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Found 3 results

  1. Hello everybody, i am currently in the process of trying to generate a Visual Studio project that successfully builds Houdini plugins and later on create a cmake file to regenerate it. I looked at all tutorials i could find but am now stuck on a strange issue. Problem: The compilation process inside VS simply stops during the object creation stage for SOP_Star.C at this point: ................ 1>..\..\source\SOP_Star.C(213): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data 1>..\..\source\SOP_Star.C(229): warning C4244: '=' : conversion from 'fpreal' to 'float', possible loss of data ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== No errors of any kind, just lots of warnings (which is more or less normal, right!?). Setup: OS: Win7x64 Houdini: 13.0.260 built with VC11 Test Plugin: SOP_Star.C IDE: VS2013 with platform toolset set to VC110 (VS2012 which my H13 is built against) Command Line options: I was messing with this all day. Basically i just copied and/or corrected the settings i determined by running hcustom -c SOP_Star.C and hcustom -m SOP_Star.C into the Command Line options of Visual Studio. hcustom -e SOP_Star.C successfully builds the project. It also shows that it runs hcompile which then start the VS compiler with an additional cmd line option called -DUT_DSO_TAGINFO that hcustom -c doesnt show!? CL command line options: All options (grey field in Visual Studio/Properties/C/C++/CommandLine): /GS /GL /W3 /Gy /Zc:wchar_t /Zi /Gm- /O2 /sdl /Fd"x64\Release\vc110.pdb" /fp:precise /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_USRDLL" /D "SOP_STAR_EXPORTS" /D "_WINDLL" /D "_UNICODE" /D "UNICODE" /errorReport:prompt /WX- /Zc:forScope /Gd /Oi /MD /Fa"x64\Release\" /EHsc /nologo /Fo"x64\Release\" /Fp"x64\Release\sop_star.pch" Additional options (white field in Visual Studio/Properties/C/C++/CommandLine)....taken from hcustom -c: -nologo -TP -Zc:forScope -DVERSION="13.0.260" -DI386 -DWIN32 -DSWAP_BITFIELDS -D_WIN32_WINNT=0x0501 -DWINVER=0x0501 -DNOMINMAX -DSTRICT -DWIN32_LEAN_AND_MEAN -D_USE_MATH_DEFINES -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE -D_SCL_SECURE_NO_WARNINGS -DBOOST_ALL_NO_LIB -DSESI_LITTLE_ENDIAN -DAMD64 -DSIZEOF_VOID_P=8 -DFBX_ENABLED=1 -DOPENCL_ENABLED=1 -DOPENVDB_ENABLED=1 -I . -I "D:/tools/SIDEEF~1/HOUDIN~1.260/toolkit/include" -I "C:/PROGRA~2/MICROS~3.0/VC/include" -I "C:/Program Files (x86)/Windows Kits/8.0/Include/um" -I "C:/Program Files (x86)/Windows Kits/8.0/Include/shared" -wd4355 -w14996 -O2 -DNDEBUG -MD -EHsc -GR -bigobj Anybody any ideas? Has anybody built plugins with VC11 from a Visual Studio Project successfully? Or does anybody even have a cmake file ready to generate VS2012 projects that successfully compile? Thanks in advance! Timm
  2. Hello, does somebody compile plugins for 12.5? There is a lot of errors with Libboost. Where It could be? Example of errors: LNK1104: cannot open file libboost_thread_vc90-mt-1_51.lib
  3. Hello all. We need to expand the default Mantra Material with some custom functions and compile it. However, as time goes on, bugs are fixed and major/minor Houdini releases changes the shader internals, making it a hassle to continuously go back to the material, check it, fix connections if necessary and recompile. I'm wondering if there is a better way to do this? I have thought about rebuilding our customizations using a python script, but with potentially hundreds of new nodes, connections and unknown future changes by Sidefx, this too have the potential to generate unwanted labor. I have also thought about using DAs, but many of the connections are not easily contained within one or a few assets (in and out of the surface model for example). So, I ask: Is there a preferred way to maintain what sesi does and smoothly inject our own before compiling the material?