If could be possible to open .step files natively (and natively, not converter to polygons), I would never use again any CAD program, but houdini, as per today is the best DCC out there. Huge mistake that CAD stuff is not supported. And I am pretty sure much more people would do, as it is procedural which is pretty CAD-esque.
I don't understand you SideFX, it doesn't make any sense you still not have it implemented, you are losing business.
Found 14 posts.
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Houdini Lounge » Request to have CAD import surface in Houdini
- ed_co
- 14 posts
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Technical Discussion » Houdini 17.0.416
- ed_co
- 14 posts
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Technical Discussion » Houdini 17.0.416
- ed_co
- 14 posts
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I am just talking about the difference between the previous version and the current one, not the difference between platforms.
Technical Discussion » Houdini 17.0.416
- ed_co
- 14 posts
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Technical Discussion » Houdini 17.0.416
- ed_co
- 14 posts
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Hello,
Why this new production version is 300Mb bigger than the previous 17.0.352, but just in MacOS?
In linux didn't increase the size, and in Windows just 100Mb…
I would like to know, what changed so much.
Thanks guys.
P.S.: By the way, it is not a critique, but a healthy comment: should be great you start calling OSX to MacOS, because the OSX name is deprecrated since 3 versions now…
Why this new production version is 300Mb bigger than the previous 17.0.352, but just in MacOS?
In linux didn't increase the size, and in Windows just 100Mb…
I would like to know, what changed so much.
Thanks guys.
P.S.: By the way, it is not a critique, but a healthy comment: should be great you start calling OSX to MacOS, because the OSX name is deprecrated since 3 versions now…
Edited by ed_co - Nov. 30, 2018 08:56:04
Houdini Lounge » MacOS Sierra
- ed_co
- 14 posts
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Hello, I would like to know exactly the same, because I would like today but I need Houdini to work.
Thanks,
E.
Thanks,
E.
Houdini Engine for Maya » maya to bgeo exporter
- ed_co
- 14 posts
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Hello guys,
I want to do a geometry/particles exporter in Maya to Houdini (in .bgeo format) and for that, I would like to use Houdini Engine. The purpose of it is speed (I have seen some external tools like mgeo, which is REALLY slow, using intermediate ascii formats and then using gconvert to do the process, which is REALLY slow). I would like to have a really fast exporter, and as there is no open documentation of .bgeo format and therefore I am not able to do a maya c++ plugin, I think that this could be the better way to go using Houdini Engine.
The main goal is:
- Be able to select the geometries (that could be anything: 1, 2 or 50 for example).
- Just pressing render, evaluate every frame but just when I press render, and not evaluate all the time that I press play (because maybe I want to visualize things in the viewport, and I don't wanna write anthing.
What could be the better way to go?
What I tried so far:
- I have created a HDA, which is a subnet with a File node inside, exposing just the File Mode (to change it for writing or readind purposes) and the Output File Path. Problems:
a) I can't select multiple object as an input, just the default set to selection…
b) Everytime that I play render the node is being evaluated.
- For that reason, I tried to create another HDA, having inside a File Cache node, which is like a ROP node, and requires to press render to be evaluated. The problem of it is that I am not able to render anything. Maybe is because I need to connect the maya timeline with the Houdini one, or maybe other things that I don't know now.
Sorry guys, but I don't have experience with Houdini Engine so far, and I will really appreciate any help or hint.
Thank you very much guys.
I want to do a geometry/particles exporter in Maya to Houdini (in .bgeo format) and for that, I would like to use Houdini Engine. The purpose of it is speed (I have seen some external tools like mgeo, which is REALLY slow, using intermediate ascii formats and then using gconvert to do the process, which is REALLY slow). I would like to have a really fast exporter, and as there is no open documentation of .bgeo format and therefore I am not able to do a maya c++ plugin, I think that this could be the better way to go using Houdini Engine.
The main goal is:
- Be able to select the geometries (that could be anything: 1, 2 or 50 for example).
- Just pressing render, evaluate every frame but just when I press render, and not evaluate all the time that I press play (because maybe I want to visualize things in the viewport, and I don't wanna write anthing.
What could be the better way to go?
What I tried so far:
- I have created a HDA, which is a subnet with a File node inside, exposing just the File Mode (to change it for writing or readind purposes) and the Output File Path. Problems:
a) I can't select multiple object as an input, just the default set to selection…
b) Everytime that I play render the node is being evaluated.
- For that reason, I tried to create another HDA, having inside a File Cache node, which is like a ROP node, and requires to press render to be evaluated. The problem of it is that I am not able to render anything. Maybe is because I need to connect the maya timeline with the Houdini one, or maybe other things that I don't know now.
Sorry guys, but I don't have experience with Houdini Engine so far, and I will really appreciate any help or hint.
Thank you very much guys.
Technical Discussion » TAB Submenu Path
- ed_co
- 14 posts
- Offline
I did exactly that, but I was expecting something more clean, rather than add a section and append and xml file…
If this is the only solution, that's fine too.
Thank you very much rafal.
If this is the only solution, that's fine too.
Thank you very much rafal.
Technical Discussion » TAB Submenu Path
- ed_co
- 14 posts
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Technical Discussion » TAB Submenu Path
- ed_co
- 14 posts
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There is any way to change the TAB Submenu Path via python??
I am sure there is, but I couldn't find it.
Thanks.
I am sure there is, but I couldn't find it.
Thanks.
Houdini Engine for Maya » Houdini engine crashes on mac osx 10.9.1
- ed_co
- 14 posts
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Thank you very much for the new production version!!
Could you please let us now when will be ready for OSX Yosemite? Still we need to do the trick to run it from terminal the first time…
Cheers,
E.
Could you please let us now when will be ready for OSX Yosemite? Still we need to do the trick to run it from terminal the first time…
Cheers,
E.
Houdini Engine for Maya » Houdini engine crashes on mac osx 10.9.1
- ed_co
- 14 posts
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Houdini Engine for Maya » Houdini engine crashes on mac osx 10.9.1
- ed_co
- 14 posts
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awongOh, nice, thank you.
Yeah, the problem was introduced in 13.0.504 on OS X 10.9 while fixing a crash on OS X in general. And I just fixed the problem yesterday (13.0.550) for OS X. So please use 13.0.550 and up for now.
Could you please let me know, when is supposed to be released in the production version? Thank you very much.
Houdini Engine for Maya » Houdini engine crashes on mac osx 10.9.1
- ed_co
- 14 posts
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