Hi all,
I often find that the Houdini viewport is not correctly displaying the result that it should be. Pressing the labs "reset viewport" fixes the issue but it happens pretty frequently, I'm probably resetting the view every ten or so minutes and it's a little frustrating.
I'm on Houdini 19.5 using macOS Monterey but this has been ongoing for a while for me.
I haven't found a good way to repro the problem. Just wondering if anyone else runs into this?
Thanks,
Pete
Viewport not displaying the correct result.
5035 11 5- peteski
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- Enivob
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I noticed immediately when I started using Houdini in 12.5. I reported it, and SideFX support mentioned the product is transitioning to new OpenGL shaders. The problem still persists today. Stale data gets trapped in the display buffer and the viewport reset, or Houdini restart is the only fix. It's not just Mac, I experience it on Windows and Ubuntu.
You can use the Report Bug/RFE menu option under the Support menu.
You can use the Report Bug/RFE menu option under the Support menu.
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- jsmack
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Enivob
I noticed immediately when I started using Houdini in 12.5. I reported it, and SideFX support mentioned the product is transitioning to new OpenGL shaders. The problem still persists today. Stale data gets trapped in the display buffer and the viewport reset, or Houdini restart is the only fix. It's not just Mac, I experience it on Windows and Ubuntu.
You can use the Report Bug/RFE menu option under the Support menu.
It's behavioral too though. If you avoid the actions most likely to result in stale viewport data, you'll never see it. One tip, never dive into a sop solver without pinning the viewer above it.
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Thanks, I'm not using solvers but I'll try and keep an eye out and see if I can pin something down.
It's a shame it's been around so long. Houdini is already tricky to get your head around but randomly showing you the wrong thing adds a little extra challenge :o
It's a shame it's been around so long. Houdini is already tricky to get your head around but randomly showing you the wrong thing adds a little extra challenge :o
Edited by peteski - July 12, 2022 19:04:01
- Enivob
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Here's one place developers could look. When my mesh is viewed through a camera, it flickers horribly. We all know this is z-fighting, so what's going on here? My guess is that in camera mode, two copies of the mesh are superimposed on top of one another. When I unlock the camera and move natively in the 3D viewport, the mesh looks fine. This indicates a coding error to me. There are two copies presented for a locked camera when only one is required.
H19.0.622.
nVidia GeForce RTX 3050 driver: 512.15.
H19.0.622.
nVidia GeForce RTX 3050 driver: 512.15.
Edited by Enivob - July 13, 2022 09:32:48
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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EnivobAdjust the clipping planes on your camera. You can do that manually, or try Space+H to get them to fit automatically (although that is a hit or miss at extreme scales).
When my mesh is viewed through a camera, it flickers horribly. We all know this is z-fighting, so what's going on here?
Edited by eikonoklastes - July 14, 2022 03:03:15
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peteski
Hi all,
I often find that the Houdini viewport is not correctly displaying the result that it should be. Pressing the labs "reset viewport" fixes the issue but it happens pretty frequently, I'm probably resetting the view every ten or so minutes and it's a little frustrating.
I'm on Houdini 19.5 using macOS Monterey but this has been ongoing for a while for me.
I haven't found a good way to repro the problem. Just wondering if anyone else runs into this?
Thanks,
Pete
Where do I find the labs reset viewport?
I'm looking in the stage viewport and on the SideFXLabs shelf, but don't see it.
Thanks
Jeroen
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