I don't know if it has something to do with Houdini 9 being different or just blindness from my part, but I can´t see neither the function on the channel editor, nor the regular handles for the keyframes.
What am I overlooking? (screenshot atached)
Thank you for your help
Tiago
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Houdini Lounge » Channel Editor functions
- tiagovsantunes
- 21 posts
- Offline
Technical Discussion » RFE: custom names for pane tabs instead of paths
- hoknamahn
- 398 posts
- Offline
Hey,
It would be useful to have ability to assign custom names to pane tabs in addition to paths. For example I have several tabs in one pane. One tab contains DOP sim, another one some SOPs, third has POPs inside and so on. So I would like to give them names. Instead of /obj/geo1/popnet3 I would like to see “Sand sim”. And actually doesn't matter what kind of network will be inside that tab. This is just an idea how to make UI a bit more informative.
It would be useful to have ability to assign custom names to pane tabs in addition to paths. For example I have several tabs in one pane. One tab contains DOP sim, another one some SOPs, third has POPs inside and so on. So I would like to give them names. Instead of /obj/geo1/popnet3 I would like to see “Sand sim”. And actually doesn't matter what kind of network will be inside that tab. This is just an idea how to make UI a bit more informative.
Houdini Lounge » Align object coordinate system
- lisux
- 581 posts
- Offline
Hi SESI and houdiniks.
How can I align the coordinate system of an object to match exactly another for example a couple of things yo ucan do in Maya and is not easy to do in Houdini, at least for me:
-In Maya you have the joint orient tool, there is something similar in Houdini, or what is the easiest way to do it? At the moment I am using the bone tool to do this.
-Orient constraint in Maya can change the local coordinate system in base of another, really useful to align one object to another, now I am making a mix of parenting, clean transforms, etc … but is there something like align or orient to other object, specially for the handlers, I have tried start orientation picking, but I can't manage it to work properly. This will be very useful to align for example the Z axis to the Z axis of another object and then have the same rotation axis. Some clues.
I a more interested in solutions at object level where almost all the character work is done.
Thanks.
How can I align the coordinate system of an object to match exactly another for example a couple of things yo ucan do in Maya and is not easy to do in Houdini, at least for me:
-In Maya you have the joint orient tool, there is something similar in Houdini, or what is the easiest way to do it? At the moment I am using the bone tool to do this.
-Orient constraint in Maya can change the local coordinate system in base of another, really useful to align one object to another, now I am making a mix of parenting, clean transforms, etc … but is there something like align or orient to other object, specially for the handlers, I have tried start orientation picking, but I can't manage it to work properly. This will be very useful to align for example the Z axis to the Z axis of another object and then have the same rotation axis. Some clues.
I a more interested in solutions at object level where almost all the character work is done.
Thanks.
Technical Discussion » Some fracture RnD test
- CeeGee
- 215 posts
- Offline
Technical Discussion » Unable to link glGetShaderiv!
- PeterV
- 11 posts
- Offline
That's the error message I'm getting. It tells me to set the Houdini_OGL_ENABLE_SHADERS environment variable to zero.
I opened the command line tools and found the variable which is set to one but I can't figure out how to change it. Any input would be appreciated.
Thanks in advance,
Pete
I opened the command line tools and found the variable which is set to one but I can't figure out how to change it. Any input would be appreciated.
Thanks in advance,
Pete
Technical Discussion » path trace diffuse limit
- anamous
- 186 posts
- Offline
there was already a discussion on odforce about this (but no certain result). when using pathtrace() or the GI light's path trace mode, is there a way to control the amount of bounces? setting a value using the PBR tab settings on the mantra ROP doesn't seem to change anything.
cheers
cheers
Technical Discussion » ifd cant find geometry error
- triniti13
- 3 posts
- Offline
trying to render an ifd file.
using mantra -f test.ifd
it keeps giving this error
“
mantra: Can't find geometry /home/ifd_geometry/sphere.bgeo
mantra: Unable to create image planes
”
However, the geometry does exist in that directory.
using mantra -f test.ifd
it keeps giving this error
“
mantra: Can't find geometry /home/ifd_geometry/sphere.bgeo
mantra: Unable to create image planes
”
However, the geometry does exist in that directory.
Houdini Indie and Apprentice » Cuadruped Autorig Tutorial (again)
- MAN9A
- 43 posts
- Offline
I'm following the Cuadruped autorig Tutorial to rig my biped character. Everything goes ok until I get to the part I must take the duplicated “helldog_tutorial_animation_rig1” and rotate it's controls to pose the character. I try to move and rotate controls but nothing happends. The problem is when “Matching curreng Definition”, if I don't Match and Allow the edit of contents the animation_rig works well and controls can be modified but Matching current definition blocks these controls.
