I want RDB Point Objects to collide with FEM organic tissue objects.
The RDB Point Objects collide with each other and the ground plane.
The FEM organic tissue objects also collides with the ground plane.
But the RDB Point Objects just pass straight through the FEM organic tissue object.
What am i missing?
I would like to use this technique:
http://valeriodinapoli.blogspot.it/2013/02/houdini-how-to-create-rigid-body-emitter.html [valeriodinapoli.blogspot.it]
To fill an enclosing FEM organic tissue object container with RBD objects.
Any suggestions would be much appreciated.
thanks
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Technical Discussion » RDB Point Objects don't collide with FEM organic tissue
- syntheticperson
- 159 posts
- Online
Technical Discussion » Houdini 13 Apprentice HD not working in Amazon Hqueue
- syntheticperson
- 159 posts
- Online
edward
Try the latest Houdini 13.0 production build.
That fixed the problem. It's working now!
Much thanks
Technical Discussion » Houdini 13 Apprentice HD not working in Amazon Hqueue
- syntheticperson
- 159 posts
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i tried submitting a test render into the Amazon Cloud, but get this error:
Could not open file /Library/Frameworks/Houdini.framework/Versions/13.0.198.21/Resources/houdini/python2.5libs/displaymessage.py
Is anyone else experiencing this?
Is there a work around?
Here are my environment specs:
Mac OS 10.8.5
Houdini FX 13.0.198.21 Apprentice HD
Any assistance would be much appreciated.
Sincerely
Could not open file /Library/Frameworks/Houdini.framework/Versions/13.0.198.21/Resources/houdini/python2.5libs/displaymessage.py
Is anyone else experiencing this?
Is there a work around?
Here are my environment specs:
Mac OS 10.8.5
Houdini FX 13.0.198.21 Apprentice HD
Any assistance would be much appreciated.
Sincerely
Technical Discussion » otl parameter lable width control?
- syntheticperson
- 159 posts
- Online
Thanks for the tips. They give me a work-around.
My next wish is to be able to control the justification of a long label name.
They appear to be hard wired to be centered, if you have label 1 enabled.
Would like to have left justification.
Would also be nice to be able to make a label bold.
But I'm good for now.
Thanks again.
My next wish is to be able to control the justification of a long label name.
They appear to be hard wired to be centered, if you have label 1 enabled.
Would like to have left justification.
Would also be nice to be able to make a label bold.
But I'm good for now.
Thanks again.
Technical Discussion » otl parameter lable width control?
- syntheticperson
- 159 posts
- Online
Is there a way to control the label width of a parameter in an otl?
It appears to be hard wired to ~17 characters. After which it is truncated with “…”.
Which forces me to create hard to read camelCase truncated labels.
Is there any way to increase the width of the labels?
I'm willing to sacrifice real estate for the corresponding field/control to the right of the label.
Alternatively:
Is there a way to put a label on one line, and it's corresponding field/control on the next line below it?
thanks
It appears to be hard wired to ~17 characters. After which it is truncated with “…”.
Which forces me to create hard to read camelCase truncated labels.
Is there any way to increase the width of the labels?
I'm willing to sacrifice real estate for the corresponding field/control to the right of the label.
Alternatively:
Is there a way to put a label on one line, and it's corresponding field/control on the next line below it?
thanks
Technical Discussion » Houdini scene file optimization: interactive vs batch
- syntheticperson
- 159 posts
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I'm trying to optimise a heavy houdini scene.
Questions:
Are networks which determine what is displayed in the 3D scene view evaluated in batch?
Is there a flag where I can test whether the file is being loaded interactively vs batch?
i.e. if interactive, then display this low res geometry in the scene view.
If batch, then don't load/display low res geometry.
Any info would be much appreciated.
Synthetic
Questions:
Are networks which determine what is displayed in the 3D scene view evaluated in batch?
Is there a flag where I can test whether the file is being loaded interactively vs batch?
i.e. if interactive, then display this low res geometry in the scene view.
If batch, then don't load/display low res geometry.
Any info would be much appreciated.
Synthetic
Technical Discussion » How to create chain of cells?
- syntheticperson
- 159 posts
- Online
I'd like to be able to create chains of fungal cells and bacteria procedurally in houdini.
Please find attached a proof of concept apprentice H12.5 file.
I created a curve, then manually created groups for each group of 3 consecutive points.
Each of these are then used as copy sops for meta balls.
Which are then converted to polygons and merged.
I"d like to automate as much of the able as possible.
e.g. automatically creating groups from every group of N points on the curve.
Then converting those groups into metaballs, etc.
Any suggestions would be much appreciated.
thanks
Please find attached a proof of concept apprentice H12.5 file.
I created a curve, then manually created groups for each group of 3 consecutive points.
Each of these are then used as copy sops for meta balls.
Which are then converted to polygons and merged.
I"d like to automate as much of the able as possible.
e.g. automatically creating groups from every group of N points on the curve.
