I came from Cinema 4D and have never looked back. Of course, there are things that might be easier in Cinema, but you lose a lot of flexibility and with the procedural workflow, I often times find Houdini much faster to accomplish something, plus, I can change my mind (or my client can change their minds) and I can quickly make adjustments to models without having to reinvent something.
Love Houdini!
Found 165 posts.
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Houdini Lounge » Moving from Maya to Houdini
- reelinspirations
- 177 posts
- Offline
Houdini Indie and Apprentice » Billowy Smoke Shape
- reelinspirations
- 177 posts
- Offline
Houdini Indie and Apprentice » Match Move data from Blender(or other pref. free program) to Houdini, Is this possible?
- reelinspirations
- 177 posts
- Offline
What is very cheap? I use Syntheyes and bring that data into Houdini just fine. But if you're wanting something cheaper than Syntheyes, I have no clue.
Houdini Indie and Apprentice » polygon to vdb and to polygon
- reelinspirations
- 177 posts
- Offline
You need to decrease the VOXEL size to something like .02 or even lower. that will create more geo once you CONVET your VDB back to polys.
Houdini Indie and Apprentice » Setting a crowd's initial heading
- reelinspirations
- 177 posts
- Offline
Hi,
Delving into crowds for the first time and I've been experimenting with the simulate shelf tool which creates a bunch of agents for me.
I'm setting them on my terrain object and having them follow a path.
However, I can't seem to get them to start out in the direction of the path.
They ‘turn’ toward the direction, but don't start out heading how I would like.
I've tried various nodes and searched the help but can't seem to find a way to do this.
Any ideas?
Thanks,
Jim
Delving into crowds for the first time and I've been experimenting with the simulate shelf tool which creates a bunch of agents for me.
I'm setting them on my terrain object and having them follow a path.
However, I can't seem to get them to start out in the direction of the path.
They ‘turn’ toward the direction, but don't start out heading how I would like.
I've tried various nodes and searched the help but can't seem to find a way to do this.
Any ideas?
Thanks,
Jim
Houdini Indie and Apprentice » For Each Loop with Attribute Promote and Detail Issues
- reelinspirations
- 177 posts
- Offline
OK, that worked, thanks.
But what I'm trying to figure out is why wouldn't my wrangle code work if I simply changed the input to 0 instead of 1.
i@myFront = detail(0,“frontPiece”,0);
Isn't that how you access the detail information?
Thanks,
Jim
But what I'm trying to figure out is why wouldn't my wrangle code work if I simply changed the input to 0 instead of 1.
i@myFront = detail(0,“frontPiece”,0);
Isn't that how you access the detail information?
Thanks,
Jim
Houdini Indie and Apprentice » For Each Loop with Attribute Promote and Detail Issues
- reelinspirations
- 177 posts
- Offline
Hi,
I am going crazy trying to figure out why this isn't working as I think it should.
What I'm doing is splitting a box in half using a boolean, then ‘marking’ some of the primitives on one of the pieces using a group SOP. Then, I create an attribute and assign it a 1 for all the prims that are in the group.
This works fine.
Next, I loop through each piece (2 in this case) and have an attributepromote SOP in the loop where I promote the maximum value of my attribute to the detail.
This appears to work fine, but then I attempt to create a new attribute and set it to the value from the detail attribute and it's not working.
Any ideas?
I am going crazy trying to figure out why this isn't working as I think it should.
What I'm doing is splitting a box in half using a boolean, then ‘marking’ some of the primitives on one of the pieces using a group SOP. Then, I create an attribute and assign it a 1 for all the prims that are in the group.
This works fine.
Next, I loop through each piece (2 in this case) and have an attributepromote SOP in the loop where I promote the maximum value of my attribute to the detail.
This appears to work fine, but then I attempt to create a new attribute and set it to the value from the detail attribute and it's not working.
Any ideas?
Houdini Indie and Apprentice » Learning tips
- reelinspirations
- 177 posts
- Offline
I've also watched a LOT of tutorials on SideFX, Lynda, Pluralsight, Vimeo, YouTube both paid and free.
By far the best way I've found is by having to create a project in Houdini.
I've been working on a single project for over a year now, as well as other less intense projects.
By far the best way I've found is by having to create a project in Houdini.
