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Scott Thompson
SelflessOne
About Me
artist
専門知識
Indie Gamedev
業界:
Gamedev
Houdini Engine
Availability
Not Specified
Recent Forum Posts
Problem with diffuse map baking. Example included. 2022年2月1日14:12
Yes in both set ups with and without a quick material before maps baker . They do get rendered in H19 as a 1024.png .
![](https://i.ibb.co/3fQzb4q/without-Yes.png)
And the bug
![](https://i.ibb.co/3fQzb4q/without-Yes.png)
And the bug
![](https://i.ibb.co/3CT5Z3w/without-Yes-With-Partial.png)
Problem with diffuse map baking. Example included. 2022年2月1日4:12
I got the same results in H19.0.516 DB.
and the production build H19.0.498
![](https://i.ibb.co/MpXvddt/Rendered-in-h19-Production-Build.png)
Mapsbaker is baking but new rendered image does not display correctly in quick material after Mapsbaker .
Works Fine in H18.5.759
![](https://i.ibb.co/6RnpDk0/18-5-maps-baker.png)
With new quick material before Maps
and the production build H19.0.498
![](https://i.ibb.co/MpXvddt/Rendered-in-h19-Production-Build.png)
Mapsbaker is baking but new rendered image does not display correctly in quick material after Mapsbaker .
Works Fine in H18.5.759
![](https://i.ibb.co/6RnpDk0/18-5-maps-baker.png)
With new quick material before Maps
![](https://i.ibb.co/j3qvNqR/Pig-Brick.png)
Uv Flatten Help 2018年5月21日23:49
Hello
Houdini stops working when I try to View the UV View port.
My Workflow
Import FBX with pre existing UV seams > Quick shade > Vertex split > Group Create > Group Transfer > Uv Flatten > Repack
I'm basically following the tutorial as seen here
https://www.sidefx.com/tutorials/uv-flatten-sew-uvs-with-pre-existing-seams [www.sidefx.com]
but i want to say 70% of the time Houdini will crash when i proceed to try to switch to UV view port .
Experiencing how Volatile Houdini is for the past 2 years , I've learned to Output right before I Switch to UV View.
Or If I even suspect it might crash. Output and output often .
Any suggestions are appreciated .
Does Houdini have a “TdrDelay” and “TdrDdiDelay” that is simply set too short by default ?
Houdini FX Version 16.5.439
Platform: Windows 10.0.10586
Operating System: Windows 10 Pro x64
Qt Version: 5.6.1
Number of Cores: 8
Physical Memory: 31.95 GB
Number of Screens: 2
Screen 0: 1920 x 1080 at 0,0
Work Area 0: 1920 x 1080 at 0,0
Screen 1: 1920 x 1080 at -1920,0
Work Area 1: 1920 x 1040 at -1920,0
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 980 Ti/PCIe/SSE2
OpenGL Version: 4.6.0 NVIDIA 397.31
OpenGL Shading Language: 4.60 NVIDIA
Detected: NVidia Consumer
6144 MB
397.31.0.0
Houdini stops working when I try to View the UV View port.
My Workflow
Import FBX with pre existing UV seams > Quick shade > Vertex split > Group Create > Group Transfer > Uv Flatten > Repack
I'm basically following the tutorial as seen here
https://www.sidefx.com/tutorials/uv-flatten-sew-uvs-with-pre-existing-seams [www.sidefx.com]
but i want to say 70% of the time Houdini will crash when i proceed to try to switch to UV view port .
Experiencing how Volatile Houdini is for the past 2 years , I've learned to Output right before I Switch to UV View.
Or If I even suspect it might crash. Output and output often .
Any suggestions are appreciated .
Does Houdini have a “TdrDelay” and “TdrDdiDelay” that is simply set too short by default ?
Houdini FX Version 16.5.439
Platform: Windows 10.0.10586
Operating System: Windows 10 Pro x64
Qt Version: 5.6.1
Number of Cores: 8
Physical Memory: 31.95 GB
Number of Screens: 2
Screen 0: 1920 x 1080 at 0,0
Work Area 0: 1920 x 1080 at 0,0
Screen 1: 1920 x 1080 at -1920,0
Work Area 1: 1920 x 1040 at -1920,0
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 980 Ti/PCIe/SSE2
OpenGL Version: 4.6.0 NVIDIA 397.31
OpenGL Shading Language: 4.60 NVIDIA
Detected: NVidia Consumer
6144 MB
397.31.0.0