Then converting those groups into metaballs, etc.
Any suggestions would be much appreciated.
thanks
Technical Discussion » maya -> fbx -> houdini and viewport shading inverted
- syntheticperson
- 159 posts
- Online
When I import a model from maya via fbx, the viewport shading of the model in houdini is inverted.
It renders fine, but I would like the viewport opengl shading to be consistent with the mantra render.
A workaround is to append a facet sop with Post-Compute Normals and Reverse Normals enabled. Optionally I enable Cusp Polygons with the value set to match the intended smoothness / sharpness of the surfaces.
Is there a way to maya export fbx / houdini fbx import geometry to ensure consistent viewport open GL shading, without the above extra steps?
thanks
-synthetic
It renders fine, but I would like the viewport opengl shading to be consistent with the mantra render.
A workaround is to append a facet sop with Post-Compute Normals and Reverse Normals enabled. Optionally I enable Cusp Polygons with the value set to match the intended smoothness / sharpness of the surfaces.
Is there a way to maya export fbx / houdini fbx import geometry to ensure consistent viewport open GL shading, without the above extra steps?
thanks
-synthetic
Houdini Lounge » Scaling image procedurally in comp
- syntheticperson
- 159 posts
- Online
Unfortunately using the transform cop does not appear to work either.
Perhaps for the same reason that the resolution needs to be constant?
i.e. the xform cop remains at the source resolution.
I tried appending a crop cop, and using the 1/$FF expression for the 2nd field of Horizontal Crop and Vertical crop.
This does not appear to work either.
For the same reason that resolution needs to remain constant?
My last work around is to try to override the file size.
This does not appear to work either.
What am I missing?
thanks
-synthetic
Perhaps for the same reason that the resolution needs to be constant?
i.e. the xform cop remains at the source resolution.
I tried appending a crop cop, and using the 1/$FF expression for the 2nd field of Horizontal Crop and Vertical crop.
This does not appear to work either.
For the same reason that resolution needs to remain constant?
My last work around is to try to override the file size.
This does not appear to work either.
What am I missing?
thanks
-synthetic
Houdini Lounge » Scaling image procedurally in comp
- syntheticperson
- 159 posts
- Online
I have a high resolution texture and want to create a series of images, each half the resolution of the previous.
I'd like to be able to do this in the comp like this:
File read hi res texture.
Append a scale node.
Set Scale To Fraction
Use image Fraction expression: 1/$F
e.g. frame 1 = image fraction 1
frame 2 = image fraction 0.5
frame 3 = image fraction 0.25
etc
However, this is not what happens.
On frame one the expression evaluates correctly to 1, with a green color in the field.
On frame 2 the expression does not evaluate. Defaults to 1, changes to blue.
Any ideas why this doesn't work?
thanks
I'd like to be able to do this in the comp like this:
File read hi res texture.
Append a scale node.
Set Scale To Fraction
Use image Fraction expression: 1/$F
e.g. frame 1 = image fraction 1
frame 2 = image fraction 0.5
frame 3 = image fraction 0.25
etc
However, this is not what happens.
On frame one the expression evaluates correctly to 1, with a green color in the field.
On frame 2 the expression does not evaluate. Defaults to 1, changes to blue.
Any ideas why this doesn't work?
thanks
Houdini Lounge » How to manually place points on a surface?
- syntheticperson
- 159 posts
- Online
Houdini Lounge » How to manually place points on a surface?
- syntheticperson
- 159 posts
- Online
I want to use the copy sop to duplicate geometry onto the points of another object.
However I want to be able to place the points precisely on the object with points.
I have used the scatter points sop for previous tests which served the purpose of previz.
Now I need to be able to place those points in specific locations on the surface?
Any ideas?
I have searched the houdini documentation and googled for it, without success.
Any suggestions would be much appreciated.
-synthetic
However I want to be able to place the points precisely on the object with points.
I have used the scatter points sop for previous tests which served the purpose of previz.
Now I need to be able to place those points in specific locations on the surface?
Any ideas?
I have searched the houdini documentation and googled for it, without success.
Any suggestions would be much appreciated.
-synthetic
Technical Discussion » "look at" at the SOP level?
- syntheticperson
- 159 posts
- Online
Graham,
I tried your SOP/lookat, but it does not show up in houdini 12.1.177.
Have you tried it in houdini 12.1.177?
thanks
-syntheticperson
I tried your SOP/lookat, but it does not show up in houdini 12.1.177.
Have you tried it in houdini 12.1.177?
thanks
-syntheticperson
Technical Discussion » "look at" at the SOP level?
- syntheticperson
- 159 posts
- Online
Thanks for the explodematrix code edward.
I tried this in a copy SOP, where I was copying a bunch of disks to points, where I wanted the disks to be perpenticular to world zero.
It works!
Much thanks
-syntheticperson
I tried this in a copy SOP, where I was copying a bunch of disks to points, where I wanted the disks to be perpenticular to world zero.
It works!