The second and bigest problem, I supose caused by not Matching Current Definition of the animation_rig is when I try to create Keyframes in the timeline. What keys are pressed in the tutorial to create Keyframes in the first, 12th,24th and 26th frames? I try “K” key, “CTRL+K” key, but nothing happends.
The second and bigest problem, I supose caused by not Matching Current Definition of the animation_rig is when I try to create Keyframes in the timeline. What keys are pressed in the tutorial to create Keyframes in the first, 12th,24th and 26th frames? I try “K” key, “CTRL+K” key, but nothing happends.
Technical Discussion » adjust indirect lighting independently from the direct ones
- patar
- 280 posts
- Offline
hi all i have a question regarding pbr
is it possible to scale the indirect lighting effect independently from the direct lighting ones? coz when i adjust the diffuse intensity in the surface shader all (including the direct lighting ones) goes brighter…
thx patar
is it possible to scale the indirect lighting effect independently from the direct lighting ones? coz when i adjust the diffuse intensity in the surface shader all (including the direct lighting ones) goes brighter…
thx patar
Houdini Lounge » Cell rendering
- jens_martensson
- 341 posts
- Offline
Now that the OSX port is confirmed, what is the status/comment on the “Sony Cell” rendering project?
Houdini Indie and Apprentice » smoke fluids viscosity
- envil
- 45 posts
- Offline
Hi!
I explore smoke fluids, create two default fluids and set viscosity at first fluid is 50, but motion stay invariably.
Why, is bag, or I do something wrong?
I explore smoke fluids, create two default fluids and set viscosity at first fluid is 50, but motion stay invariably.
Why, is bag, or I do something wrong?
Houdini Lounge » group character and move its pivot to centre for a flip
- meriyaz
- 3 posts
- Offline
hey champs..
i am facing prblm in one scene… the case is, a character jumps, goes for a flip and then lands.. so my prblm is, to move its pivot to his centre body (to get a right motion) when he is in air ( wher he takes a flip ).. and am using ik hand for it..
thanx
i am facing prblm in one scene… the case is, a character jumps, goes for a flip and then lands.. so my prblm is, to move its pivot to his centre body (to get a right motion) when he is in air ( wher he takes a flip ).. and am using ik hand for it..
thanx
Houdini Indie and Apprentice » PAGE_FAULT_IN_NONPAGED_AREA
- chronos
- 4 posts
- Offline
When rendering with Houdini 9.1.179, I usually get a BSOD with this stop error: PAGE_FAULT_IN_NONPAGED_AREA. I also got an IRQL_NOT_LESS_OR_EQUAL error once.
It seems that Houdini doesn't like my hardware. I've tested my memory with memtest86+, and ran diagnostics tests on my hardware, but no errors are detected. I also updated my NVIDIA 7300GT video card drivers. The problem didn't go away, and is also present with the Linux version.
Anyone else ever had these serious “Blue Screens Of Death” with XP (latest update) and Houdini? What else can I try?
It seems that Houdini doesn't like my hardware. I've tested my memory with memtest86+, and ran diagnostics tests on my hardware, but no errors are detected. I also updated my NVIDIA 7300GT video card drivers. The problem didn't go away, and is also present with the Linux version.
Anyone else ever had these serious “Blue Screens Of Death” with XP (latest update) and Houdini? What else can I try?
Houdini Lounge » updated & complete H9 docs?
- yudi
- 2 posts
- Offline
I am new to houdini. I went through the training video in Learning Tutorial. Then, I found the training stuff + houdini info on the internet are mostly obsolete. If I search the H9 Help page for an answer, the contents listed in results are generally incomplete, just few words like glossary, no examples and howto steps.
Can someone tell me where I can find the information how to make Renderman Shaders working in H9, step by step, w/o going to Houdini training classes?
Thanks,
Can someone tell me where I can find the information how to make Renderman Shaders working in H9, step by step, w/o going to Houdini training classes?
Thanks,
Technical Discussion » Geometry Container Nodes: Multiple nodes: Cregions
- DrFrankenRex
- 69 posts
- Offline
I'm wondering if it's possible to use geometry container nodes to auto link to default capture/deform/proxy regions? Much in the way POSER uses mesh groupings names to correspond to a control area for rigging automatically. So, basically; name your meshGroupings correctly where you'd like node data, and when they arrive in the UI, they would only need some sort of refreshing to link the capture regions of the various rigs?
I hope this concept makes some sense? I'm sensing that my Imported cregion node of a weighted FBX could be edited? But that it would destroy these previous set weights/influences?
Also, on ‘auto’ rigs, does the system work with multiple geometry container nodes? Or do I need to somehow ‘group’ them together to form a single primitive or node?
Thanks.
I hope this concept makes some sense? I'm sensing that my Imported cregion node of a weighted FBX could be edited? But that it would destroy these previous set weights/influences?
