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malexander last won the day on February 7

malexander had the most liked content!

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About malexander

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    Houdini Master
  • Birthday 03/06/1974

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    Mark Alexander
  1. Crash report - Caught signal 11

    It looks like either the Redshift renderer has used up all available VRAM, or done something to the driver's internal state to mess it up. I'm guessing there's no crash if you create a new Render View without using Redshift (ie, using mantra)?
  2. Patronus Charm Effect

    I'd start with an animated, deforming sphere, and then emit particles from that. Then import the particles into SOPs and use a Trail SOP to get some of the trails, then further perturb those with low amplitude noise, like a mountain SOP.
  3. Linux Mint pros cons

    If I had to make the decision today to choose a Linux flavour, I'd probably go with Ubuntu 17.10. They've dropped Unity and gone back to Gnome, and also allow other WMs like KDE. I haven't been impressed with the (in)stability of Cinnamon on Mint, and there's also the question of security since the Mint team has made some questionable decisions forking from the main debian branch.
  4. Memory speed, DDR4 2666 vs DDR4 3466

    It's usually not worth it unless the price is marginally different from the slower RAM (<5%). Also, if you do buy higher speed RAM than the processor officially supports, you'll need to go into the BIOS/EFI and enable the XMP profile for the RAM in order to take advantage of the RAM. It won't usually give you the rated speed out of the box.
  5. Maybe try renaming the "agents" subdir to something else, like "agents_bak", or removing it (it's in the same dir as your hip file). It sounds like one of the cached agent files is causing the crash.
  6. op:/obj/copnet/OUT is what you want. It seems to be an issue with IFD generation, as if I promote the texture map parameter to a parm on the material builder and tag it with ogl_tex1, I can see the cop texture in the viewport. So the COP half of it is working properly.
  7. MiG-23 DPRK Combat Plane & Various ammo

    Looks pretty nice! I've always liked that particular plane design. Any chance of getting a shot with the wings swept back too?
  8. Two 1070 or One 1080ti?

    Always go for 1 higher-end card over 2 mid-level cards. The compatibility issues and restrictions of SLI, not to mention the VRAM issue, only make 2 cards an option if you're pairing 2 top-end graphics cards together.
  9. Switching Views using python/hscript

    You'll need to iterate through the pane tabs in the current desktop to find one whose type is SceneViewer, then: hou.curDesktop().paneTabs()[ index_of_viewort_tab ].setType( hou.CompositorViewer)
  10. Intel Discrete GPU

    Good luck to them, it's a pretty saturated and shrinking market. They're starting from a pretty distant third position, as their performance/watt is the worst of the big three currently (power consumption is good, performance is not). In other news, Intel has also announced a CPU with AMD graphics on chip, which gets simultaneous "about time" and "wth?" reactions from me. https://www.anandtech.com/show/12003/intel-to-create-new-8th-generation-cpus-with-amd-radeon-graphics-with-hbm2-using-emib
  11. What's up with the different editions of a GPU?

    The new 1070ti 8GB might be a good balance for you, in terms of price and performance.
  12. H16 Build Stability

    Probably the latest one.
  13. how null objects draw ontop of geometry?

    The null objects have their XRay flag set. You can toggle this using the object node's RMB menu, Flags > XRay.
  14. Fabric Engine no longer being developed

    Strange that there's no press release from the buying party or any other news, though. You'd think they'd want to announce that they've acquired the tech. Given the lack of fanfare I'm leaning towards them simply going out of business.
  15. Houdini 17 Wishlist

    The only thing that isn't multithreaded in the viewport is the calls to the GL functions to build buffers/textures and issue draw calls - because drivers have enough issues with single-threaded GL dispatch. I suspect what you're seeing is the single threaded texture upload/draw time.