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Technical Discussion » Floating pieces in RBD sim
- Tobias Steiner
- 101 posts
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Having the same issue in the current version of Houdini with the updated RBD Bullet Solver. I've tried decreasing the collision padding along with lowering the linear and angular thresholds. I've still got a rather large piece that just floats in my sim even though it's activated and not sleeping. There's no constraints on it either. Curious. Scratching my head on this one. Any suggestions?
Technical Discussion » Houdini 18+ RBD Tools - Localized Fractures
- Tobias Steiner
- 101 posts
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cwhite
The concrete fracturing method is doing a voronoi fracture at its core, so the placement of the cell points determines the pieces that are produced. In particular, if you want a section of the model to not be fractured, then that section needs to be in a single voronoi cell. The attached example demonstrates that, and is probably why the scattering by density didn't quite achieve what you were after.
Doing a prior boolean fracture is also a very reasonable approach. You can append an RBD Material Fracture and use the Group field to fracture certain parts of the geometry, and turning on Fracture per Piece would make it behave more like a recursive fracture.
Awesome. Thank you very much. This helps somewhat.
Technical Discussion » Houdini 18+ RBD Tools - Localized Fractures
- Tobias Steiner
- 101 posts
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Hey folks.
I'd like to ask you for advice and guidance regarding localized fracturing in the new RBD tools workflow for Houdini versions 18 and above. This area has not typically been one that I've spent a lot of time in within Houdini. While I'm familiar with the RBD workflow and such, I'm not getting the desired outcomes I'm looking for just yet. I've tried the following techniques to get localized fracturing accomplished but they haven't worked well for me. Any advice from more seasoned pros out there would be very welcome. Thank you kindly.
So there you have it. I'm hopeful that some of you out there read this and can scream at me about everything I'm doing wrong lol. I welcome any advice that helps me get the solution I'm after. Localized fractures with multilevel fracturing capability on complex models in order to optimize the fracturing process and file cache.
Thank you again for your time folks!
I'd like to ask you for advice and guidance regarding localized fracturing in the new RBD tools workflow for Houdini versions 18 and above. This area has not typically been one that I've spent a lot of time in within Houdini. While I'm familiar with the RBD workflow and such, I'm not getting the desired outcomes I'm looking for just yet. I've tried the following techniques to get localized fracturing accomplished but they haven't worked well for me. Any advice from more seasoned pros out there would be very welcome. Thank you kindly.
- Isolate section of model with a boolean first then feed that into the RBD Material Fracture. Essentially works but I'm then stuck with a gross seam between the boolean parts, even if I use an assemble node afterwards to help cusp edges.
- Utilize the RBD paint node to paint density attribute and then feed that into RBD Material Fracture using the attribute method. This doesn't function the way I assumed. The entire model still gets fractured when I only want fracturing to occur where I painted density. I'm not sure what I'm missing here. The process seemed intuitive enough until it wasn't.
- Custom cutters from shape geos option in RBD Material Fracture. Cuts where I want primary shapes but then I no longer have options for multiple levels of fractures on those pieces in RBD Material Fracture. I have to assume I'm missing something obvious here or the process isn't all that intuitive. My guess is that another RBD Material Fracture node can come afterwards and perhaps be fed the pieces from the prior custom cuts. I think I fiddled with that but couldn't get it to work.
So there you have it. I'm hopeful that some of you out there read this and can scream at me about everything I'm doing wrong lol. I welcome any advice that helps me get the solution I'm after. Localized fractures with multilevel fracturing capability on complex models in order to optimize the fracturing process and file cache.
Thank you again for your time folks!
Houdini for Realtime » Engine For Unreal - Houdini "unreal material" node usage
- Tobias Steiner
- 101 posts
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**UPDATE
Hey folks. This is solved. The issue is about where your HDA is placed inside of Unreal. For me, everything started to work once I placed the HDA inside of the Houdini Engine folder. I had mistakenly created an "HDA" folder inside my Unreal project and was bringing in my HDAs to that folder. The file referencing didn't work until I moved them which is odd to me because the Houdini Engine folder lives at the same level as the HDA folder I created. Anyway, it works for me know.