Much thanks
-syntheticperson
Technical Discussion » Autorig Biped not working in houdini 12?
- syntheticperson
- 159 posts
- Online
I am able to get the Autorig Biped to work in houdini 11, but not in 12.1.33.
When I try to press the Creat/Modify/Match Rig button in the biped_auto_rig node, I get the following error.
Any ideas?
thanks
Error running callback:
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdefObject/biped_auto_rig?PythonModule”, line 16, in setRig
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/autorig/utils.py”, line 31, in new_func
return function(*args, **kwargs)
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/autorig/utils.py”, line 1860, in createDeformRig
createDeformSkin(deform_rig, auto_rig)
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/autorig/utils.py”, line 261, in createDeformSkin
“preserve”: True})
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/houpythonportion.py”, line 188, in setParms
raise hou.OperationFailed(“Invalid parameter name: ” + parm_name)
OperationFailed: The attempted operation failed.
Invalid parameter name: cnvtype
When I try to press the Creat/Modify/Match Rig button in the biped_auto_rig node, I get the following error.
Any ideas?
thanks
Error running callback:
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdefObject/biped_auto_rig?PythonModule”, line 16, in setRig
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/autorig/utils.py”, line 31, in new_func
return function(*args, **kwargs)
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/autorig/utils.py”, line 1860, in createDeformRig
createDeformSkin(deform_rig, auto_rig)
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/autorig/utils.py”, line 261, in createDeformSkin
“preserve”: True})
File “/Library/Frameworks/Houdini.framework/Versions/12.1.33/Resources/houdini/python2.6libs/houpythonportion.py”, line 188, in setParms
raise hou.OperationFailed(“Invalid parameter name: ” + parm_name)
OperationFailed: The attempted operation failed.
Invalid parameter name: cnvtype
Technical Discussion » cant get hqueue cloud render to work in houdini 11.1 on lion
- syntheticperson
- 159 posts
- Online
Unfortunately upgrading lion to it's latest patches, and updating houdini to Houdini 11.1.201 didn't work.
If no one replies in 24 hours that they have managed to get hqueue to work in the amazon ec2 cloud using lion mac os, I'll have to submit this as a bug.
-syntheticperson
If no one replies in 24 hours that they have managed to get hqueue to work in the amazon ec2 cloud using lion mac os, I'll have to submit this as a bug.
-syntheticperson
Technical Discussion » cant get hqueue cloud render to work in houdini 11.1 on lion
- syntheticperson
- 159 posts
- Online
Thanks for your reply. The fact I was able to get houdini 11.1 apprentice cloud render to work on snowleopard is pointing the blame toward lion. I'm installing a lion upgrade to see if it helps.
Technical Discussion » cant get hqueue cloud render to work in houdini 11.1 on lion
- syntheticperson
- 159 posts
- Online
As a reality check, I tried this using apprentice on the older mac running snow leopard. I was able to get this to work, with generate IFDs disabled, which is a requirement for apprentice.
Still not able to get it to work in houdini 11.1 commercial edition on lion.
In cloudsubmit.log all I see is:
2012-02-10 01:38:52,833 INFO: cloudsubmit starting up
2012-02-10 01:44:14,585 INFO: cloudsubmit starting up
2012-02-10 01:44:31,829 INFO: cloudsubmit starting up
But the browser does not automatically open the amazon queue console.
I set the default browser to safari, in case that was the issue. No joy.
Any assistance would be really appreciated at this point.
thanks
-syntheticperson
Still not able to get it to work in houdini 11.1 commercial edition on lion.
In cloudsubmit.log all I see is:
2012-02-10 01:38:52,833 INFO: cloudsubmit starting up
2012-02-10 01:44:14,585 INFO: cloudsubmit starting up
2012-02-10 01:44:31,829 INFO: cloudsubmit starting up
But the browser does not automatically open the amazon queue console.
I set the default browser to safari, in case that was the issue. No joy.
Any assistance would be really appreciated at this point.
thanks
-syntheticperson
Technical Discussion » cant get hqueue cloud render to work in houdini 11.1 on lion
- syntheticperson
- 159 posts
- Online
I'm trying to get the houdini hqueue cloud render to work in houdini 11.1 running on a mac with lion os 10.7.2.
When I press the render button nothing happens.
I check my amazon ec2 acount console and I do not see an instance launched.
What am i missing?
Here is what I see in my mac Console:
2/7/12 2:09:42.000 AM kernel: nstat_lookup_entry failed: 2
Don't know if this is related.
What am I missing?
I have had this working in houdini 10 on an older mac running snowleopard.
thanks
-syntheticperson
When I press the render button nothing happens.
I check my amazon ec2 acount console and I do not see an instance launched.
What am i missing?
Here is what I see in my mac Console:
2/7/12 2:09:42.000 AM kernel: nstat_lookup_entry failed: 2
Don't know if this is related.
What am I missing?
I have had this working in houdini 10 on an older mac running snowleopard.
thanks
-syntheticperson
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