5/ri_shaders/d_houdini.so
Is there anything else I can try?
Thanks
Houdini Lounge » OpenGL output
- mondi
- 44 posts
- Offline
I've searched through a little, and cant seem to find any final answer to this.
Is there any way of doing high quality OpenGL output - offline or otherwise?
As I understand it, the OGL ROP was discontinued (*sniff*), and “Object Scene” and flipbooking were meant to take it's place. However, I can't seem to find the Scene / Object Scene outputs (Master license only?) to play around with, and flipbooking at larger resolutions seems to just stretch the image, rather than render it out at the higher res. It would be really sad if this really nifty feature were really gone, especially now that we have GLSL shading and other such features appearing.
Anyone?
Is there any way of doing high quality OpenGL output - offline or otherwise?
As I understand it, the OGL ROP was discontinued (*sniff*), and “Object Scene” and flipbooking were meant to take it's place. However, I can't seem to find the Scene / Object Scene outputs (Master license only?) to play around with, and flipbooking at larger resolutions seems to just stretch the image, rather than render it out at the higher res. It would be really sad if this really nifty feature were really gone, especially now that we have GLSL shading and other such features appearing.
Anyone?
Houdini Lounge » Pane selection after pasting objects with a callback script
- soundave
- 7 posts
- Offline
Hey all,
I'm creating a OTL in which I want to copy and delete objects contained inside with a slider control on the digital asset user interface.
I have a callback script with a couple of do while statements that is working fine, except:
When the script pastes a new object inside the digital asset the parameters pane immediately plunges down a level whisking away the HDA interface until the user manually climbs back up to the HDA root.
This behavior only occurs on the paste operation. The delete side politely removes objects to match the requested number.
To fix this i tried:
Setting a variable containing the original path at the beginning of the script and using this path in the pane command to restore the pane at the end of the script.
pane -H $origpath panetab1
This works fine when I tested it in the textport but seems to be ineffective when included in the script, as the problem seems to be that the pasted objects are added after the entire script has run eliminating the chance of controlling the pane with the script.
attached is a zip with the OTL and callback script
HDA is named DK_HDA_Script_test
Vista 64
HD edition 9.5 build 169
Any pointers would be appreciated
Dave
I'm creating a OTL in which I want to copy and delete objects contained inside with a slider control on the digital asset user interface.
I have a callback script with a couple of do while statements that is working fine, except:
When the script pastes a new object inside the digital asset the parameters pane immediately plunges down a level whisking away the HDA interface until the user manually climbs back up to the HDA root.
This behavior only occurs on the paste operation. The delete side politely removes objects to match the requested number.
To fix this i tried:
Setting a variable containing the original path at the beginning of the script and using this path in the pane command to restore the pane at the end of the script.
pane -H $origpath panetab1
This works fine when I tested it in the textport but seems to be ineffective when included in the script, as the problem seems to be that the pasted objects are added after the entire script has run eliminating the chance of controlling the pane with the script.
attached is a zip with the OTL and callback script
HDA is named DK_HDA_Script_test
Vista 64
HD edition 9.5 build 169
Any pointers would be appreciated
Dave
Technical Discussion » Texture not showing in DOP. - solved
- paleajed
- 20 posts
- Offline
Some basic questions here.
First of all, in the accompanying .hipnc file you can see that geometry (the shards) is displayed twice in Houdini viewport, it also renders twice. This is once the original geometry, once that moved by the dopnet1.
Is this normal behaviour ? I suppose its just Houdini showing things at different levels of the network. But why does it also render? Is this also normal behaviour? I will have to turn that display flag off.
Now for the more important question: when rendering and in viewport, the texture I assigned to the shards does only show on the representation without dynamics (that from the geometry level) and not on the shards moving through the dynamics simulation. How do I set things up so that the moving shards get textured ?
*solved: referenced object as RBD before material was applied
First of all, in the accompanying .hipnc file you can see that geometry (the shards) is displayed twice in Houdini viewport, it also renders twice. This is once the original geometry, once that moved by the dopnet1.
Is this normal behaviour ? I suppose its just Houdini showing things at different levels of the network. But why does it also render? Is this also normal behaviour? I will have to turn that display flag off.
Now for the more important question: when rendering and in viewport, the texture I assigned to the shards does only show on the representation without dynamics (that from the geometry level) and not on the shards moving through the dynamics simulation. How do I set things up so that the moving shards get textured ?
