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R_cyph

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  1. Apparently, you can only see it in an illuminance loop vop.
  2. I'm trying to access this global variable "L" but it seems to be missing from the globals in a material builder in the /mat context. If I use a parameter node to call L it errors out saying there is already a global variable L. from the docs: L (read-only) Vector from the point on the surface to the light source. The length of this vector represents the distance to the light source.
  3. Here is the logs. It says it can't find the plugins. Yet I've tried loading from 2 different versions of the alshaders ( ORC17, and ORC14 ) from 2 different drives and it just refuses to load them. The file paths are local and valid. I'm truly stumped. the 2nd log is from the ../alshader/bin copied directly to Arnold plugins folder. In both cases it gives the same error which makes little sense. The silly thing I can install it just fine on my laptop... LOADED PATH FROM HOUDINI.env log 00:00:00 110MB | loading plugins from E:/X/downloads/alShaders-win-1.0.0rc17-ai4.2.12.2/bin ... 00:00:00 110MB WARNING | unable to load dynamic library E:/X/downloads/alShaders-win-1.0.0rc17-ai4.2.12.2/bin/alBlackbody.dll: The specified module could not be found. 00:00:00 110MB WARNING | unable to load dynamic library E:/X/downloads/alShaders-win-1.0.0rc17-ai4.2.12.2/bin/alCache.dll: The specified module could not be found. 00:00:00 110MB WARNING | unable to load dynamic library E:/X/downloads/alShaders-win-1.0.0rc17-ai4.2.12.2/bin/alCel.dll: The specified module could not be found. 00:00:01 110MB WARNING | unable to load dynamic library E:/X/downloads/alShaders-win-1.0.0rc17-ai4.2.12.2/bin/alCellNoise.dll: The specified module could not be found. 00:00:01 110MB WARNING | unable to load dynamic library E:/X/downloads/alShaders-win-1.0.0rc17-ai4.2.12.2/bin/alColorSpace.dll: The specified module could not be found. 00:00:01 110MB WARNING | too many messages (>5) of type: "unable to load dynamic library %s: %s" -- not printing any more! 00:00:06 110MB | no plugins loaded 00:00:06 110MB | [vop_shaders] Loading metadata file: C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/metadata/cameras.mtd 00:00:06 110MB | [vop_shaders] Loading metadata file: C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/metadata/lights.mtd 00:00:06 110MB | [vop_shaders] Loading metadata file: C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/metadata/options.mtd 00:00:06 110MB | [vop_shaders] Loading metadata file: C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/metadata/shaders.mtd 00:00:06 110MB | [vop_shaders] Loading metadata file: C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/metadata/shapes.mtd 00:00:06 111MB | [vop_shaders] shader registration done. 00:00:06 111MB | 00:00:06 111MB | releasing resources 00:00:06 111MB | Arnold shutdown -- 1 -------------------------------------------------------- COPIED DIRECTLY TO ARNOLD PLUGIN FOLDER log 00:00:00 108MB | [vop_shaders] Registering shaders ... 00:00:00 108MB | loading plugins from C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/plugins ... 00:00:00 108MB WARNING | unable to load dynamic library C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/plugins/alBlackbody.dll: The specified module could not be found. 00:00:00 108MB WARNING | unable to load dynamic library C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/plugins/alCache.dll: The specified module could not be found. 00:00:00 108MB WARNING | unable to load dynamic library C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/plugins/alCel.dll: The specified module could not be found. 00:00:00 108MB WARNING | unable to load dynamic library C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/plugins/alCellNoise.dll: The specified module could not be found. 00:00:00 109MB WARNING | unable to load dynamic library C:/Users/sr2/htoa/htoa-1.9.1_r1603_houdini-15.0.244.16/htoa-1.9.1_r1603_houdini-15.0.244.16/arnold/plugins/alColorSpace.dll: The specified module could not be found. 00:00:00 109MB WARNING | too many messages (>5) of type: "unable to load dynamic library %s: %s" -- not printing any more! 00:00:00 109MB | htoa_shaders.dll: htoa__abs uses Arnold 4.2.11.2 00:00:00 109MB | htoa_shaders.dll: htoa__add uses Arnold 4.2.11.2 00:00:00 109MB | htoa_shaders.dll: htoa__aov_read_float uses Arnold 4.2.11.2 00:00:00 109MB | htoa_shaders.dll: htoa__aov_read_int uses Arnold 4.2.11.2 00:00:00 109MB | htoa_shaders.dll: htoa__aov_read_rgb uses Arnold 4.2.11.2 00:00:00 109MB | htoa_shaders.dll: htoa__aov_write_float uses Arnold 4.2.11.2
  4. I can't seem to get alshaders installed for either H15.0244.16 or H15.5.523. I've tried copying the contents of "..alshader/bin/*" directly to the "..arnold/plugins/" folder or setting the ARNOLD_PLUGIN_PATH = "C:/Users/SR2/Downloads/alshader17/bin" in my houdini.env . Yes, I've looked for the nodes in the Arnold shop network as well. Any ideas what could be stopping the shaders from getting loaded? Does a specific version of alshders only work with a particular arnold version? Arnold seems to be working just fine as well. I'm on a fresh format/install of win 10 pro.
