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Showing results for tags 'bug'.
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Hi I am having this weird bug where textures in viewport (and OpenGL render) become black and white all of a sudden. Happens after some frames and one it starts doesn’t go back to normal until Houdini restart. I also noticed the alpha has some weird glitches like dancing black pixels. I am on windows 10, my project is to ACES and I’m loading a bunch of animated textures in exr (50 sequences 1300 frames each) in aces 2065-1 with dwab compression. Just RGBA nothing else. Anyone ever seen this before? Any fixes? EDIT: I just noticed - in the display preferences, when the textures are loaded correctly the viewport texture usage is at 5%. When the error occurs it drops to 0%.
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I created an infection solver to imitate the infection of fire spreading that is functional with a popnet as the source of the infection. I did it this way because the pyro spread node does not support pops as a source which is a different problem entirely. Everything works as it should however the infection solver only takes into effect after frame 9 which is strange because the pops should clearly be infecting from the very beginning. For some reason the solver doesn't take into account the beginning frames. Ive used this solver in other projects and has worked fine which leads me to believe it is a bug but if anyone could look over my project file and let me know if they see anything I don't? Thanks so much the file is setup so that you should press play and the problem be evident, the pops are red, wherever the infection is, is white and everything else i.e. the desk and papers should be black. After frame 9-10 the infection will begin although it should begin where ever the pops collide. InfectionSolver.hiplc with geos InfectionSolver.hiplc
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I have been searching for a solution to this for ages, does anyone know the correct way to have a typical infection solver be sourced by a pops sim? an example for needing this would be if you were making a flamethrower sim but needed the fire to actual be able to spread to objects that the "fuel" or "flame" touched in the scene. I tried doing this with the pyrospread solver but it only sources the beginning pops and doesnt update the stream pops group. everything works fine as long as the source input doesnt change which is the problem. someone had said using sop solver and attribute transfer would be a way to fix this but i have no idea how to make it work ive been stuck for months. any help would be greatly appreciated. another example if it wasnt clear would be a dragon breathing fire on to a character, how would you source a fire that could spread once the fire from the dragon collides with the character thank you!
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Hey friends, noticed a strange thing with Houdini. Using turbulent noise in AttributeVOP to displace my mesh. If I promote Roughness parameter it messes up the look. However it also seems to be that maybe it's just a bug with whole values? When I try to make roughness 0.99999 instead of 1 it's giving a similar result to promoted parameter. Is this just a bug? What's happening here exactly? I like the look I am getting at the full values like 1&2 etc. I can hook them up to a custom menu value by copying and pasting relative references. But unsure if the effect I'm achieving is just happening due to a bug, which would be a bit scary using in production in case the bug is fixed in the next version haha. 2021-05-11_11-18-35.mov turbNoiseBug_v01.hiplc
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Hi, In H18 when a node ( which type is a digital asset ) is duplicated this happens: Any Ideas? Thanks in Advance ! Traceback (most recent call last): File "Mouse Event Handler", line 19, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.348/houdini/python2.7libs\nodegraph.py", line 99, in handleEvent handler_coroutine.send(uievent) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.348/houdini/python2.7libs\nodegraph.py", line 165, in handleEventCoroutine pending_actions) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.348/houdini/python2.7libs\nodegraph.py", line 720, in handleEvent self.applyAdjustments(uievent) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.348/houdini/python2.7libs\nodegraph.py", line 929, in applyAdjustments connect_outputs_to_multi_inputs = False) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.348/houdini/python2.7libs\hou.py", line 10017, in copyItems return _hou.Node_copyItems(*args, **kwargs) OperationFailed: The attempted operation failed. Warning: Problem while synchronizing child node: Warning: Too many elements found for parameter "/obj/sphere_object1/vdbPlacer_001/bound1 Bounding Type". [/obj/sphere_object1/vdbPlacer_001/bound1] Warning: Too many elements found for parameter "/obj/sphere_object1/vdbPlacer_001/bound2 Bounding Type". [/obj/sphere_object1/vdbPlacer_001/bound2]
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The constraints seem to be broken in Houdini 18.0.532. I followed the regular workflow for building constraints for a regular rdb simulation. But they don't seem to make it to the DOP network. There are no errors, but the constraints don't work (They don't appear in the dopnet). Can someone please confirm this? Thank you.
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I just downloaded Houdini's free version for the 1st time, and it does not look like as in the youtube videos or other places where I saw it. So it looks like that: and i don't know why. I deleted Houdini and install again and again and it is looks like this again and again. Please help me.
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Hello everyone ! I would like to deform a geometry by a fluid simulation using a point deformer. To do so, i plug my geometry and my simulation into my point deform and i use a Timeshift set up on the starting frame as the Rest PointLatice. But instead of following the simulation, it looks like the geometry tries to reach the world center, creating what looks like an unholy abomination. Any help or tip would be deeply appreciated Thanks in advance
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Hi guys. I can not understand what the problem is. When I try to render the geometry on the point Houdini falls. I tried Houdini 17.5.173 and 17.5.229 and 17.0.459 (but this version cannot read the attribute “s@instancefile” and simply hides the object and does not fall). I also tried Redshift 2.6.39 and 2.6.40 I also checked on 2 different PCs wits RTX2080 and GTX980m In this case, the mantra makes the render right and does not fall. https://monosnap.com/file/ALqgtmx3qCPtmEu1cq4XKcKH3S1a8D Box.bgeo.sc *UP* *FIXED* the problem was in its node instance it was necessary to switch to display only mode. Dibag1.hip
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Tried to export a heightfield of a terrain in greyscale using cop2net and sop import but I get individual elements (height, water, debris, sediment...). 1. How do I get the full terrain out of it? 2. How do I even get these individual elements out? You've guessed it, I'm new to Houdini.