*solved: referenced object as RBD before material was applied
Houdini Indie and Apprentice » cannot install H9.5 upgrade licenses...
- tallen
- 13 posts
- Offline
Help mode : troubleshooting
Problem : cannotstarthoudini
Platform : linux
Using commercial version : no
Can start hkey : yes
Can see sesinetd : yes
Machine is named localhost : no
Has ethernet card : yes
Has license(s) for this product : no
It was working : yes
All licenses have expired for product: no
Has a server license : no
PHPSESSID: c78630dae88387ad1822018a8c41002e
here's the info above. If anyone can help that would be great. When I try to redeem my licenses via hkey, the reply is “you are not currently entitled to any licenses”. However, a double/triple check at http://service.sidefx.com. [service.sidefx.com.] reveals that I do in fact have licenses for the upgrade available (status: “Unknown until redeemed”).
So I am guessing that this is the result of something I'm overlooking. (See troubleshooting diag above)
Also: hkey indicates have an invalid server key? …The notice shows up in red on the bottom of hkey server information tab. Also in the server information tab: another red button indicating this: The license server may not serve licenses.
any ideas? reinstall? If yes what are the options step-by-step? I believe I did everything necessary for installing new license data (because I know that new licenses are needed for H9.5)
btw - H9.1 works just fine.
Problem : cannotstarthoudini
Platform : linux
Using commercial version : no
Can start hkey : yes
Can see sesinetd : yes
Machine is named localhost : no
Has ethernet card : yes
Has license(s) for this product : no
It was working : yes
All licenses have expired for product: no
Has a server license : no
PHPSESSID: c78630dae88387ad1822018a8c41002e
here's the info above. If anyone can help that would be great. When I try to redeem my licenses via hkey, the reply is “you are not currently entitled to any licenses”. However, a double/triple check at http://service.sidefx.com. [service.sidefx.com.] reveals that I do in fact have licenses for the upgrade available (status: “Unknown until redeemed”).
So I am guessing that this is the result of something I'm overlooking. (See troubleshooting diag above)
Also: hkey indicates have an invalid server key? …The notice shows up in red on the bottom of hkey server information tab. Also in the server information tab: another red button indicating this: The license server may not serve licenses.
any ideas? reinstall? If yes what are the options step-by-step? I believe I did everything necessary for installing new license data (because I know that new licenses are needed for H9.5)
btw - H9.1 works just fine.
Houdini Lounge » Volumetric Caustics In PBR?
- Alejandro Echeverry
- 691 posts
- Offline
Is possible to do volumetric caustics in mantra PBR renderer mode?
if is that possible how can i archive this?
Thanks.
if is that possible how can i archive this?
Thanks.
Technical Discussion » Menu selection changed
- JColdrick
- 4140 posts
- Offline
SUSE 10.2, 9.5.197
Can't remember when this changed, but it was recently - used to be that if you wanted to select a camera, you clicked and dragged on the selector, and released to select the new camera. Now, you're forced to click to open the menu, release, then find the entry, click and release again. Note this happens on numerous menus throughout Houdini now but *not* the main menus(!), so at the very least there's an inconsistency.
Anyway, I tried to like it, really hate it, it's slowing me down a lot(even copying and pasting parameters is more error-ridden than before), so can we have an option for this? Unless it's there and I missed it, that is.
Cheers,
J.C.
a little bird told me this behaviour doesn't happen on vista 64, so sounds like a Linux buggie…
Can't remember when this changed, but it was recently - used to be that if you wanted to select a camera, you clicked and dragged on the selector, and released to select the new camera. Now, you're forced to click to open the menu, release, then find the entry, click and release again. Note this happens on numerous menus throughout Houdini now but *not* the main menus(!), so at the very least there's an inconsistency.
Anyway, I tried to like it, really hate it, it's slowing me down a lot(even copying and pasting parameters is more error-ridden than before), so can we have an option for this? Unless it's there and I missed it, that is.
Cheers,
J.C.
a little bird told me this behaviour doesn't happen on vista 64, so sounds like a Linux buggie…
Technical Discussion » What is going on? Caustics
- worldcmt
- 23 posts
- Offline
Hi
Just a simple question…
I am rendering some scenes using the caustics effect , all my set up is great ( I think,jajaja ) , but when render my Mantra node , I have this message
“No licenses could be found to run this application”.
I have the HD version for 9.1 and the 9.5 beta and bouth are doing the same thing.