Hey folks. This is solved. The issue is about where your HDA is placed inside of Unreal. For me, everything started to work once I placed the HDA inside of the Houdini Engine folder. I had mistakenly created an "HDA" folder inside my Unreal project and was bringing in my HDAs to that folder. The file referencing didn't work until I moved them which is odd to me because the Houdini Engine folder lives at the same level as the HDA folder I created. Anyway, it works for me know.
Edited by Tobias Steiner - May 7, 2021 12:54:34
Houdini for Realtime » Engine For Unreal - Houdini "unreal material" node usage
- Tobias Steiner
- 101 posts
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Hey folks. I'm having a bugger of a time trying to get the "Unreal Material" inside an HDA I've built to work correctly in Unreal 4.26. Here's some screenshots of my setup. Going cross eyed trying to get it to work. Any tips would be appreciated.
Basic "string" variable here at the top level of the HDA for a specific group of primitives.
Here's how it's referenced inside the Unreal Material node inside the HDA.
Inside of Unreal I copy the relative reference from the desired material instance into the HDA field for this piece.
Just another screenshot showing that the reference was copied from the material. Ignore the ugly material. I made it pretty hard to miss so that I'd know it worked if I got so lucky lol. Hideous I know.
Basic "string" variable here at the top level of the HDA for a specific group of primitives.
Here's how it's referenced inside the Unreal Material node inside the HDA.
Inside of Unreal I copy the relative reference from the desired material instance into the HDA field for this piece.
Just another screenshot showing that the reference was copied from the material. Ignore the ugly material. I made it pretty hard to miss so that I'd know it worked if I got so lucky lol. Hideous I know.
Edited by Tobias Steiner - May 6, 2021 18:22:55
Technical Discussion » Karma Indie to Non Commercial
- Tobias Steiner
- 101 posts
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jsmackTobias Steiner
Aside from submitting a support ticket to convert the file back to LC, how do I get my work back? I need to make delivery today of work I've done.
Other than contacting support, all you can do is open a previous save.
Which only has any of the work I did before jumping into Solaris. SMH. Well, I got burned pretty good on this one but now I know. I take the blame for doing anything important in essentially beta tools. That's on me. Going to steer clear of Solaris and Karma until SFX gives the official nod that it's actually production ready in its entirety.
Walks away mumbling and grunting....that's what I get for getting excited at the shiny things lol.
Technical Discussion » Karma Indie to Non Commercial
- Tobias Steiner
- 101 posts
- Offline
I just got burned on this issue today in 18.5.351 & 18.5.563. File got converted to NC on save. Aside from submitting a support ticket to convert the file back to LC, how do I get my work back? I need to make delivery today of work I've done.
Solaris and Karma » Karma - Rendering to disk error - husk: Invalid command line
- Tobias Steiner
- 101 posts
- Offline
mtucker
In the mean time, if you turn off the "Create Intermediate Directories" toggle in the Karma LOP this error goes away. Of course then husk doesn't create intermediate directories when saving images... But at least husk will run.
Tried that before. It doesn't actually render anything to disk.
Houdini Indie and Apprentice » Houdini Indie Saving File As Non Commercial
- Tobias Steiner
- 101 posts
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Hey folks. I was working on a new project in Houdini Indie 18.5.351 in the LOP context. When I just saved my file it converted the file to a NC file. I did a considerable amount of work and need to get renders out today. It appears that now my file will only open in Houdini Apprentice mode.
I would very much like to recover my work in the proper LC format. Any suggestions?
p.s. I originally attempted my work in 18.5.563 but Karma is broken in that version (bug reported via proper channels today). Just in case this particular issue was addressed in the new version. Either way, you can see I'm stuck lol.
I would very much like to recover my work in the proper LC format. Any suggestions?
p.s. I originally attempted my work in 18.5.563 but Karma is broken in that version (bug reported via proper channels today). Just in case this particular issue was addressed in the new version. Either way, you can see I'm stuck lol.