I've been working on a single project for over a year now, as well as other less intense projects.
Houdini Indie and Apprentice » creating attributes to use in Materials and applying bump mapping to Princ Shader
- reelinspirations
- 177 posts
- Offline
If you want some great training on anything Houdini, check out Rohan Dalvi's tutorials.
This is a paid tutorial, but worth it.
http://www.rohandalvi.net/shader/ [www.rohandalvi.net]
This is a paid tutorial, but worth it.
http://www.rohandalvi.net/shader/ [www.rohandalvi.net]
Houdini Indie and Apprentice » Intersecting geo in a rigid body sim. How to fix it?
- reelinspirations
- 177 posts
- Offline
What method are you using for your geometry representation?
That alone will clean up a lot of your intersecting geometry.
Uncheck the ‘show geometry’ and check ‘show guide geometry’ to view what your geometry looks like to Bullet.
You technically have concave hulls there as they are not square.
If you select Concave for the geometry representation, that can end up causing you to have intersecting geo.
Plus, it's going to slow things down too.
If you perform a for-each-loop through each piece of your geo and voronoi fracture it, then pack it you can select “Create Convex Hulls per Set of Connected Primitives” and that should help a lot.
This Lynda tutorial shows you how to do just that: https://www.lynda.com/Houdini-tutorials/Welcome/503880/573421-4.htm [www.lynda.com]
Jim
That alone will clean up a lot of your intersecting geometry.
Uncheck the ‘show geometry’ and check ‘show guide geometry’ to view what your geometry looks like to Bullet.
You technically have concave hulls there as they are not square.
If you select Concave for the geometry representation, that can end up causing you to have intersecting geo.
Plus, it's going to slow things down too.
If you perform a for-each-loop through each piece of your geo and voronoi fracture it, then pack it you can select “Create Convex Hulls per Set of Connected Primitives” and that should help a lot.
This Lynda tutorial shows you how to do just that: https://www.lynda.com/Houdini-tutorials/Welcome/503880/573421-4.htm [www.lynda.com]
Jim
Houdini Indie and Apprentice » Trigger an animation based on an attribute
- reelinspirations
- 177 posts
- Offline
Hi,
OK, so I'm trying to trigger an animation based on an attribute that's set by a group bounding region.
I have it almost working but am having some issues.
I have a time shift that reads a stamped value from a copy stamp that will allow the animation to ‘fire off’ at a particular frame.
The problem I'm having is when I attempt to set my trigger attribute using @Frame, it just keeps counting up as the animation continues. It doesn't ‘stick’ to one number.
If I hard code a frame number into my @trigger attribute, it works.
Any help would be appreciated.
Jim
OK, so I'm trying to trigger an animation based on an attribute that's set by a group bounding region.
I have it almost working but am having some issues.
I have a time shift that reads a stamped value from a copy stamp that will allow the animation to ‘fire off’ at a particular frame.
The problem I'm having is when I attempt to set my trigger attribute using @Frame, it just keeps counting up as the animation continues. It doesn't ‘stick’ to one number.
If I hard code a frame number into my @trigger attribute, it works.
Any help would be appreciated.
Jim
Houdini Indie and Apprentice » Using a RAMP in VOPS to control turbulence along a spline.
- reelinspirations
- 177 posts
- Offline
Hi,
A couple of things.
1. I'm trying to grasp how a spline ramp parameter actually works.
2. I'm attempting to take a spline, assign values from 0-1 along the spline, then control how much ‘displacement’ the geometry receives using a spline.
I partially have it working, but it seems to affect the scale, not the amount of displacement.
Any help would be appreciated.
Especially in attempting to understand how these work so I'm not just copying what someone else is doing.
Thanks,
Jim
A couple of things.
1. I'm trying to grasp how a spline ramp parameter actually works.
2. I'm attempting to take a spline, assign values from 0-1 along the spline, then control how much ‘displacement’ the geometry receives using a spline.
I partially have it working, but it seems to affect the scale, not the amount of displacement.
Any help would be appreciated.
Especially in attempting to understand how these work so I'm not just copying what someone else is doing.
Thanks,
Jim
Houdini Indie and Apprentice » Rotate an object using Chops?
- reelinspirations
- 177 posts
- Offline
Wow, that's really cool. Now to figure out HOW it works and how I can learn how to take advantage of Chops.