My question…
Is these because in this versions of houdini I can only use the Micropolygon render ?
Than you all
Just a simple question…
I am rendering some scenes using the caustics effect , all my set up is great ( I think,jajaja ) , but when render my Mantra node , I have this message
“No licenses could be found to run this application”.
I have the HD version for 9.1 and the 9.5 beta and bouth are doing the same thing.
My question…
Is these because in this versions of houdini I can only use the Micropolygon render ?
Than you all
Technical Discussion » Python bug-hunting prints.
- paleajed
- 20 posts
- Offline
I am looking for a quick way to get print output from python so that I can monitor my variables during program execution ?
Houdini Indie and Apprentice » Hello and thanks.
- Strife
- 2 posts
- Offline
Well - I'm new.
Pretty new to 3D, played a little with Blender then very recently bought Silo.
Also used Maya PLE a bit till I now discovered Houdini Apprentice. I think I'm hooked on 3D even though I'm not good at all and somewhat older. (Is 29 too old to learn and get into the industry?)
First of all thanks for SideFX giving away the apprentice license to play with! Man, was I excited to see this.
A couple of things I'd like to point out and a couple of questions if I may be so bold.
1.) Why is Houdini not more widely known? Silly question but in relation the other software packages Houdini is not very well known from what I found on the net and from what I can tell (Only installed Houdini 2 minutes ago) this is a blatant shame!
2.) The website/Marketing. From my first couple of visits to hte Houdini site, and reading along seeing if there are tutorials and so forth the noob user would never know Houdini can be used for Modeling as well.
A couple of months ago I came across this site and left - I thought Houdini was just an animation tool - Almost like Motionbuilder.
Even the slogan says “3D animation Tools”. I would venture a guess that I'm not the only one to have left because of this.
I re looked at Houdini again through the article on Garagegames and the DTS exporter I read today saw modeling in there and looked more closely - digging through the tutorials /features I saw modeling. “AWESOME” And that was that.
Just something SideFX might want to look at. Use it, don't use it.
3.) I see Houdini gets used in Film quite a bit, is it more common in large studios?
4.) Any game studios use Houdini? Given the DTS exporter inclusion I would think that SideFX is def. angling that market. I hope so - XSI looks to capture market share from 3DSMax from what I read.
Anyway thanks again - sorry for the long first post.
Hope to have many questions for you guys!
Thanks in advance.
Pretty new to 3D, played a little with Blender then very recently bought Silo.
Also used Maya PLE a bit till I now discovered Houdini Apprentice. I think I'm hooked on 3D even though I'm not good at all and somewhat older. (Is 29 too old to learn and get into the industry?)
First of all thanks for SideFX giving away the apprentice license to play with! Man, was I excited to see this.
A couple of things I'd like to point out and a couple of questions if I may be so bold.
1.) Why is Houdini not more widely known? Silly question but in relation the other software packages Houdini is not very well known from what I found on the net and from what I can tell (Only installed Houdini 2 minutes ago) this is a blatant shame!
2.) The website/Marketing. From my first couple of visits to hte Houdini site, and reading along seeing if there are tutorials and so forth the noob user would never know Houdini can be used for Modeling as well.
A couple of months ago I came across this site and left - I thought Houdini was just an animation tool - Almost like Motionbuilder.
Even the slogan says “3D animation Tools”. I would venture a guess that I'm not the only one to have left because of this.
I re looked at Houdini again through the article on Garagegames and the DTS exporter I read today saw modeling in there and looked more closely - digging through the tutorials /features I saw modeling. “AWESOME” And that was that.
Just something SideFX might want to look at. Use it, don't use it.
3.) I see Houdini gets used in Film quite a bit, is it more common in large studios?
4.) Any game studios use Houdini? Given the DTS exporter inclusion I would think that SideFX is def. angling that market. I hope so - XSI looks to capture market share from 3DSMax from what I read.
Anyway thanks again - sorry for the long first post.
Hope to have many questions for you guys!
Thanks in advance.