Solaris and Karma » Karma - Rendering to disk error - husk: Invalid command line
- Tobias Steiner
- 101 posts
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jsmackTobias Steinerjsmack
Does it happen in 18.5.532? I saw a change in the logs recently about makedirs being fixed. Maybe something is amiss this build.
Awww crap. Yeah, it's a bug in the new production build.
I opened my project in 18.5.351 (that's the last production build I have installed) and it worked fine.
Well, hopefully they fix this quick. I'm sure others will yell eventually. To be fair, Karma is still in beta so no one should be screaming really lol.
Make sure to report it so that they do.
Will do.
Solaris and Karma » Karma - Rendering to disk error - husk: Invalid command line
- Tobias Steiner
- 101 posts
- Offline
jsmack
Does it happen in 18.5.532? I saw a change in the logs recently about makedirs being fixed. Maybe something is amiss this build.
Awww crap. Yeah, it's a bug in the new production build.
I opened my project in 18.5.351 (that's the last production build I have installed) and it worked fine.
Well, hopefully they fix this quick. I'm sure others will yell eventually. To be fair, Karma is still in beta so no one should be screaming really lol.
Solaris and Karma » Karma - Rendering to disk error - husk: Invalid command line
- Tobias Steiner
- 101 posts
- Offline
Hey folks. I tried to find this error on the forum but didn't see anything about it. I'm getting the following error when trying to render current frame to disk from Karma inside a LOP setup. I haven't changed any of the defaults on the Karma Render node itself. When I get everything setup in my LOP scene and hit Render To Disk on the Karma node I get the following.
husk: Invalid command line: option '--make-output-path' cannot be specified more than once
Not sure what's going on but I did validate that the output path is correct and the folder does exist.
$HIP/render/$HIPNAME.$OS.$F4.exr
Any solutions would be appreciated.
H18.5.563 Indie
p.s. This error persists even if I try to render to MPlay.
husk: Invalid command line: option '--make-output-path' cannot be specified more than once
Not sure what's going on but I did validate that the output path is correct and the folder does exist.
$HIP/render/$HIPNAME.$OS.$F4.exr
Any solutions would be appreciated.
H18.5.563 Indie
p.s. This error persists even if I try to render to MPlay.
Edited by Tobias Steiner - May 1, 2021 11:47:14
Houdini Lounge » Houdini 18.5 Sneak Peak
- Tobias Steiner
- 101 posts
- Offline
Hmmm. I keep getting an “Sqlite - SQL error while saving the cookie store: database is locked” error when trying to use the license manager. It is not being blocked by antivirus. I verified everything is whitelisted. Odd thing is that is retrieved the Karma Renderer license for 18.5 but nothing else.
Ideas?
p.s. Ran as administrator by the way. Also, it looks like I don't have write access to https://www.sidefx.com/license/sesinetd [www.sidefx.com] which is the source of the error according to the server information tab. I'm guessing that's a bug on SideFX side?
Ideas?
p.s. Ran as administrator by the way. Also, it looks like I don't have write access to https://www.sidefx.com/license/sesinetd [www.sidefx.com] which is the source of the error according to the server information tab. I'm guessing that's a bug on SideFX side?
Edited by Tobias Steiner - Oct. 20, 2020 14:26:06
Houdini Lounge » Houdini 18.5 Sneak Peak
- Tobias Steiner
- 101 posts
- Offline
Daryl Dunlap
Looks like the H18.5 launch may be having some slight issues - some Users have been given access to the H18.5 Beta builds (either by mistake or intentionally) - and that's why some Users have a Daily Build download link and other Users do not (is what I'm guessing).
Lets give SideFX some more patience to sort things all out.
My licenses have updated but I don't have access to the downloads. Will check back in a while. Thanks for the heads up.
