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johnLIC last won the day on November 15 2016

johnLIC had the most liked content!

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About johnLIC

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  1. ocean spectrum questions

    The chop needs to be tuned according to the scale ("ampscale"). At lower scales it takes more chop to get peaks.
  2. ocean spectrum questions

    I'm having a go at it, but downsampling 3 or 4 results in that quilted, square patches look. I'm just having a hard time imagining how it's going to work conceptually. If I could gamma the map so the high values are higher, that might make the waves crisper, but I'm not sure how to do that between the ocean spectrum and the ocean evaluate. I'd like to do it to the output .exr map in Nuke, but my non-commercial license only outputs 1920x1080...
  3. ocean spectrum questions

    I'm trying to make an ocean surface about 10 meters across, with a quiet feel. I'm having trouble making waves that have peaks without a lot of higher frequency displacement. How can I get waves that are peaked but not lumpy? I need to export displacement maps to be rendered outside of Houdini, so I don't have the advantage of the Houdini ocean shader. I think I've got enough resolution in my maps (3000 x 3000). When I try to filter out the lumps I lose the peaks and it looks like a rubber sheet.
  4. FX TD available

  5. Alembic Export Houdini Indie

    Can anyone confirm that Indie will allow Alembic export?
  6. sand disintegration

    Did you ever figure out a good way to do this?
  7. pyro question

    I'm not sure if this is the problem you're trying to solve, but the emitter works if you turn off the gasresizefluiddynamic1 node. You can give the emission a chance to start by setting the Delay Frames to something like 10. I would also make the initial pyro box bigger. Delaying, and increasing the pyro size both give the resize node a chance to sense some density before collapsing the pyro box on itself, if that makes sense. There's also something weird going on with the timeline for me. If I step through manually I can see the sim, but if I press play I end up at frame 2.63, 3.63 etc, and there is no density to see in the viewport. ???
  8. I have the educational version of Houdini 15.5 on a Centos 7 machine. It used to work flawlessly. All of a sudden, after restarting the computer, when I hit the tab key in the network view and start typing, I get no auto-search or auto-complete. If I start typing "g,e,o..." I get no prompt to choose the "geometry" node. Does anyone have any idea how to fix this problem?
  9. Thanks. I will have to research secure boot at some point.
  10. Well, it's been a long night. I tried to install kmod-nvidia: yum install kmod-nvidia-340xx When I rebooted after that I had no graphics card driver at all. I then decided to install the Nvidia driver using the download from Nvidia's website. That failed because I had "secure boot" on my machine. It started to feel a little like this: I had to go into the BIOS and turn off the secure boot ( don't tell anyone I did that!) and then reinstall the nvidia driver, and all is well so far. rpm -qa | grep nvidia yields this: nvidia-detect-367.44-1.el7.elrepo.x86_64 but, oddly (to me) nvidia-detect yields kmod-nvidia So, thanks for the help. I have no idea what's going on, but hopefully I won't have to deal with this again for a long time.
  11. I was just about to install an Nvidia proprietary driver. So, if I install kmod-nvidia, I don't have to reinstall with every kernel update? That got old in ubuntu, until I ran across a solution, which I don't remember. I installed elrepo. Seems like it worked. I went to the elrepo kmod page you posted, and it suggests doing these commands: yum install nvidia-detect -OR- yum update nvidia-detect nvidia-detect rpm -qa | grep nvidia When I run the last line the output is this: [root@darkczar ~]# rpm -qa | grep nvidia nvidia-detect-367.44-1.el7.elrepo.x86_64 Does that mean I already have nvidia 367 installed? When I run lsmod | grep nouveau I get about 8 lines of output suggesting I'm using the nouveau driver. On the other hand... lsmod | grep nvidia returns nothing. Question: Can I / should I use the nvidia driver that is installed already? If so, how?
