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Hi Folks this is my first post. I'm new with arnold in houdini, I use to manage mantra. I'm trying to render volumes (an explosion in this case) with arnold but the volumes don't appear in the render view. As you can see in the pic I attached. Volume exists but in the render view has shown with pink cubes (I applied a standard volume to the explosion node) Does anyone know what is appening? Thanks in advantage panee.
- 1 reply
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- volume render
- houdini
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Hi guys I 've a problem importing .aas file from Maya to Houdini as yo can see from the attached pics I have sphere and lights imported with Arnold Porcedural node. When I render them with Arnold the lights seem to be less intense than the maya ones. this the same but rendered in maya Could anyone know why that happens? Thanks in advantage
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Hi there, I hope somebody can help me I have read so many threads and tried so many things and I can't seem to get it right. If i have a very simple setup, like a grid on a copy to points, being copied to another grid. so say there's 9 grids with 1 face each. How do I tell the arnold shader to assign a different texture at random from a folder to each prim ? For example say I want to texture the windows of a building. and i have drawn 10 images of people lounging around with different layouts. and I want to randomly assign those image textures to however many primitives I have in the windows group etc. Any help would be much appreciated.
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Im trying to render a fur project using arnold, but im having a 'fatal error segmetation fault' randomly when playing with the hair generator or rendering, I am unable to render more than 10 frames, sometimes not even one... I simulated my guides with vellum, cache them, and did the usual clump, frizz process, merge every groom node together in my render geometry node.. everthying is moving correctly following the simulated guides, i also added rest position to the skin and guides but still get the error, what am i doing wrong? Thanks in advance crashlog: Traceback from 17548 ThreadId=0x00002304 CURRENT THREAD 8964 +0x7ffa75a85f31 [strlen] C:\Windows\System32\ucrtbase.dll +0x7ffa0b2f58fe [AiCreateAtStringData_private] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\ai.dll +0x7ffa151bc47e [std::_Vector_alloc<std::_Vec_base_types<OP_Context,std::allocator<OP_Context> > >::_Get_data] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151ac40c [htoa::geo::Object::instanceFile] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa1519d106 [htoa::geo::Object::instanceFile] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151c4118 [HtoAConvertPrimVdbToArnold] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151c6258 [HtoAConvertPrimVdbToArnold] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151c5414 [HtoAConvertPrimVdbToArnold] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa15180433 [htoa::geo::Object::build] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa1638762d [htoa::geo::Detail::gdp] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\python2.7libs\_htoa_pygeo.pyd +0x7ffa1638a596 [htoa::geo::Detail::velAttr] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\python2.7libs\_htoa_pygeo.pyd +0x7691aed9 [PyCFunction_Call] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x769822a3 [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x769823a8 [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x76980f50 [PyEval_EvalCodeEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7698240e [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x76980f50 [PyEval_EvalCodeEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7698240e [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x76980f50 [PyEval_EvalCodeEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7698240e [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x769823a8 [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x769823a8 [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x76980f50 [PyEval_EvalCodeEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697cea9 [PyEval_EvalCode] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x129c3fd0 [PY_CompiledCode::evaluateUsingDicts] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPY.dll +0x129d196c [PYsetPythonTracebackDisplayCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPY.dll +0x129cef59 [PYrunPythonStatementsFromFile] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPY.dll +0x129ced31 [PYrunPythonStatementsFromFile] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPY.dll +0x25b7c87a [ROP_SohoOp::runScript] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b7d5ce [ROP_SohoOp::spoolScript] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b79d9d [ROP_SohoOp::callSoho] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b7c047 [ROP_SohoOp::renderFrame] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b4e294 [ROP_Node::nextExecute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b49d4f [ROP_Node::execute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b54d7b [ROP_RenderItem::render] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b59348 [ROP_RenderManager::renderOrder] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b58c5b [ROP_RenderManager::render] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b44be1 [ROP_Node::renderCommand] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b442a8 [ROP_Node::doRenderCommand] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x25b43c40 [ROP_Node::cmdRender] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x26dcec8a [CMD_Manager::runCommand] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dbb1e5 [CMD_Manager::internalExecute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dcd4fa [CMD_Manager::processInput] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dcbf90 [CMD_Manager::internalSendInput] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dcf20d [CMD_Manager::sendInputNoLock] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dca115 [CMD_Manager::executeNoLock] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dc5825 [CMD_Loop::setupForStart] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x288a5561 [tbb::interface7::internal::task_arena_base::internal_execute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\tbb.dll +0x4d611175 [TBBPROXY_TaskArenaExecute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libTBBPROXY.dll +0x26dc9fb5 [CMD_Manager::execute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x11be9bbd [OPUI_RenderDialog::launch] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libOPUI.dll +0x25b49970 [ROP_Node::doRenderCback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x1248ead2 [OP_Node::triggerParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libOP.dll +0x145926ed [PSI2_DialogPRM::performParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x11ab00a5 [OPUI_DialogPRM2::performParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libOPUI.dll +0x1458b8c4 [PSI2_Dialog::triggerParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x14587d99 [PSI2_Dialog::parmChanged] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x145b7a43 [PSI2_Vector::changed] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x10ce49ef [UI_Button::buttonTriggered] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libUI.dll +0x10e007b4 [UI_TriggerButton::buttonTriggered] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libUI.dll +0x10ce4b82 [UI_Button::endSelect] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libUI.dll +0x10ab032e [SI_ParmButton::endSelect] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libSI.dll +0x10e1b99a [UI_Window::handleEvent] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libUI.dll +0x10db6654 [UI_Queue::processNextEvent] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libUI.dll +0x10db41f9 [UI_Queue::drain] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libUI.dll +0x10db4608 [UI_Queue::eventLoop] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libUI.dll +0x10b2b546 [AP_Interface::loadWindowGeometry] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libSI.dll +0x10b2bf7d [myWinMain] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libSI.dll +0x1400019ce C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\houdinifx.exe +0x14000232a C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\houdinifx.exe +0x7ffa77e77034 [BaseThreadInitThunk] C:\Windows\System32\KERNEL32.DLL +0x7ffa78222651 [RtlUserThreadStart] C:\Windows\SYSTEM32\ntdll.dll
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Hi guys - Back in my Softimage days I did a few 3D projection-mapped projects (projecting back onto real-world objects). Basically there was a script that would bake out all the textures as uv maps, advance a frame & do it again. I have a friend who is trying to do the same thing in Houdini with Arnold. I did a quick search and didn't come up with anything definitive. I know there's a maps_baker tool from SideFX Labs, but it seems to be set up to bake out a single frame. The baking tab for HtoA also seems to be set up for single frames. Is there a method for getting animated textures baked out as UV map sequences? Thanks, Paul
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Hi. This is an Arnold render image. The top part of the explosion is slightly missing alpha. However, there is no problem later. Initially, the alpha of density is shaved, so the harmony with the flame is not good. How to solve it? Help. Thank you.
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hey guys. I'm a little in trouble. Arnold mesh light doesn't work well though I've tried it in the documentation and the topics here. Attach hip data. What is the problem? meshlight_test.hip
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Hey guys and gals. Im playing with something in Arnold for Houdini. I created a cube and shattered it in quick falling down sim. Created rest position before assemble and simulation. After sim I do unpack (all attributes preserved) attach shader (just standard with checkerboard) to see how triplanar shader works with animated geometry. It works as expected for the first part. Renders trough all the pieces all nice. But obviously when pieces start moving (falling) they slide trough triplanar projection. Now, there is this coord space option that says Pref and according to the docs is a vertex in reference pose, great I was thinking that is it. But still pieces slide trough triplanar texture. I tried copying and renaming rest attribute (created after voronoi on first frame) from points to primitives and even renaming to pref...but it’s not working. Was anyone able to create sticky triplanar texture in htoa? Thanks a bunch!