Technical Discussion » PDG Launch Warnings in H18.0.391
- Tobias Steiner
- 101 posts
- Offline
Technical Discussion » PDG Launch Warnings in H18.0.391
- Tobias Steiner
- 101 posts
- Offline
Hey all,
I keep getting these warnings when I launch Houdini. I've even tried a wipe and fresh install and the errors persist. Any tips?
PDG Type Registry: Failed to import duplicate module ‘houdini’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\houdini’
PDG Type Registry: Failed to import duplicate module ‘partitioners’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\partitioners’
PDG Type Registry: Failed to import duplicate module ‘schedulers’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\schedulers’
PDG Type Registry: Failed to import duplicate module ‘utils’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\utils’
PDG Type Registry: Failed to import duplicate module ‘houdini’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\houdini’
PDG Type Registry: Failed to import duplicate module ‘partitioners’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\partitioners’
PDG Type Registry: Failed to import duplicate module ‘schedulers’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\schedulers’
PDG Type Registry: Failed to import duplicate module ‘utils’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\utils’
I keep getting these warnings when I launch Houdini. I've even tried a wipe and fresh install and the errors persist. Any tips?
PDG Type Registry: Failed to import duplicate module ‘houdini’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\houdini’
PDG Type Registry: Failed to import duplicate module ‘partitioners’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\partitioners’
PDG Type Registry: Failed to import duplicate module ‘schedulers’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\schedulers’
PDG Type Registry: Failed to import duplicate module ‘utils’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\utils’
PDG Type Registry: Failed to import duplicate module ‘houdini’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\houdini’
PDG Type Registry: Failed to import duplicate module ‘partitioners’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\partitioners’
PDG Type Registry: Failed to import duplicate module ‘schedulers’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\schedulers’
PDG Type Registry: Failed to import duplicate module ‘utils’ which was previously imported from ‘C:/PROGRA~1/SIDEEF~1/HOUDIN~1.391/houdini/pdg/types\utils’
Houdini Lounge » Definitive courses on Houdini VEX for TDs?
- Tobias Steiner
- 101 posts
- Offline
Konstantin Magnus
Hi Tobias,
have you looked into these courses yet?
https://entagma.com/category/premium-course/vex101/ [entagma.com]
https://cgsociety.org/workshops/vex-in-houdini [cgsociety.org]
I will. Thank you!
3rd Party » QuadRemesher for Houdini - Automatic quad retopo SOP - Looking for beta-testers !
- Tobias Steiner
- 101 posts
- Offline
Houdini Lounge » Definitive courses on Houdini VEX for TDs?
- Tobias Steiner
- 101 posts
- Offline
Hi everyone,
I've been using VEX for a while now but in a very low level way to do simple things along the way in my projects. VEX is incredibly powerful and I'm barely scratching the surface of its use. I'm looking for some feedback on the best resource for a substantive VEX course in Houdini. I've looked at a few out there, including free ones. My impressions are that most are simply feeding the manual in pieces to the end user. I'm looking for something that is a bit more involved and geared towards the TD path in a comprehensive way that doesn't require me taking out a loan to pay for the course lol.
Thoughts? Thank you by the way for your anticipated feedback.
Regards,
-Tobias
I've been using VEX for a while now but in a very low level way to do simple things along the way in my projects. VEX is incredibly powerful and I'm barely scratching the surface of its use. I'm looking for some feedback on the best resource for a substantive VEX course in Houdini. I've looked at a few out there, including free ones. My impressions are that most are simply feeding the manual in pieces to the end user. I'm looking for something that is a bit more involved and geared towards the TD path in a comprehensive way that doesn't require me taking out a loan to pay for the course lol.
Thoughts? Thank you by the way for your anticipated feedback.
Regards,
-Tobias
Technical Discussion » H18.0.307 Karma Rendering With Watermark
- Tobias Steiner
- 101 posts
- Offline
Hey guys. I'm still getting watermarks on Karma renders. I've made sure that the licenses are installed as shown in the attached image. I'm not sure what else would be causing the problem. Any help is appreciated.
Regards,
-Tobias
Regards,
-Tobias
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