Thanks for that!
Thanks for that!
Houdini Indie and Apprentice » Error code?
- reelinspirations
- 177 posts
- Offline
Does anyone know what this means?
It keeps popping up in my Houdini Dialog Box.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294f760, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294da80, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294dfc0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294ece0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c1bbca00, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205918bd480, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c286ef20, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205918bcd00, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c8912140, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x2058f6a3340, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c89120e0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x2058f6a3880, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a183e080, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a183eb60, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a183dd80, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x20599bbb940, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a959f640, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a959d480, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a943ffa0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a9771360, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
*** OCTANE API MSG: Tried to access null node
*** OCTANE API MSG: Tried to access null node pin
*** OCTANE API MSG: Tried to access null node
*** OCTANE API MSG: Tried to access null node pin
*** OCTANE API MSG: Tried to access null node pin
*** OCTANE API MSG: Tried to access null node pin
It keeps popping up in my Houdini Dialog Box.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294f760, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294da80, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294dfc0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c294ece0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c1bbca00, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205918bd480, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c286ef20, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205918bcd00, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c8912140, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x2058f6a3340, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205c89120e0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x2058f6a3880, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a183e080, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a183eb60, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a183dd80, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x20599bbb940, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a959f640, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a959d480, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a943ffa0, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
Qt Warn: External WM_DESTROY received for QWidgetWindow(0x205a9771360, name=“RE_WindowWindow”) , parent: QWindow(0x0) , transient parent: QWindow(0x0)
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
WARNING: OPUI_DialogPRM2: Symbol “open.val” value stepped on.
*** OCTANE API MSG: Tried to access null node
*** OCTANE API MSG: Tried to access null node pin
*** OCTANE API MSG: Tried to access null node
*** OCTANE API MSG: Tried to access null node pin
*** OCTANE API MSG: Tried to access null node pin
*** OCTANE API MSG: Tried to access null node pin
Houdini Indie and Apprentice » Move multiple 'copied' objects along a spline
- reelinspirations
- 177 posts
- Offline
Wow, thanks so much!
That is exactly what I needed. Houdini rocks, if you know what you're doing LOL!
That is exactly what I needed. Houdini rocks, if you know what you're doing LOL!
Edited by reelinspirations - May 25, 2017 15:26:54
Houdini Indie and Apprentice » Move multiple 'copied' objects along a spline
- reelinspirations
- 177 posts
- Offline
Hi,
I have a spline that I've copied a bunch of spheres to, but I want to ‘move’ the sphere's along the spline.
I know how to set up a single object to follow a spline, but have no clue how to make this work.
For those who know Cinema 4D, what I'm trying to do is ‘clone’ a bunch of objects to a spline, then use the ‘offset’ to animate them along the spline.
Thanks!
Jim
I have a spline that I've copied a bunch of spheres to, but I want to ‘move’ the sphere's along the spline.
I know how to set up a single object to follow a spline, but have no clue how to make this work.
For those who know Cinema 4D, what I'm trying to do is ‘clone’ a bunch of objects to a spline, then use the ‘offset’ to animate them along the spline.
Thanks!
Jim
Houdini Indie and Apprentice » Houdini Indie licensing for two separate computers...
- reelinspirations
- 177 posts
- Offline
SideFX needs to take on the Otoy/Octane model which allows me to log off of Octane on my MacPro, and then log in on my Windows machine with 2 graphics cards to render.
At that point, I am unable to use Octane on my MacPro, but that's fine with me.
I currently own 3 computers.
1 - MacBook Pro
2 - Mac Pro
3 - Windows 10 render machine
If I ever upgraded to the full version of Houdini, it would kill me to have it on 2 computers.
I take my MacBook Pro or my MacPro on the road as I travel a lot, which requires me to have 2 licenses. It's affordable with Indie, but not even close to affordable with the full FX version.
I hope SideFX changes the way the license system works.
Jim
At that point, I am unable to use Octane on my MacPro, but that's fine with me.
I currently own 3 computers.
1 - MacBook Pro
2 - Mac Pro
3 - Windows 10 render machine
If I ever upgraded to the full version of Houdini, it would kill me to have it on 2 computers.
