Hey folks,
Is there a way in vex to search for matching characters on a string? To clarify further, let's say I have a bunch of prims with an @path attribute that reads /foo/bar/box, /foo/bar/circle, /foo/bar/torus, etc
Now in a wrangle node, I'd like to parse through the string and see if the word “box” exists in @path.
Thanks!
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Technical Discussion » search for matching characters in a string
- trojan_goat
- 41 posts
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Technical Discussion » Memory issue when render with huge particle
- trojan_goat
- 41 posts
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Technical Discussion » Mute animation channels
- trojan_goat
- 41 posts
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Hey Everyone,
Just a quick and simple question. How do you “mute” channels in houdini. I know I can disable them using dope sheet, but it does not hold the frame. For anyone else who uses maya, I'm sure you know what I'm talking about.
Thanks
Just a quick and simple question. How do you “mute” channels in houdini. I know I can disable them using dope sheet, but it does not hold the frame. For anyone else who uses maya, I'm sure you know what I'm talking about.
Thanks
Technical Discussion » Crowd not transitioning to proper animation
- trojan_goat
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Technical Discussion » Crowd not transitioning to proper animation
- trojan_goat
- 41 posts
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Hey All,
I'm trying to setup houdini crowd. I'm not sure what's causing the clips to not load when the trigger switches the state. It looks like the transitions are working but the proper animated mesh is not being loaded.
Here's a youtube link:
https://youtu.be/37DWSRcRSUs [youtu.be]
You'll see the agents will just slide when it transitions out of the “walk” state. When the sim transitions back to walking then it works again.
I'm trying to setup houdini crowd. I'm not sure what's causing the clips to not load when the trigger switches the state. It looks like the transitions are working but the proper animated mesh is not being loaded.
Here's a youtube link:
https://youtu.be/37DWSRcRSUs [youtu.be]
You'll see the agents will just slide when it transitions out of the “walk” state. When the sim transitions back to walking then it works again.
Technical Discussion » Render vector blur aov no longer works
- trojan_goat
- 41 posts
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Using the old mantra node, you didn't need to enable geometry blur on the objects being rendered. I guess it was being calculated internally. I enabled geometry blur and it works.
Technical Discussion » Render vector blur aov no longer works
- trojan_goat
- 41 posts
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Hey Everyone,
I had this working at one point. For some reason I can't get the vector blur to render out on H15. I did a bit of googling and found a thread with an example file. Using the example file, I can get the mantra node to work, but if I try to add a new mantra node and output the same aov it no longer works. Is there a new method of outputting vector aov?
I've attached a file showing the old mantra node working. Maybe I'm just missing a step.
:?:
I had this working at one point. For some reason I can't get the vector blur to render out on H15. I did a bit of googling and found a thread with an example file. Using the example file, I can get the mantra node to work, but if I try to add a new mantra node and output the same aov it no longer works. Is there a new method of outputting vector aov?
I've attached a file showing the old mantra node working. Maybe I'm just missing a step.
:?:
Technical Discussion » Particles sinking when using velocity scale (oceantoolkit)
- trojan_goat
- 41 posts
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It appears as though the boundary layer is actually the source of this problem. If the flip sim is not travelling with the object, the boundary layer is not needed and the problem would never be visible.
I do need to move the flip sim along with the object and turning off the boundary layer will create problems with the sim as well.
Did anyone else run into this problem before?
Please check the attached flipbook, both sims are using velocity scale 20, the one with particles sinking has the boundary layer enabled.
I do need to move the flip sim along with the object and turning off the boundary layer will create problems with the sim as well.
Did anyone else run into this problem before?
Please check the attached flipbook, both sims are using velocity scale 20, the one with particles sinking has the boundary layer enabled.
Technical Discussion » How to create an infinite ocean with Ocean FX?
- trojan_goat
- 41 posts
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This tutorial shows you how to set that up
https://www.fxphd.com/fxphd/courseDetails.php?idCourse=432 [fxphd.com]
The idea behind it is that you are using ocean spectrum to generate the ocean displacement. You need to deform and twist the grid in order to hide visible tiling.
https://www.fxphd.com/fxphd/courseDetails.php?idCourse=432 [fxphd.com]
The idea behind it is that you are using ocean spectrum to generate the ocean displacement. You need to deform and twist the grid in order to hide visible tiling.
Technical Discussion » Particles sinking when using velocity scale (oceantoolkit)
- trojan_goat
- 41 posts
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Hey Folks,
My ultimate goal is to create a larger amount of splash from an object moving at a slower pace.