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kick for htoA CAN write ass?? please give me the syntax thanks
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Hi, I made Hairs in Houdini 16.0.557, I made a Hair Standard (Arnold) material where I used Ramp in "V" for color along hair strand. It works in Htoa 2.0.0 (Arnold 5.0.0.1) , unfortunately I have to render this on farm with Htoa 2.0.1 (Arnold 5.0.0.2) and this is not working anymore, it looks like it taking the source geo for hair and colouring whole hairs. (I have kind of strips on these hair strands) - not any more on Htoa 2.0.1 Any Help? Or some workaround? Thanks. B
- 1 reply
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- htoa arnold hair ramp uv
- htoa
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Hi guys, I'm having trouble setuping a simple shadow matte material in Arnold for houdini, I don't know how to lay out my network to get only the shadows in the alpha channel of the grid: 01_default render 02_shadow matte render but wrong alpha 03_other failed attempt Any insight on how to properly use the shadow matte node ? Thanks a lot ! shadow_matte.hip
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I have downloaded from solidangle demo of Arnold for my Houdini 15.5.717 and did everything like on the website and I dont have arnold options, nodes in my Houdini... Someone had something similar? I have correct paths in my enviroment like: PATH = "C:/UsersXXX/htoa/htoa-2.0.0_r240c4dd_houdini-15.5.717/htoa-2.0.0_r240c4dd_houdini-15.5.717/scripts/bin;$PATH" HOUDINI_PATH = "C:\Users\XXX\htoa\htoa-2.0.0_r240c4dd_houdini-15.5.717\htoa-2.0.0_r240c4dd_houdini-15.5.717;&"
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hello guys, How can I solve this? thank you I am using Houdini 16.0.705 and htoa same version Traceback (most recent call last): File "opdef:/Object/arnold_light?PythonModule", line 1, in <module> File "C:/Users/screenglow/htoa/htoa-2.1.3_rcca6014_houdini-16.0.705/htoa-2.1.3_rcca6014_houdini-16.0.705/scripts/python\htoa\ipr.py", line 15, in <module> import psutil File "C:/Users/screenglow/htoa/htoa-2.1.3_rcca6014_houdini-16.0.705/htoa-2.1.3_rcca6014_houdini-16.0.705\python2.7libs\psutil_init_.py", line 113, in <module> from . import _pswindows as _psplatform File "C:/Users/screenglow/htoa/htoa-2.1.3_rcca6014_houdini-16.0.705/htoa-2.1.3_rcca6014_houdini-16.0.705\python2.7libs\psutil_pswindows.py", line 14, in <module> from . import _psutil_windows as cext ImportError: DLL load failed: The specified module could not be found.
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Hi all! Are there any variants for baking the texture in Houdini with Arnold? I can't find any solution how to do that.(
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Hi guys. Is there anyone here who is rendering crowds from H in Arnold? Arnold doesn't support packed primitives, so: I'm trying to figure out how to leverage instancing at Rendertime in Arnold so that rendering really big datasets(hair, cloth included) is possible. Are there any smart ways/workflows to go about this?
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Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget). Any help would be appreciated, thank you!
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Hi All I have trouble is how to render Volume Z-depth in arnold ,Beacuse i want render cloud ,But the default function Aov (Z) not work. anybody know? Thanks
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Hello All, I have scoured Solid Angle and Thinkbox support for answers to how to setup Deadline to generate ASS files to render them on Deadline farm. When I try to get Deadline to generate both, it fails out miserably. When I generate the ASS files locally (with VDBs correctly pathed) I get the error: [ass] line 76: /obj/FIRE:volume.shader: unresolved reference to '/obj/FIRE/shopnet/arnold_vopnet/volume_collector2' Unfortunately, I can't upload project file for active show, but any links or tips would be greatly appreciated. Thank you
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Hello Houdini's and Arny's Sorry my company uses windows . Could you please help me, I try to set up the port for HtoA to look for a solidangle_LICENCE and what ever I do inside Houdini my environment variables are ignored or overwritten. (Please see the image attached) I would be very grateful if someone here could point me into the right direction of setting this variable for good. Thank You very much in advance, Burns htoa_license_diagnostics.txt
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- solidangle_licence
- port
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Hi everyone, I seeking workflow tips to render characters separately from the environment but still have all the interactions such as reflections, shadows and so forth in both layers. Any tips and ideas would be much appreciated as I'm working on a project which would benefit greatly from this technique in comp. Thanks in advance.
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Hi, I am wondering if render with htoa through hqueue is supported using the latest versions of Houdini and Arnold. If not, is there any way to do it with scripting, alembic etc? Many Thanks
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Has anyone successfully installed Houdini indie 15.5 and then configured Arnold HtoA 1.11.2.
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Hello! I have a question for what I thought would be fairly simple to figure out. I'm trying to use an attribute from a per point object level to influence the emission strength of my Arnold material. I'd usually just use a bind node, but that option isn't available in Arnold. Anyone know the HtoA equivalent? Thanks in advance for any tips.
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Hello, I have been trying some volumetrics with Arnold and they seem to work really fast. But I have an issue with recreating Beauty pass in compositing. Arnold can output 4 AOVs for volumes: volume (beauty), volume_direct, volume_indirect and volume_opacity. In my scene I am not using indirect lighting for volumes so volume_indirect is empty. Therefore volume (beauty) = volume_direct. But I don't know how to composite volume and volume_opacity AOVs as they both have RGB data. If volume_opacity had only one channel I could maybe set it as alpha for volume AOV. All AOVs in Arnold should be composited with additive operation (plus or screen) but it doesn't seem to work for volumes. Any ideas? Thanks
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- AOV
- volume_opacity
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