I take my MacBook Pro or my MacPro on the road as I travel a lot, which requires me to have 2 licenses. It's affordable with Indie, but not even close to affordable with the full FX version.
I hope SideFX changes the way the license system works.
Jim
Houdini Indie and Apprentice » Houdini 16.x crashing a lot on Mac with nVidia
- reelinspirations
- 177 posts
- Offline
Crash report from jameshuenergardt; Houdini Version 16.0.600
Uptime 2339 seconds
Wed May 24 14:16:13 2017
Caught signal 11
2 libHoudiniUI.dylib 0x000000011731ec35 AP_Interface::coreDumpChaser(UTsignalHandlerArg) + 613
3 libHoudiniUI.dylib 0x000000011732086e AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) + 46
4 libHoudiniUT.dylib 0x0000000125893880 signalCallback(UTsignalHandlerArg) + 1072
5 libHoudiniUT.dylib 0x0000000125b7d0d0 UT_Signal::processSignal(int, __siginfo*, void*) + 160
6 libsystem_platform.dylib 0x00007fffc3d4bbba _sigtramp + 26
7 ??? 0x00007fff4ffa4460 0x0 + 140734535189600
8 GLEngine 0x00007fffb366aa3c gleGetFreeOrphanNode + 340
9 GLEngine 0x00007fffb35a7903 gleAcquireBufferData + 139
10 GLEngine 0x00007fffb35a76ec glBufferData_Exec + 524
11 libHoudiniUI.dylib 0x00000001173dcdf8 RE_OGLBuffer::initialize(RE_Render*, void const*) + 584
12 libHoudiniUI.dylib 0x00000001173dd057 RE_OGLBuffer::setData(RE_Render*, void const*, int, int) + 247
13 libHoudiniUI.dylib 0x00000001174a763e RE_VertexArray::setArray(RE_Render*, void const*, int, int, int) + 142
14 libHoudiniUI.dylib 0x0000000117369ea8 CV_RenderCanvas::fillVertexArrays(RE_Render*, int) + 24
15 libHoudiniUI.dylib 0x000000011746b26b RE_RenderUI::draw(RE_Render*) + 75
16 libHoudiniUI.dylib 0x00000001173539a4 CV_PaintBuffer::draw(RE_Render*) + 36
17 libHoudiniUI.dylib 0x000000011733f944 CV_Canvas::draw(RE_Render*, int, int) + 116
18 libHoudiniUI.dylib 0x000000011733e088 CV_Canvas::doRender(RE_Render*, int, int) + 424
19 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
20 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
21 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
22 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
23 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
24 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
25 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
26 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
27 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
28 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
29 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
30 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
31 libHoudiniUI.dylib 0x000000011773d610 UI_Viewport::reRender(RE_Render*, bool) + 304
32 libHoudiniUI.dylib 0x0000000117742428 UI_Window::renderChildViews(RE_Render*) + 1048
33 libHoudiniUI.dylib 0x000000011774299d UI_Window::doRedrawSubclass() + 573
34 libHoudiniUI.dylib 0x0000000117746537 UI_Window::redrawRequest() + 135
35 libHoudiniUI.dylib 0x00000001176c784d UI_Queue::doWindowRedraws() + 589
36 libHoudiniUI.dylib 0x0000000117719b76 UI_Timer::handleEvent(UI_Event*) + 38
37 libHoudiniUI.dylib 0x00000001176a3a03 UI_Manager::handleEvent(UI_Event*) + 947
38 libHoudiniUI.dylib 0x00000001176c74d8 UI_Queue::processNextEvent() + 920
39 libHoudiniUI.dylib 0x00000001176c709c UI_Queue::drain() + 364
40 libHoudiniUI.dylib 0x00000001176c7a70 UI_Queue::eventLoop() + 208
41 libHoudiniUI.dylib 0x0000000117323c04 main + 3908
42 libdyld.dylib 0x00007fffc3b3e255 start + 1
Uptime 2339 seconds
Wed May 24 14:16:13 2017
Caught signal 11
2 libHoudiniUI.dylib 0x000000011731ec35 AP_Interface::coreDumpChaser(UTsignalHandlerArg) + 613
3 libHoudiniUI.dylib 0x000000011732086e AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) + 46
