Jump to content

Search the Community

Showing results for tags 'indie'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 11 results

  1. Is it possible to render on one pc that has the 'supplementary' (not another, second indie license) license installed, while continuing to work on another shot (sim) on my main pc with the indie license ? That way i don’t lose time to wait to render and only to continue when its finished. Because as far as i understood the terms, with one Indie license there comes the supplementary license for use on second pc, but it states that only one indie can be run at the time - so is the solution for this to render using a command line tool? Also, does this work with 3rd party render engines?
  2. inpointgroup and npointsgroup aren't working for me (Indie 18.0.416). I have a grid with an attribute from map image. I manually select different areas of the grid and add those selections to various named groups. I then add a scatter node to generate scatter points over the grid. The scatter points appear to inherit the group memberships from the underlying areas of the grid - prior to the scatter node, the info popup shows the various group names as prim groups and in/after the scatter node the group names appear as point groups. I then run some code in a detail attribute wrangle to loop through a particular group's scatter points (those of a cypress tree in the image, group 'Cypress') to identify points lying along the boundary of that group (ie. the boundary of the cypress tree). I then add those boundary points to a group named 'Cypress_edge', using setpointgroup(0, 'Cypress_edge', pointNum, 1, 'set'); I can see in the geometry spreadsheet that this has worked - there are now points having membership in both the original group 'Cypress' (88,850 points) and the 'Cypress_edge' group (8,120 points). However, when I then check-test the boundary points for membership of the 'Cypress_edge' group using inpointgroup(0, edgegroupname, pointNum) they don't show membership (inpointgroup returns zero for every point). Also, if I ask how many points are in the 'Cypress_edge' group, using npointsgroup(0, edgegroupname) the answer is zero, even though there are 8,120 points in the geometry spreadsheet's 'Cypress_edge' column that have a value of 1. inpointgroup and npointsgroup work for the point groups that existed prior to the VEX wrangle but not for the 'Cypress_edge' group that was created inside the wrangle. I'd appreciate any advice about what I might be doing wrong! [SOLVED] I've finally realized that inpointgroup and npointsgroup are looking backwards at the preceding node (ie. through input 0), and there are no edge points yet in that previous node. So, while setpointgroup(0, 'Cypress_edge', pointNum, 1, 'set'); creates the group 'Cypress_edge' (on its first call) and sets its member points' include values to 1, I also need to set @group_Cypress_edge = true; to tell the local wrangle that the point is a member, and I also need to use if(@group_Cypress_edge) to test for membership locally. I'm not sure how to get the number of points in Cypress_edge using this method though, other than looping through all the points and doing a count. I also have some further questions about this method but I'll leave those for a separate post.
  3. Hi everyone! I'm starting to get into Python 2.7 for Houdini Indie (17.5) before jumping into Houdini 18 with Python 3, and I've been working in a flipbook tool until now everything is being okay but now I've found that I can't recover the camera settings/flipbook settings after generating the MPlay to maintain the user settings after applying the script. I've been trying to use the 'hou.GeometryViewportCamera.stash()' to create a copy of the settings but I'm not sure how to use it and where should I recover these settings. Also when I try to use it I get this error: 'TypeError: unbound method setDefaultCamera() must be called with GeometryViewport instance as first argument (got nothing instead)' I've created a simplified version of the script that I'll be attaching down below: If someone has any advice or idea of how would be the good approaching intro this, I'll bee really thankful. Thanks in advance to everyone.
  4. Hi Am I correct in assuming that NO FBX export options exist for Indie users? Is there any other way to export an animated mesh without having to purchase a full FX license? There is no mention of export limitations under the feature comparison chart for File Formats https://www.sidefx.com/filmtv/compare/
  5. Purchased and installed Indie but when launching I am now informed my version of License Server is too old. (attached)I had previously installed and was using Apprentice. So then tried uninstalling everything via the uninstaller, and reinstalling Indie once more. Launched Indie, License Administrator launches, chose ‘I have a paid license…’clicked ‘License Settings’…same error. A few questions 1 How do I upgrade my license Server? 2 Confused about 'local' vs 'network' licensing. I assume I am using local licensing since all my licensing info is in my 'licenses.local' file. But if this is the case shouldn't Indie launch WITHOUT using the license administrator? 3 I am installing on iMac but later want to transfer to a PC. But reading the licensing info it mentions that you are only allowed to return your license twice What happens if you want to return a 3rd time to install on a different machine? Over the course of 2-3 years I see this as a fairly common scenario.
  6. Hi, I've recently installed CentOS 7 on my 2nd SSD, so that I now dual boot Win 10 and CentOS 7. However, is there any way of utilizing my Indie license currently registered on my Windows partition? This should be possible, but SESI won't provide any information on this, as "it is not designed in that way". So if there's any geniuses who knows how to tackle this, I'd be happy to know! Cheers!
  7. Hi My understanding is that Indie v 15.5.528 supports Octane but NOT Redshift. Is this correct? If so, anyone have an ETA for Redshift support?
  8. Has anyone successfully installed Houdini indie 15.5 and then configured Arnold HtoA 1.11.2.
  9. Hi guys, I have a problem using Houdini Indie 15.0.459 - when I try to open a hipnc file (as usually attached in this forum e.g. as example files) I get this dialog mentioning that the Indie license will be downgraded for this session to the non commercial version if I press "ok". When I press "ok", however, I get the same dialog again and again with exactly the same question. Each time the position of that dialog slightly changes to the right side of the sceen but I'm not able to actually reach a point where Houdini opens the hipnc files. When I cancel the dialog the file isn't being loaded either. Is this a common problem? I have searched the forum and google but found nothing... thanks for your help in advance. Marco
  10. SideFX will have a booth at this year's IndieCade! We'll also be doing a talk on using Houdini for game development, and we'll have 2 playable indie games that were built with Houdini, Planet Alpha 31 and DragonMaze. Hope to see you there!
  11. Latest FX work for European Design Awards 2015 teaser. Responsible for the hourglass and sinking cube shots. Pipeline: main geometry created in 3ds Max / exported in alembic format / imported to Houdini Indie 13 / sim / exported in alembic format / finalise in 3ds max https://vimeo.com/116233492
×
×
  • Create New...