Also, on ‘auto’ rigs, does the system work with multiple geometry container nodes? Or do I need to somehow ‘group’ them together to form a single primitive or node?
Thanks.
Houdini Lounge » RFE: Wheel button in viewers panes too.
- lisux
- 581 posts
- Offline
Hi SESI.
I have found that having the wheel button, the button in the parameters pane that give you access to defaults, presets, edit parameter interface, etc. In the viewer pane too will be really useful when modelling.
For example the transform SOP have several presets really useful to place the pivot in the centroid, and I have added more useful presets, but I always have to go to a parameters pane to activate this presets.
It will be useful to have a button, in the viewer pane too, that opens a popup menu with the toolbox partameters, those who first appears when you press p in the viewer pane, when you press something or release a slider in this popup window it disappears, this allows to have like a volatile parameters tool window.
Thanks
I have found that having the wheel button, the button in the parameters pane that give you access to defaults, presets, edit parameter interface, etc. In the viewer pane too will be really useful when modelling.
For example the transform SOP have several presets really useful to place the pivot in the centroid, and I have added more useful presets, but I always have to go to a parameters pane to activate this presets.
It will be useful to have a button, in the viewer pane too, that opens a popup menu with the toolbox partameters, those who first appears when you press p in the viewer pane, when you press something or release a slider in this popup window it disappears, this allows to have like a volatile parameters tool window.
Thanks
Technical Discussion » meshing studies
- herman02
- 22 posts
- Offline
Hi all,
After looking at this few sites of what 3dmax can do with the hexagons meshing http://designreform.net/?p=86 [designreform.net] and along with this more elaborate design for rhino http://madeincalifornia.blogspot.com/2008/03/parametric-honeycomb-series01a.html [madeincalifornia.blogspot.com] … I’m trying to explore the same in Houdini…
Firstly, if I want to do some fancy meshing pattern, is the “divide sop” the only option I have?
After making the meshing pattern in “divide sop” from “box”(polygon mesh)>divide sop (check compute dual), there seem to have only one option left to make it into a frame by connecting it to “polywire” sop…
however, if I want the joint to have buckle as in here http://www.flickr.com/photos/7453761@N05/2362689599/sizes/o/ [flickr.com]
or
to change the depth or width of individual frame that varies (since the polywire seem to be too uniform), there seem to be a limit… please see attached file…
any suggestions?
Thanks
After looking at this few sites of what 3dmax can do with the hexagons meshing http://designreform.net/?p=86 [designreform.net] and along with this more elaborate design for rhino http://madeincalifornia.blogspot.com/2008/03/parametric-honeycomb-series01a.html [madeincalifornia.blogspot.com] … I’m trying to explore the same in Houdini…
Firstly, if I want to do some fancy meshing pattern, is the “divide sop” the only option I have?
After making the meshing pattern in “divide sop” from “box”(polygon mesh)>divide sop (check compute dual), there seem to have only one option left to make it into a frame by connecting it to “polywire” sop…
however, if I want the joint to have buckle as in here http://www.flickr.com/photos/7453761@N05/2362689599/sizes/o/ [flickr.com]
or
to change the depth or width of individual frame that varies (since the polywire seem to be too uniform), there seem to be a limit… please see attached file…
any suggestions?
Thanks
Technical Discussion » Renderman Light Linking BUG
- iamjaideep80
- 82 posts
- Offline
HI………
In Houdini 9.1 , the light linking is working fine for Mantra,
but for Renderman it is not working.
Is anybody else facing the same problem?
I think it is a bug . Can sidefx fix it soon ?
—iamjaideep80
In Houdini 9.1 , the light linking is working fine for Mantra,
but for Renderman it is not working.
Is anybody else facing the same problem?
I think it is a bug . Can sidefx fix it soon ?
—iamjaideep80
Houdini Indie and Apprentice » Mask Tab
- Siegfried999
- 19 posts
- Offline
Hi! everybody!
I search the Mask Tab in the camera node's parameter editor and I don't find it. In the 8 version (I have 8 and 9 now ) ,I have no problem, but in the 9 version I have no Mask Tab. Where I can find it to set the aspect and opacity of the mask ?
Thanks in advance!
Bob
I search the Mask Tab in the camera node's parameter editor and I don't find it. In the 8 version (I have 8 and 9 now ) ,I have no problem, but in the 9 version I have no Mask Tab. Where I can find it to set the aspect and opacity of the mask ?
Thanks in advance!
Bob
Houdini Lounge » font preferences / type in Houdini networks
- andrewlowell
- 537 posts
- Offline
Does anyone know offhand which font is being used, or if there is a way to set this for the network views? I did a bunch of screen captures and I'd rather just photoshop-replace the fonts than redu all the images
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