  12. I just installed CentOS 7. I downloaded and installed Houdini. When I try to run Houdini I get the splash screen and then it crashes. I have an nvidia GTX 970 graphics card. I'm using the default nouveau driver. I have not installed any graphics drivers. I hope that's not my problem/solution. I googled how to install the nvidia drivers on CentOS 7 and it looks like a scary world of pain. I've tried running Houdini from the command line, and from the start menu thingy, and it crashes both ways. Any ideas? Anyone? Here is the crash report from the /tmp folder: $ cat crash.untitled.jpatterson_4929_log.txt Crash report from jpatterson; Houdini FX Version 15.5.607 Uptime 0 seconds Sat Oct 1 11:52:14 2016 Caught signal 11 Traceback from 4929 ThreadId=0x7f413ff0b300 AP_Interface::coreDumpChaser(UTsignalHandlerArg) <libHoudiniUI.so> AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) <libHoudiniUI.so> signalCallback(UTsignalHandlerArg) <libHoudiniUT.so> UT_Signal::UT_ComboSignalHandler:perator()(int, siginfo*, void*) const <libHoudiniUT.so> UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so> _L_unlock_13 <libpthread.so.0> QReadWriteLock::lockForWrite() <libQtCore.so.4> QGLWidget::deleteTexture(unsigned int) <libQtOpenGL.so.4> QGLContext::~QGLContext() <libQtOpenGL.so.4> QGLContext::~QGLContext() <libQtOpenGL.so.4> QGLWidget::~QGLWidget() <libQtOpenGL.so.4> re_QGLWidget::~re_QGLWidget() <libHoudiniUI.so> QObjectPrivate::deleteChildren() <libQtCore.so.4> QWidget::~QWidget() <libQtGui.so.4> QWidget::~QWidget() <libQtGui.so.4> QObjectPrivate::deleteChildren() <libQtCore.so.4> QWidget::~QWidget() <libQtGui.so.4> re_QWindowWidget::~re_QWindowWidget() <libHoudiniUI.so> RE_QtWindow::~RE_QtWindow() <libHoudiniUI.so> RE_QtWindow::~RE_QtWindow() <libHoudiniUI.so> UI_Window::~UI_Window() <libHoudiniUI.so> QT_Window::~QT_Window() <libHoudiniUI.so> FUSE_AnonymousStats::~FUSE_AnonymousStats() <libHoudiniAPPS3.so> FUSE_AnonymousStats::~FUSE_AnonymousStats() <libHoudiniAPPS3.so> FUSE_App::~FUSE_App() <libHoudiniAPPS3.so> FUSE_App::~FUSE_App() <libHoudiniAPPS3.so> FUSE_HoudiniBinariesApp::~FUSE_HoudiniBinariesApp() <libHoudiniAPPS3.so> __run_exit_handlers <libc.so.6> __GI_exit <libc.so.6> UT_Exit::doExit(int, bool) <libHoudiniUT.so> RE_OGLRender::initGLState() <libHoudiniUI.so> RE_OGLRender::makeCurrent(bool) <libHoudiniUI.so> RE_OGLRender::lockContextForRender() <libHoudiniUI.so> RE_QtWindow:penWindow(int, int) <libHoudiniUI.so> QT_Window::doOpen() <libHoudiniUI.so> UI_Window::handleEvent(UI_Event*) <libHoudiniUI.so> UI_Queue::processNextEvent() <libHoudiniUI.so> UI_Queue::drain() <libHoudiniUI.so> UI_Queue::drainEvents(bool, bool) <libHoudiniUI.so> OPUI_MainApp::loadFilesAfterUiOpen(UI_Event*) <libHoudiniAPPS2.so> UI_Queue::processNextEvent() <libHoudiniUI.so> UI_Queue::drain() <libHoudiniUI.so> UI_Queue::eventLoop() <libHoudiniUI.so> main <libHoudiniUI.so> __libc_start_main <libc.so.6> _start <houdini-bin>
  13. Which Linux For Houdini?

    If you ever plan on installing maya avoid ubuntu. Maya installations on ubuntu are not supported by Autodesk, and it was a major struggle for me to get it running.
  14. Kill isolated particles

    I got it working before the meshing, after the "import particle". I'd like to get it working in the sim, but at least something good is happening.
  15. Kill isolated particles

    HI - thanks. I figured that out about the radius. Now I'm just trying to make it work in a simple scene. Your file works perfectly. I was trying to set the same thing up in a flip autodop network, but no luck. I tried changing the last line inside the if statement to "dead = 1": float radius = .004; int handle = pcopen(0, "P", @P, radius, 5); if (pcnumfound(handle) <= 4) dead = 1; ...but no luck. I tried it after the source volume for the emitter, and in the particle velocity input of the flip solver. Any ideas on doing it in a flip sim? I tried turning on the droplet tab and killing droplets, but it isn't behaving as expected. I've got some very lonely particles that refuse to die, but the droplet function did thin out a lot of areas that didn't need it, imho.