Cat Harris

deselby

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Technical Director
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Film/TV

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Recent Forum Posts

HDK problem - error running hcustom on example file on OS X April 13, 2016, 7:41 p.m.

Hi, I'm having a go at working with the HDK, but I can't get the geoisosurface.C file to compile properly as explained in the introduction documentation.

When I run hcustom -s geoisosurface.C

The geoisosurface.o file seems to be generated correctly, but then I get the error

ld: file not found: @rpath/libHoudiniAPPS3.dylib for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Link failed

The clang command that's being run (found via running hcustom with -se flags) is

/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ geoisosurface.o -o ./geoisosurface -Wl,-rpath,/Library/Frameworks/Houdini.framework/Versions/15.0.416/Libraries -L/Library/Frameworks/Houdini.framework/Versions/15.0.416/Libraries /Library/Frameworks/Houdini.framework/Versions/15.0.416/Houdini -arch x86_64 -fobjc-gc -framework OpenGL -framework Cocoa

I've checked and the file libHoudiniAPPS3.dylib does exist in /Library/Frameworks/Houdini.framework/Versions/15.0.416/Libraries.

I'm running El Capitan 10.11.4 and have the latest version of Xcode (v7.3), and have a clean install of Houdini v15.0.416.

Sadly I've now reached my limit of debugging skills, so is there anyone who knows what's up here? Have I just not set something up correctly, or should I submit a bug to SESI?

Agent SOP missing primitive groups May 7, 2015, 6:21 a.m.

I'm not sure if this solves what you're asking, but an agent in a crowd won't have primitive groups available because it's packed.

If you create a quick very small test crowd and then unpack it, do you see your groups then?

If that's working then in order to apply group-based shading to packed stuff you need to use the material stylesheets, which are a little messy in 14.0, but the docs and some examples live here: http://www.sidefx.com/docs/houdini14.0/shade/stylesheets [sidefx.com]

Normals April 14, 2015, 7:59 a.m.

What twod said is correct - turn on Normal display as described and you should see a bunch of little normal lines appear. The direction they are pointing in shows the direction of your normals. If they are on the outside of your geometry, like hairs, then they are in the right direction. If they appear on the inside then they are in the wrong direction.

What is the tutorial you're using? - if I know exactly what they're talking about I might be able to help more.