![]() ![]() The coolest thing about Houdini's rendering workflow is that it's really hard to tell where geometry leaves off and shader operations begin. Multiple passes for multiple lights are just a fact of life for Mantra renders. Not only that, if you decided you wanted to do your lightmapping somewhere besides Beast, Mantra could probably handle that as well. It can also save those as deep raster passes in a single. Mantra is capable of putting out various passes like Normal, Specular, Bump, Diffuse, and even any custom attribute you can think of, like vector flow maps derived from interaction with a Houdini dynamics simulation. Mantra does not currently support raytraced UV rendering, but Micropolygon Physically Based Rendering looks good, once you get the hang of it. Certain limits apply, your mileage may vary, yada yada. You could create a HDA that renders out texture maps with Mantra. The short answer, so far, is Yes You Can. I see your location is London, but if there's any way you can make it to SIGGRAPH, stop by the SESI booth and we can chat.Ĭlick to expand.Sorry I'm a little slow getting back to this thread, SIGGRAPH and Unite have been consuming my life of late. We've tried to make it so the results of the asset are optimized and make sure we retain all the Houdini functionality. Not that the libraries are porky, but the assets you build can be. Well, technically they do, and only in play mode within the editor, but as it stands, you'd be crazy to give that much runtime budget to what is currently an Editor/level-load-time solution. Within that for loop, I'd create a new gameobject and grab the mesh from the result of my Asset, and at the end of the loop, I'd have a boatload of different rocks.Īt runtime, it's a different story. cs script with a for loop in it that sets the frame number parameter on the Asset to be whatever the int value is. The way I'd set it up, to satisfy the requirements of your question, is to have a Houdini Asset doing something like deforming rocks every frame with a random number, which would give me a different rock each frame, in Houdini. Things in SOPs don't have 3d transforms like objects in a hierarchy, but the geometry object that contains the sopnet does. This reminds of similar setups at work where dedicated servers house the licenses and a definite IT staff will be manning and updating the licenses as necessary.Anything animated in SOPs is the same as having deforming geometry, even though you might have a number of groups or what appear to be discrete objects. Just permission settings responding with your level of admin rights. If unable to modify, it specifically means you are not able to write to the license file. Fact that I took minutes to find and fix this problem tells.Ī sign that I dismissed earlier is the fact that Houdini’s License Administrator will tell you that this machine is either – not able to modify the licenses or. I do not claim to know how permissions work on Windows, but it sure looks kind of convoluted and bulky. So I came across this page, and followed step by step how to grant full control to the file by clicking around with the GUI. Now this process will be really easy to check if I was on linux or mac running any kind of shell, a simple ls and sudo chmod will solve the problem if it does not allow write permission from said user.ĭoing it on Windows needs some added effort, because I never bothered to get deep with Windows, never touched command prompt to know if it’s any similar or different from the shells I’m used to. This particular file needs to be modifiable by you who are running/installing the license. Your license keys are stored in C:\Windows\keys\license.local (if not otherwise specified or somewhere similar on mac or linux). ![]() It’s so simple, it makes me -.- also the error messages could really be more helpful by not just telling me the process failed, but also why?īasically, your non-commercial licenses only last 30 days from each install, so this process will repeat itself many a times if you are like me who is transitioning to work in Houdini almost full-time. When I wanted to work on some things or dissect some files, I end up spending most of the time troubleshooting why the license could not be installed. However after a hiatus, where I just could not be bothered to touch my workstations at home because I work all day at work on a linux already, whenever I ran my Houdini on my home workstations, it does not get pass the licensing stage. All 3 were able to run Houdini with no problems when I first installed it. I have 2 machines running Houdini Apprentice, a Macbook Air 13-inch early 2014 and one Mac mini late 2014 (boot camped with Windows 10). ![]()
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