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Anyone here had troubles before with importing a heightfield HDA into UE4 that only shows when selected? It seems random, sometimes it doesn't behave like that, I don't understand where the bug is coming from. I can solve it temporarily by going to the manage tab for landscape and the change component size option and not change anything and click apply. Except it will move the landscape out of my HDA, and this breaks my pipeline. I got it to work perfectly sometimes, but I don't know how, it just seems this problem is random.
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Hi, I have a strange behavior with the auto Rig Tool in Houdini 16.5 If want to create a Asset it just creates 3 helpers and a merge node and I´m not able to add a Head / Arm etc. In Houdini 16.0 it works fine....Anyone else noticed this behavior? I attached a screen capture to demonstrate. AutoRig_Bug.flv
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Hello, i am currently working on my final student projet where i make a plane crash with Houdini. I base the workflow of this project around the RIGIDS III tutorial by Steven Knipping. Everything is working fine until i bring in a simple glue constraint, and when the simulation gets activated at a said frame the simulation simply does not happen. It works when i disconnect/disable the constraint. I already tried to unpack the alembics upon importation with the alembic node but that didnt change anything. What is weird is that everything was working fine when i used the model given with the course. I haven't really found anything that helped me online, so hopefully one of you can help me with this issue, i would appreciate it A LOT. I will attach the files down below. Thank you ! plane_sim.rar
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I am trying to sim a 1000 frames of a FEM coral with branches swaying in water currents. For some reason it freezes at frame 800. I checked all the DOP nodes, and couldn't find anything obvious. What am I missing? softCoral.FEM.paintWidth.h16p5p378.v27.hipnc
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Hi everyone, I'm a bit confused right now because I have a weird issue on my Houdini when I work on Alembic. I have some huge (not that huge, but still) models in Alembic format and I want to do VFX stuff on it. But I can't have a proper feedback on my viewport when I do some operations on it. As you can see on the gif capture, the color does not appear in the viewport, but if I save the scene, and open it again, the color appears. I checked my graphic cards driver (I have a GTX 970), and everything's on date, and I'm on Houdini 16.0.621. Is there a solution ? Thanks in advance, Gael. EDIT : Even if I launch Houdini as Administrator, the bug still appears. I need help :<
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Hi, can anybody confirm or invalidate my suspicion that op: expression in shaders context (mat or shop) cuurently doesn't work? I know syntax has been a bit inconsistent between different Houdini versions but right now in 16.5 it doesn't seem to work at all for me. i tried: op: /obj/copnet/OUT op: "/obj/copnet/OUT" "op: /obj/copnet/OUT" op:`opfullpath('/obj/copnet/OUT')` and many other mutations of the same thing. anybody? thanks, D. file attached just for case copReferencing.hiplc
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I don't usually meddle with functions in VEX, but today decided to give it a go since I wanted to have some functions being used by other functions. I'm having issues calling functions inside functions. The code below for example will trigger errors. float foo(float a, b) { a = clamp(a, 0, 1) ; return a + b ; } float bar(float a, b) { return foo(a+.1, b+.1) ; } And it can be "solved" in multiple ways: If for example I comment out the clamp part it passes: If instead I remove the +.1 from foo it works as well. I have other examples where such simple corrections and the multiple corrections don't work or are not straightforward so what I'm after is understanding what's the main cause of this. Either I'm missing some method here ( I did try C++ style declaration / definition) or maybe there's some issue with calling a functions from a function. Cheers PRB_RFE_VEXFunctionCallBug.hiplc
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I'm trying to set up a structure that allows me to import 2D images, PNG/Jpegs into Houdini. Side FX has documentation for this: http://www.sidefx.com/docs/houdini11.0/io/ai Researching this i came across a couple of tutorials, saying that if you want use images you should go for .eps files This is the tutorial i tried to follow, since it covers the Adobe softwares: I'm not sure what's going wrong, whenever i upload my images there doesn't seem to be an error, but I just can't find my imported asset. Any ideas? Cheers, Callan de Keijzer Desktop.zip
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I'm trying to source particle emitters from geometry that i created in a scene. Unfortunately, there seems to be an issue with the popsolver node, it's saying that: 'Connection 2 input is the wrong type' I'm trying to create a whisp effect, following some tutorials but already stuck and not able to continue. Please help! WhispIssue.hipnc
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Hello everyone,I encounter a problem, I load an object in my scene. I noticed that my shift in the viewer did focus my object, so I searched on the sidefx helpers (I link the url) "http://www.sidefx.com/docs/houdini/basics/view [www.sidefx.com] “The solution I could find was the ”space + G".He walked once.Arrived at a certain level of my work, I had to use the procedure previously done.I come to my big problem.My object disappeared, leaving room for red stripes on my node geometry. I can not find where the error came from … it is not for want of having tried yet. Do you have solutions? I link you my project and the picture of the problem.Thank you in advance Pyro Smoke_v03.hip
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Hello!I am having a few bugs with the houdini toon shader.In some scenes it appears as though there are two objs on top of each other and intersecting, when there is not. Also, some parts of the model are just black under lighting while others are not.Has anyone come across this? If so does anyone know any ways to fix this? Thanks
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Hi, I have some issues with the FUSE before SUBDIVIDE sop and I think it might be a bug. Its realy simple... -> Platonic Soccerball -> create Unique Points -> assemble name attr. -> (foreachSubnet.-..Extrude) -> Fuse -> subdivide. After that it just doesnt seems to work probably. see example: soccerball tst.hip