You don't have access to each node's code, so the code itself would have to store python objects in the node's user data.
You can specify strings in userData, or objects in cachedUserData. So you could have the following in nodeA
class Foo(object):
pass
node.setCachedUserData('foo', Foo())
node.setUserData('bar', ‘baz’)
and then access it in nodeC with the following:
nodeA = node.inputs()
foo = nodeA.cachedUserData('foo')
bar = nodeA.userData('bar')
Keep in mind that userData is volatile, it gets deleted once the scene is closed. cachedUserData is stored in the file itself, and thus never deleted.
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Technical Discussion » Python Node accessing Python Object
- blair_p
- 28 posts
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Technical Discussion » changes in new H14 Popnet
- blair_p
- 28 posts
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Houdini Lounge » installation and file structure considerations
- blair_p
- 28 posts
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If you base everything off of where your hip files exist then it can be extremely simple since you only use $HIP to determine the base directory.
datadir = $HIP/data
picdir = $HIP/pic
etc.
It can get more complicated when using logical paths but you can always overwrite $HIP in 456.cmd/456.py
datadir = $HIP/data
picdir = $HIP/pic
etc.
It can get more complicated when using logical paths but you can always overwrite $HIP in 456.cmd/456.py
Technical Discussion » Group Transfer based on topology?
- blair_p
- 28 posts
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If your topologies match, why not use group copy? If that doesn't work use a group transfer with a small radius.
Houdini Lounge » Are FLIP fluids used in production?
- blair_p
- 28 posts
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Houdini Lounge » drop-on-wire disables at random
- blair_p
- 28 posts
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Houdini Lounge » Destruction &Fracture: Houdini OR Max+Volumebreaker&
- blair_p
- 28 posts
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Stereoscopo
If your destroying multiple buildings that's collapsing on a bridge full of cars while the earth is being torn apart between them: houdini :!: :mrgreen:
Go big or go home
Technical Discussion » use opinput() in file node?
- blair_p
- 28 posts
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Houdini Lounge » infinite fire!
- blair_p
- 28 posts
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sorry to semi necro this thread, but you just need a Gas Dissipate DOP, plugged into your advection stage for you pyro solver (and upres solver if you plan to upres).
Houdini Lounge » Nuclear Explosion Suggested Workflow
- blair_p
- 28 posts
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kacheson
I find that pyro explosions love to turn into mushroom clouds all on their own
raising your Vorticle Confinement in the pyro solver helps to accentuate the the swirling motion of fluids and helps it swirl more in on itself. I would also mess with keyframing the burn rate. The more fuel you burn, the bigger of an explosion you can hope to achieve.
Technical Discussion » Network DOP Calculation
- blair_p
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Just because your computer says it's using 25% of your max cpus doesn't mean it's using 1 core. While I'm running pyro sims I routinely have either top or xosview open in a shell to check core usage. Usually there is 1 main thread that is stuck at 100%, while others routinely spike upwards of 30-45%. For upres sims it can easily use 100% of cpu power, like mantra.
In the studio I work at, we use Qube for distributing renders, sims, and caches across our render farm. SOP caches (including POP sims) can be easily distributed since they're based on seeds most of the time, so you can expect everything to line up. DOPs already contains the necessary nodes for distributing both volume fluids and liquid simulations, but we had to add some additional scripts to get them working with Qube. Rigid Sims are a special case, since there doesn't seem to be an easy way of distributing collsion calculations. I'm sure larger studios have ways of doing this.
In the studio I work at, we use Qube for distributing renders, sims, and caches across our render farm. SOP caches (including POP sims) can be easily distributed since they're based on seeds most of the time, so you can expect everything to line up. DOPs already contains the necessary nodes for distributing both volume fluids and liquid simulations, but we had to add some additional scripts to get them working with Qube. Rigid Sims are a special case, since there doesn't seem to be an easy way of distributing collsion calculations. I'm sure larger studios have ways of doing this.
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