Technical Discussion » DOPs: turning off caching kills point velocity
- buki
- 1769 posts
- Offline
hi!
just ran into this:
have this simple scene, where i try to mimic a “submarine”, emerging from water, everything is ok, except when i try to simulate at higher voxel grid, i turn off the caching on the dopnet node, and want to use a file node inside for caching to disk.
turning off the caching kills my point velocity setting on the fluid solver, it behaves like it is set on rigid velocity.
while here, can i ask 2 things:
- how to make the fluid behave more loose, more free
- how to stop emission from a source object (prolly a very lame question)
thanks in advance!
ps:forgot the hip file
just ran into this:
have this simple scene, where i try to mimic a “submarine”, emerging from water, everything is ok, except when i try to simulate at higher voxel grid, i turn off the caching on the dopnet node, and want to use a file node inside for caching to disk.
turning off the caching kills my point velocity setting on the fluid solver, it behaves like it is set on rigid velocity.
while here, can i ask 2 things:
- how to make the fluid behave more loose, more free
- how to stop emission from a source object (prolly a very lame question)
thanks in advance!
ps:forgot the hip file
Technical Discussion » python hscriptExpression not evaluating in python shell?
- niko3d
- 338 posts
- Offline
Hey guys,
Has anyone had problems with python hscript expressions not working? Ive tried this a with a few expressions that point to a cop and nothing works in the python shell. But strangely they do work in parms?
For example add a ramp into a cop net and run this in the python shell
hou.hscriptExpression('pic(“/img/comp1/ramp1”, .5, .5, D_CR)')
it returns 0.0
I tried this with the res expression also. Not sure if this is a bug with cops and python?
This works in the hscript shell and on any parm on node perfectly fine.
Any ideas?
windows 64 any version of houdini 9.1/9.5
Thanks
Nick
Has anyone had problems with python hscript expressions not working? Ive tried this a with a few expressions that point to a cop and nothing works in the python shell. But strangely they do work in parms?
For example add a ramp into a cop net and run this in the python shell
hou.hscriptExpression('pic(“/img/comp1/ramp1”, .5, .5, D_CR)')
it returns 0.0
I tried this with the res expression also. Not sure if this is a bug with cops and python?
This works in the hscript shell and on any parm on node perfectly fine.
Any ideas?
windows 64 any version of houdini 9.1/9.5
Thanks
Nick
Technical Discussion » Renderman DSO Motion Blur Problem
- iamjaideep80
- 82 posts
- Offline
HI………
I am writing a Renderman DSO fo rendering points. But I am not getting motion blur.
I am using RiPointsV function.
I used RiMotionBengin and end to state multiple versions of particles at two different times. I thought RiPointsV might not be suppoted for motion block, so I tried using RiTranslate applied on a RiSphere, just to test it. Something like.
RiMotionBegin( 2, 0., 1. );
RiTranslate( 1., 2., 3. );
RiTranslate( 2., 3., 4. );
RiMotionEnd();
RiSphere( 1., -1., 1., 360., RI_NULL );
Allow Motion Blur, Geometry Blur is on in Houdini, but I am not getting any Motion Blur.
Is there something wrong I am doing?? Do I have to define RiShutter somewhere??
Waiting for ur reply……..
I am writing a Renderman DSO fo rendering points. But I am not getting motion blur.
I am using RiPointsV function.
I used RiMotionBengin and end to state multiple versions of particles at two different times. I thought RiPointsV might not be suppoted for motion block, so I tried using RiTranslate applied on a RiSphere, just to test it. Something like.
RiMotionBegin( 2, 0., 1. );
RiTranslate( 1., 2., 3. );
RiTranslate( 2., 3., 4. );
RiMotionEnd();
RiSphere( 1., -1., 1., 360., RI_NULL );
Allow Motion Blur, Geometry Blur is on in Houdini, but I am not getting any Motion Blur.
Is there something wrong I am doing?? Do I have to define RiShutter somewhere??
Waiting for ur reply……..
Technical Discussion » "Warning: invalid .mplay_lock file detected ..."
- Wacr
- 1 posts
- Offline
This funny thing:
Warning: invalid .mplay_lock file detected
Warning: invalid .mplay_lock file detected
mantra: Could not open imager
still happens in v9.5.169 (Vista x64) after you install Houdini and try to render for a first time.
Go to Render menu in view-camera floating window and set it to “Disconnected”. It will render.
Despite next time you'll start Houdini this option will be set back to “Listen to Renders”, it will render.
Warning: invalid .mplay_lock file detected
Warning: invalid .mplay_lock file detected
mantra: Could not open imager
still happens in v9.5.169 (Vista x64) after you install Houdini and try to render for a first time.
Go to Render menu in view-camera floating window and set it to “Disconnected”. It will render.
Despite next time you'll start Houdini this option will be set back to “Listen to Renders”, it will render.
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