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  3. I guess what I see are errors as well. They are annoying, but generally don't impact my workflow. Here's what I see every time I put down a Karma ROP in the /out context.
  4. I submitted bugs with videos via this link, and each error was assigned a ticket: https://www.sidefx.com/forum/topic/25347
  5. Actually, I'm talking about errors, not warnings. They can not only slow down the program but also tend to accumulate. I wouldn't recommend turning off the console.
  6. I reply here in case it helps anyone else having similar issues - it's solved! My 13900k was at the mercy of some default bios settings which were bonkers. Setting these values to the intel manufacturer supplied numbers put everything rock solid! Did some disgusting vdb sims to test and no instability any more. Thanks be to the internet gods - linking the thread here
  7. I agree it's kind of sloppy coding for the current release to generate warning messages. Repeated print statements can impact performance. To a new user, it presents the appearance that Houdini has a bug, or the user did something wrong. Even now, when I create a Karma node, it errors out. It still works, however, so why spit those messages at me? It is possible to disable the console, which might improve performance for your tool. Try setting HOUDINI_DISABLE_CONSOLE=1 inside your houdini.env file? Houdini is like the matrix. I just look past that gobblygook to see what lies beyond. https://www.sidefx.com/docs/houdini/ref/env.html
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  9. Best way to get these fixed is to record (video) exact steps to reproduce the issue and submit BUG report for each one. (RFEs are for new features). IMHO "instability" is bit exaggerated as this one doesn't crash Houdini.
  10. I worked through the room map setup inside the Houdini 20 help. Here's an example file setup to produce a Karma render using the default room map. I'm attaching the roommap_debug.exr file so you'll have an example of how to create your own room maps. Just remember to preserve the alpha channel on boxes marked S1-S4. It would be nice if SideFX would post a few starter room maps to the Content Library. It looks like there are a few free maps here: (scroll down-free scene) https://wparallax.com/ roommap_debug.exr ap_sidefx_room_map_styles_041424.hiplc
  11. Hi, just "apieces" primitive group should work.
  12. Hello, I am trying to isolate the fracture pieces after my boolean fracture. The groups are not really helping me, it always creates open faces . How can I easily isolate the newly created fracture pieces from the mesh . I will attach my hip file and screenshot for anyone that wants to take a look. Thank you . You can see in the photo below that there are open faces on the pieces. How do I properly extract the pieces ? separate_boolean_fracture_pieces.hip
  13. Hello everyone! I have scene with emissive volume and no density rendered in Karma which is being comped over footage. Issue: since its emissive transparent pixels I was unable to replicate the exact look in AE. Currently ignoring the transparency and using screen blend mode. I have read about straight and premul alpha, but couldnt implement these findings. I know its impossible to have volumes emit light, while not blocking any light, but it would save a ton of time to render without density. Anyone stumbled upon this and found elegant simple solution? Essentially I want to have at least some sort of see through edges and full opaque volume inside dense areas. Thank you very much for any help, I might want something impossible, but that's where creativity comes :D
  14. lets say I have an animation coming in from the animation department to be destroyed but the topology on this animation is really bad and can't be fractured properly.... Can I remesh it so that the fracturing works and then do the destruction? Later I will be sending this to the lighting department. My question is : Does the lighting department need to have the original mesh with the bad topology or can they still use my remeshed version? I am not sure if this will cause problems down the line if I am not providing the original topology. Sorry if this is a stupid question.
  15. @Masoud destination of your effect missing exactly referrer v ....
  16. I would like to know why SideFX is not working on fixing critical errors. There used to be fewer issues with new releases. That is, after a release, you could wait a while and critical errors would be fixed, but not in the case with Houdini 20. I have submitted many RFEs, some of which were addressed, but the very critical ones remain ignored. Considering that developers interest in the current version has cooled off, as evident from the logs of daily releases and focus on the next release, it's very disappointing to see the overall decline in the program's stability. In the video, I demonstrated a simple example of instability, but in reality, there are many errors specifically in version 20. This was not the case before. It's a pity that Houdini's stability is falling with each release. It was tested on a plain Houdini without any plugins. The error consistently appears in both the Windows and Linux versions.
  17. tangentu is not a known attribute like N so you have to use the actual attribute qualifier which is v in this case: v@tangentu.
  18. Hello guys, I want to apply some effects to the "low-density" particles that reach the surface (like bubbles), so how can I select them? Is there any microsolver that helps? I think measuring the SDF can't help because the side walls of the container are close to the particles, too. Thanks for helping.
  19. I draw bezier curve and added polyframe node to get tangentu attribute, But I could not use @tangentu like @N in vex. Can I ask why "f@a=@N.y;" is ok but "f@a=@tangentu.y; " is not ok?
  20. Thanks I completely forgot pull !! I always had more trouble figuring it out than add and copy.
  21. @hannes603 I would say yes, but maybe it is a bit more complicated to get similar behaviour, if you want to use a copytopoints node. But probably it is no problem.
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