Alex Schuppel


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Recent Forum Posts

H16: Houdini displays geometry even with none visualized July 7, 2018, 10:03 p.m.

I read of this problem back in H12 but couldn't find a solution.

I'm creating a sophisticated fracture asset which uses some pre-fracture VOP work to create some jagged fracture edges, and a switch between low poly and hi poly for simulation vs. rendering. Upon switching from hi poly back to low poly in order to reset or continue the simulation, Houdini will leave behind an open GL monster of whatever the last state of the hi poly simulation was.

Even upon disabling all nodes in my object context, the open GL monster remains. The issue is purely asthetic, as it will run the low poly simulation regardless of this monster, and when I switch back to hi poly, it will update and act as it should. However, as soon as I switch back to the low poly state, the monster returns. It takes quite a couple arbitrary clicks and changes to settings to get a clean refresh without just reopening the project, even if I do manage to reset the timeline cache and replay from frame 0.

Here's the hi poly mess left over mid simulation after switching to low poly mode and going to frame 0. You can notice that only one geo node is visualized and selected - on top of the mess.

This pic more accurately describes what I mean by open GL monster. This is leftover after changing from hi poly to low poly on frame 0 and running the simulation.

It must be a bug given that it will display with 0 nodes visualized. However, does anyone know of any hard refreshes I can implement into my asset?

Caching, Baking,... a hda? June 17, 2018, 7:02 p.m.

I'm in the same spot as lurklurkson. I can get the write asset to write me a sequence of .bgeo or .obj, whatever I specify. However, I cannot get the read asset to read the sequence. My read file would be something like this “DData/Cache/test1/cache_$F2.bgeo”

However, no success.

Any ideas?

Can't get particles to appear in HDA!! June 13, 2018, 5:58 p.m.

I've since fixed the issue. I believe I was deleting with the clean sop certain attributes that Cinema needed in order to read the points as particles.

Here is the magical note from Noseman I would I could've found earlier:

One more thing I need to explain..
Unless your Houdini Particles have an “id” attribute, they won't load in C4D.
You can append an “id” using an “Attribute Create”, set it to “integer” and make the expression “$PT”.
That way C4D has a global particle id (essential to C4D) and will load properly.
Don't forget to increase the Max TP count in the TP preferences.
Flip Tanks have an “id” on by default, but whitewater doesn't. Neither do simple point objects, so make sure you have the “id”.