  5. Any idea why the SOP_CURL otl isn't working houdini 13?
  6. hey, I was checking out your site. You've got some really nice work! I stumbled across your flow field renders and I'm dying to know how you rendered this. I didn't realize you could render non divergent velocity fields! please, do tell http://www.popkafx.com/etc/flowfield03.jpg
  7. I'm grateful for any help! I've been trying to solve this problem for 6 months or so now.
  8. If you have any time to look at this that would be great. I'm still stuck and I've sort reached the end of my DOPS knowledge. Any help would be greatly appreciated!
  9. Nevermind, I got it to work with a fractured pack primitive. Now i Just need to figure out how to match the rotation of the fragements and turn off the collisions when they arrive at their goals... objtargeting2.hipnc
  10. Hey, how do you set this up using a RBD fractured object or RBD packed object?
  11. Oh boy. You're talking a bit over my head Using the popattract force I'm referencing the points at the original position/centre of each fragment from sops and matching fragments/points based on ID. I'm pretty sure my goal points are correct- ish lol. But, That's not exactly what i'm going for. If you look at my SOPS POPS file my steering VOP has much more control then the POPattract and when the fragments get close to the goal points they snap back to their original position/rotation and collisions aren't an issue. Firstly, I have no idea how to blend back to the original/rest rotation in DOPS either through angular velocity or through explicitly setting rotation. The POPlookat dop kind has what i'm looking for so maybe I can break that open see how that works and get it work on a per fragment basis. lastly, collisions become an issue when the pieces get close to their goals some I'm still looking for a solution there.
  12. Ikarus, I must have missed your file earlier. It looks like it would work with RBD packed objects! I'm not sure how to generate a group in DOPS , using the script solver or otherwise, based on distance. If you have an example that would be great
  13. Okay, so after a few months of tinkering. I got something I like done in POPS/VOPS and SOPS using groups by time to trigger different events. As the pieces are rebuilding back to their original state they snap back to position and their correct orientation. This works GREAT in SOPS/POPS. However, now that I'm trying to bring this whole thing into DOPS so I can get collisions and such Im at a total loss again. I can't seem to using my steering vops in a vopforce no matter what I do. I've got the pieces being forced back to their original place using a popattract but its not really giving me much control. Also, I need to turn off collisions once the fragments get close to their original state so they can all fit back together. I have a look at rayman's scripts solver DOP setup that thats a little above my knowledge. I've included both files so you guys can see what I'm after. POPS_SOPS_rebuild.hipnc DOPS_rebuild.hipnc
  14. Hey all, I'm looking for a procedural house otl/tutorial.A friend of mine is doing some a project that involves creating some variations of a Native long house.I'm trying to help him but I have no experience with procedural modelling. I had a look on orbolt but can't find anything good. If anybody knows where I can get a good generic procedural house tool to purchase or a good tutorial at least I can crack it open and get the ball rolling. Also, the tutorials on the side effects site are more for generic commercial buidlings. https://www.google.ca/search?q=native+long+house&source=lnms&tbm=isch&sa=X&ei=3T9PUqWfBJP_yQGlk4CgCQ&ved=0CAcQ_AUoAQ&biw=1920&bih=992&dpr=1
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