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 .
And the bug
And the bug
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
Mapsbaker is baking but new rendered image does not display correctly in quick material after Mapsbaker .
Works Fine in H18.5.759
With new quick material before Maps
and the production build H19.0.498
Mapsbaker is baking but new rendered image does not display correctly in quick material after Mapsbaker .
Works Fine in H18.5.759
With new quick material before Maps
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