AlvinYap
AlvinYap
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how to import a fbx without the fbx window???? (ui to big) April 12, 2020, 12:04 a.m.
NECRO BUMP!
Just experienced this issue. I do have an external monitor, but that is also 1080P. So what I did was instead of extending the monitors left to right, I extended my second monitor BELOW my primary monitor! So now the import button appears at the top of my second monitor.
HTHs!
Just experienced this issue. I do have an external monitor, but that is also 1080P. So what I did was instead of extending the monitors left to right, I extended my second monitor BELOW my primary monitor! So now the import button appears at the top of my second monitor.
HTHs!
Constant crashes on OSX 10.10.1. Unable to use Houdini :( Feb. 14, 2015, 2:53 a.m.
Hey all!
Joining in the fun I'm on 10.10.2, H14.0.201.13 - crashing if I select the transform tool whilst selecting a point/poly.
I got a workaround for the moment, instead of hitting T or R after selecting a point/poly, lay down an edit sop in the viewport. For some reason, doing that works fine. Can't wait to get this crashing properly resolved.
Apart from random crashing (delete a node - crash. File -> new - crash. ), the viewport is working amazingly well, still getting to grips with the new loop selection tools. Subdivs in viewport is awesome too.
Unfortunately, can't download a newer daily build as my internet bandwidth is almost up :-/
Hope this helps someone!
Joining in the fun I'm on 10.10.2, H14.0.201.13 - crashing if I select the transform tool whilst selecting a point/poly.
I got a workaround for the moment, instead of hitting T or R after selecting a point/poly, lay down an edit sop in the viewport. For some reason, doing that works fine. Can't wait to get this crashing properly resolved.
Apart from random crashing (delete a node - crash. File -> new - crash. ), the viewport is working amazingly well, still getting to grips with the new loop selection tools. Subdivs in viewport is awesome too.
Unfortunately, can't download a newer daily build as my internet bandwidth is almost up :-/
Hope this helps someone!
How do I scale smoke down June 6, 2014, 1:31 p.m.
Hello!
I had a quick look and it does seem to be doing what you want, but the radius for the “create_density_volume” may be rather large? It has a sample distance of 3.959…. you might also want to preview the setup with a Volume Visualization sop, and Volume Reduce sop (to find out the min/max density).
Interestingly, you are sourcing the fluid from itself, I didn't think a recursive loop like that'd work. I would suggest splitting the emission portion separately from the smoke sim would make it easier to narrow down your effect. While you do have mutual on the merge, the feedback scale on the pyro is at 0, so probably no two way interaction will occur.
Pop feeback with fluid is interesting, will have to try it tomorrow!
I had a quick look and it does seem to be doing what you want, but the radius for the “create_density_volume” may be rather large? It has a sample distance of 3.959…. you might also want to preview the setup with a Volume Visualization sop, and Volume Reduce sop (to find out the min/max density).
Interestingly, you are sourcing the fluid from itself, I didn't think a recursive loop like that'd work. I would suggest splitting the emission portion separately from the smoke sim would make it easier to narrow down your effect. While you do have mutual on the merge, the feedback scale on the pyro is at 0, so probably no two way interaction will occur.
Pop feeback with fluid is interesting, will have to try it tomorrow!