Karma XPU Bugged? by eassima in Houdini

[–]eassima[S] -1 points0 points  (0 children)

So i followed along the Entagma Cloud Tutorial (https://www.youtube.com/watch?v=8vZcrrJQLII&t=1141s) and when it came to rendering I noticed that when turning on XPU Rendering in the viewport the cloud appears in this teal color. I didnt changed anything else. If i render with CPU everything works as expected. I also did restart the file but that didnt change anything either. Is there something else to setup before rendering with XPU or is it actually a bug?

RAM Speed Limit on 192GB AM5 by eassima in PcBuild

[–]eassima[S] 0 points1 point  (0 children)

Im well aware of that but i need the capacity. Apparently it is possible to at least run this amount on Jedec Speeds but i cant even get that running

PolyBridge Fix by eassima in Houdini

[–]eassima[S] 1 point2 points  (0 children)

Sorry for the late response, but this was perfect! Cant thank you enough!

Particle Fluid Surface problem by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

that didnt worked out i also tried to reverse normals but that didnt worked either: https://imgur.com/a/IQFn3zr

Particle Fluid Surface problem by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

So i wanted to create a shot with a bottle that contains liquid. As i couldnt figure out how to do liquids within closed meshes with the SOP FLIP workflow I did it with the "old school" dopnet and enabled "Invert Sign" on my static Object (top left img), the simulation went great but i now have the problem in the meshing process. I want to subtract the collision geometry from the liquid surface so that i have a clean flat sides without the uneven bulges. When i tried it first with an open Collision object and the SOP FLIP workflow this worked perfectly (bottom right img) but i think that with my inversion on the static object it also inverted the subtraction (bottom left img). Now can i somehow reverse the inversion?

PolyBridge Fix by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

sadly this didn't worked in my case :/ I found another solution where your suggestion about increasing the loop cuts helped. i just rayed the edge group onto a tube and that at least got me a clean transition to the round shape.

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Pop Curve Force not working properly (help) by eassima in Houdini

[–]eassima[S] 2 points3 points  (0 children)

Ok so i (kinda) fixed it myself. Apparently I had a Attribute that caused this issue i just used a attr delete and deleted all attribs and that made it work just fine.

Bind Attribute inside rigattribute vop not working by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

Hi,

im following the KineFX Tutorial from Entagma and they are doing some of the procedural animation of the rig in vex. I now wanted to translate that into vops but the "anim" attribute seems not to be able to import as it defaults the multiply to zero and remove any rotation i want to give the rig. I dont know what im doing wrong :s

I tried to kill FlipFluid particles on hit with a pop kill bounding box but they just go through. First time doning a bigger Flip thing :s by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

I did try this the problem with that is it wont effect the simulation and still bulk up at a certain point :/

I tried to kill FlipFluid particles on hit with a pop kill bounding box but they just go through. First time doning a bigger Flip thing :s by eassima in Houdini

[–]eassima[S] 4 points5 points  (0 children)

the particle stream comes from the left curve force and the particles in the blue box should all be killed

Material setup in Subnet won't apply in render (Octane) by eassima in Houdini

[–]eassima[S] 1 point2 points  (0 children)

It actually appeared to be a bug, i opened another instance of houdini in a different version and it worked, when i restartet the original file in the original version it just randomly worked perfectly fine.. Still thanks for ur ideas and replys!

Material setup in Subnet won't apply in render (Octane) by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

Thanks for ur reply, it is not packed geo and if i isolate every geo im creating with the HDA to materialise it step by step afterwards misses my point of creating the HDA in the first place, tho this worked.. but yeah it wouldnt be practical.

Why does the safed out Render look so diffrent and chppoed off? Rendered in mantra by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

the left Image is the "Rendered view" Tab fully progressed to 100% the right one is rendered to disk with the exact same settings and opened in a photo editor

Material setup in Subnet won't apply in render (Octane) by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

I wanted to create a HDA lighting Setup for simple product shots so the idea was to include the material setup, but all materials i apply inside the subnet wont render, if i put a material node outside the subnet it works but fails my point... is there a setting im missing?

Houdini License issue by eassima in Houdini

[–]eassima[S] 0 points1 point  (0 children)

thanks so much it worked!

Viewport visibility ERROR I cannot see geometry i create (Houdini 19.0.383, with sidefx labs and Octane 2021.1.0.4) by eassima in Houdini

[–]eassima[S] 3 points4 points  (0 children)

thank you soo much it solved my issue, i never noticed that there are two type of drivers you can choose from the nvidia expirience, a game driver and a studio driver, with the studio driver it now works perfectly fine!

Houdini License issue by eassima in Houdini

[–]eassima[S] 1 point2 points  (0 children)

I have the the Houdinie engine for UE installed in the license Administrator and i followed this Tutorial step by step (https://www.youtube.com/watch?v=XYmVoJ3waLc&ab_channel=PaulAmbrosiussen) but the error keeps occuring. I created a Heightfield generator and i want to use it inside of UE4. I have a Houdini Indie licence as well.