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Found 27 results

  1. 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
  2. [SOLVED]Pyro alpha problem

    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.
  3. 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
  4. Sticky Arnold Triplanar Texture

    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!
  5. how to use kick to write ass

    kick for htoA CAN write ass?? please give me the syntax thanks
  6. Htoa Hair Problem

    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 , unfortunately I have to render this on farm with Htoa 2.0.1 (Arnold 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
  7. 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
  8. 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;&"
  9. Traceback (most recent call last)

    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.
  10. HtoA.Baking textures?

    Hi all! Are there any variants for baking the texture in Houdini with Arnold? I can't find any solution how to do that.(
  11. Crowd Rendering in Arnold

    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?
  12. 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!
  13. 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
  14. 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
  15. 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
  16. 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.
  17. Hi, does anybody have experience with exporting ASS files from houdini to render them in Maya and preserve instancing? Now htoa seems to bake-in instances and ASS files are huge, instancing is apparently not preserved. Any ideas? Thanks, Juraj
  18. 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
  19. Has anyone successfully installed Houdini indie 15.5 and then configured Arnold HtoA 1.11.2.
  20. 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.
  21. 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
  22. Last week I installed htoa v1.6.1 for houdini 14.0.335 and it seems that it has overwritten my default camera. On startup the viewport displays "unable to set camera viewing parameters because some properties are missing". And whenever I create a camera it does not have any of the view or sampling parameters. Of course I can get these in the rendering parameters tab if I create a new camera but whenever I import for example an fbx it will not import these parameters so you can understand the problems I'm having. This morning I noticed my default camera nodes inside are missing as well so there is no immediate way to view the camera either.. both when I create a new camera as when I import one. .. So it seems as if the camera definition has been overwritten and I can't figure out how to reset it or define a new default camera.. Does anyone know why this happened and how to fix it? EDIT: uninstalling htoa seems to fix it and revert the camera changes. We really need to use arnold though so if anyone knows what is causing this, please let me know.
  23. Hi everyone. I made a destruction FEM simulation and i'm trying to render a MV Pass in Arnold to composite a little and practice a bit. My problème is I can't get a correct pass. --> I cached my simulation in bgeo file. Velocity attribut is present in my Load File Node when I import it after. --> I have an Arnold Shader with just just a motion_vector node. --> My camera has Arnold Properties with MOtion Blur activated. Same for the Geo sop. --> Rop node with MB activated as well. --> Every shutter speed at 0.5 (i tried to followed the Arnold Doc on Mvector pass but without success) With everything like this, i just end up with a full green shader, and nothing else. I tried to use it in Nuke with RSMB but nothing. I don't understand what I'm doing wrong. IF someone can give me a hint ! Many thanks I put the Hip file and the screen of my render. Houdini HtoA 1.3.1 Arnold Brain_Splatter_2.hip
  24. Ocean Shader HtoA

    Hi, Does anybody knows how to make an Arnold Shader like the mantra ocean's one? I'm newbie in Houdini, but have Arnold experience. Best,
  25. Hey, I'm having some trouble generating .ass files for volumes in Houdini so they can be lit by lighters in Maya using Arnold. I'm using Houdini FX with HtoA 1.3.1 (which the website says is the correct version of HtoA for my version of Houdini). The steps that I used to get Arnold to work with Houdini is that I manually installed the plugin and had my houdini.env point to the plugin location, and the console seems to have all the arnold plugins loaded at startup. I created a shelf tool pyroFX explosion, converted it to VDB using "density" and "heat" as the groups. I then called those fields back using an Arnold Volume node at scene level, with the grids as density and heat. It displays the volume in the viewport, and renders out the scene if I put down some arnold lights and render it with an Arnold ROP in Houdini itself. In the Archive tab of the Arnold ROP, I set the location to where I want to have the .ass files dumped and uncheck "export lights" and "export cameras". When I hit the render button I get this message in the console - 00:00:00 1127MB WARNING | [htoa.session] generating shaders... 00:00:00 1127MB WARNING | [htoa.session] shader generation done. HtoA ends up generating a .ass file that is only 2KB in size, always. When I take a simple sphere and apply a shader to it and dump out the .ass file, it works, but not with volumes. Anyone knows why this isn't working for me?