4 libHoudiniUT.dylib 0x0000000125893880 signalCallback(UTsignalHandlerArg) + 1072
5 libHoudiniUT.dylib 0x0000000125b7d0d0 UT_Signal::processSignal(int, __siginfo*, void*) + 160
6 libsystem_platform.dylib 0x00007fffc3d4bbba _sigtramp + 26
7 ??? 0x00007fff4ffa4460 0x0 + 140734535189600
8 GLEngine 0x00007fffb366aa3c gleGetFreeOrphanNode + 340
9 GLEngine 0x00007fffb35a7903 gleAcquireBufferData + 139
10 GLEngine 0x00007fffb35a76ec glBufferData_Exec + 524
11 libHoudiniUI.dylib 0x00000001173dcdf8 RE_OGLBuffer::initialize(RE_Render*, void const*) + 584
12 libHoudiniUI.dylib 0x00000001173dd057 RE_OGLBuffer::setData(RE_Render*, void const*, int, int) + 247
13 libHoudiniUI.dylib 0x00000001174a763e RE_VertexArray::setArray(RE_Render*, void const*, int, int, int) + 142
14 libHoudiniUI.dylib 0x0000000117369ea8 CV_RenderCanvas::fillVertexArrays(RE_Render*, int) + 24
15 libHoudiniUI.dylib 0x000000011746b26b RE_RenderUI::draw(RE_Render*) + 75
16 libHoudiniUI.dylib 0x00000001173539a4 CV_PaintBuffer::draw(RE_Render*) + 36
17 libHoudiniUI.dylib 0x000000011733f944 CV_Canvas::draw(RE_Render*, int, int) + 116
18 libHoudiniUI.dylib 0x000000011733e088 CV_Canvas::doRender(RE_Render*, int, int) + 424
19 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
20 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
21 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
22 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
23 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
24 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
25 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
26 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
27 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
28 libHoudiniUI.dylib 0x000000011760c0fc UI_Feel::renderMe(RE_Render*, int, int) + 700
29 libHoudiniUI.dylib 0x0000000117610004 UI_Feel::doRenderKids(RE_Render*, int, int) + 372
30 libHoudiniUI.dylib 0x000000011760fd58 UI_Feel::doRender(RE_Render*, int, int) + 184
31 libHoudiniUI.dylib 0x000000011773d610 UI_Viewport::reRender(RE_Render*, bool) + 304
32 libHoudiniUI.dylib 0x0000000117742428 UI_Window::renderChildViews(RE_Render*) + 1048
33 libHoudiniUI.dylib 0x000000011774299d UI_Window::doRedrawSubclass() + 573
34 libHoudiniUI.dylib 0x0000000117746537 UI_Window::redrawRequest() + 135
35 libHoudiniUI.dylib 0x00000001176c784d UI_Queue::doWindowRedraws() + 589
36 libHoudiniUI.dylib 0x0000000117719b76 UI_Timer::handleEvent(UI_Event*) + 38
37 libHoudiniUI.dylib 0x00000001176a3a03 UI_Manager::handleEvent(UI_Event*) + 947
38 libHoudiniUI.dylib 0x00000001176c74d8 UI_Queue::processNextEvent() + 920
39 libHoudiniUI.dylib 0x00000001176c709c UI_Queue::drain() + 364
40 libHoudiniUI.dylib 0x00000001176c7a70 UI_Queue::eventLoop() + 208
41 libHoudiniUI.dylib 0x0000000117323c04 main + 3908
42 libdyld.dylib 0x00007fffc3b3e255 start + 1
Houdini Indie and Apprentice » Houdini 16.x crashing a lot on Mac with nVidia
- reelinspirations
- 177 posts
- Offline
Ok, sure. But, I have never been able to find the /tmp/houdini_temp/ folder anywhere.
Where is it located?
Where is it located?
Houdini Indie and Apprentice » Path Object and Look At Camera Parameters Missing in H16
- reelinspirations
- 177 posts
- Offline
OK, I've tried searching online, the documentation, etc. But for some reason, I can't find the Look At or the Path Object on the camera node anywhere in H16.
If I open up an older project they are there, but not in a new camera I create.
What am I missing?
Thanks,
Jim
If I open up an older project they are there, but not in a new camera I create.
What am I missing?
Thanks,
Jim
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