Using the ocean toolkit wavetank, I set up an example and adjusted the “velocity scale” in the flip solver. The splash being generated is the effect I'm looking for. However, increasing velocity scale seems to cause the particles to sink and cause holes. Is there a way around this issue?.
Check the attached qt and h15 file
My ultimate goal is to create a larger amount of splash from an object moving at a slower pace.
Using the ocean toolkit wavetank, I set up an example and adjusted the “velocity scale” in the flip solver. The splash being generated is the effect I'm looking for. However, increasing velocity scale seems to cause the particles to sink and cause holes. Is there a way around this issue?.
Check the attached qt and h15 file
Technical Discussion » Motion blur incorrect
- trojan_goat
- 41 posts
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You might also want to check your scene scale. If you are object merging into a scaled object, your motion blur might not look correct
Technical Discussion » Manual Distributed Simulation tracker problems
- trojan_goat
- 41 posts
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I just dealt with this about a month ago. I did not use hqueue, instead I ran a script on each machine.
Using the same setup, make sure you disable resize container (slices don't work with resize)
In your houdini file, you have to set the name of the host of your tracker. You will find this under “DISTRIBUTE_pyro_CONTROLS” You can probably just use local host.
make sure you run all the commands in a houdini shell,
(houdini install path)\houdini\14.0.233\bin\hcmd.exe
when you have the shell open you need to run a hython command to start the simtracker
hython (houdini install path)\houdini\14.0.233\houdini\python2.7libs\simtracker.py 8000 9000
Once the sim tracker is running, you can run the houdini shell on your remote machines and use this command:
hbatch -c “setenv SLICE=0; render /obj/distribute_uprespyro/saveslices;quit;” houdinifliepath\distributed_pyro.hip
You'll of course need to change the object and file paths to suit your needs and you will also need to change the slice on each computer.
If any one of the machines fail, the tracker will report the error
Using the same setup, make sure you disable resize container (slices don't work with resize)
In your houdini file, you have to set the name of the host of your tracker. You will find this under “DISTRIBUTE_pyro_CONTROLS” You can probably just use local host.
make sure you run all the commands in a houdini shell,
(houdini install path)\houdini\14.0.233\bin\hcmd.exe
when you have the shell open you need to run a hython command to start the simtracker
hython (houdini install path)\houdini\14.0.233\houdini\python2.7libs\simtracker.py 8000 9000
Once the sim tracker is running, you can run the houdini shell on your remote machines and use this command:
hbatch -c “setenv SLICE=0; render /obj/distribute_uprespyro/saveslices;quit;” houdinifliepath\distributed_pyro.hip
You'll of course need to change the object and file paths to suit your needs and you will also need to change the slice on each computer.
If any one of the machines fail, the tracker will report the error
Technical Discussion » Distributed simulation & volume resolutions.
- trojan_goat
- 41 posts
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Technical Discussion » Distributed simulation & volume resolutions.
- trojan_goat
- 41 posts
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Hey Everyone,
I created a distributed oceanwave simulation. I noticed a problem with the “loadslices” file node. When it deletes the extra points, the volume information gets deleted as well.
I've also just tried merging the slices together. The problem is that the volumes are all being merged as separate volumes. The white water solver seems to only work with the volume from one of the slices.
There's a zip file attached. Please let me know if there's a way to solve this.
I think the problem can be resolved if the volumes can get merged together or if I can transfer the volumes back to the points after deleting extra points.
Thanks.
I created a distributed oceanwave simulation. I noticed a problem with the “loadslices” file node. When it deletes the extra points, the volume information gets deleted as well.
I've also just tried merging the slices together. The problem is that the volumes are all being merged as separate volumes. The white water solver seems to only work with the volume from one of the slices.
There's a zip file attached. Please let me know if there's a way to solve this.
I think the problem can be resolved if the volumes can get merged together or if I can transfer the volumes back to the points after deleting extra points.
Thanks.
Technical Discussion » Overlap on Volume Slices
- trojan_goat
- 41 posts
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There are overlap settings in the distribution node. I think you need overlap, otherwise the sim might run into issues where the slices are.
Technical Discussion » random pieces group for particle from voronoi fracture
- trojan_goat
- 41 posts
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I'm not sure if this is the best way. Basically you can use “copy stamp” with “delete sop” to copy each piece on to points.
Technical Discussion » pscale
- trojan_goat
- 41 posts
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You needed to create the attribute “pscale” first. You could have created a “point”, use “attribcreate” or “addattribute” inside attribvop. All would work the same.
In this case, I used an addattribute and parameter inside attribvop.
In this case, I used an addattribute and parameter inside attribvop.
Technical Discussion » vdb fracture & transferred uv's
- trojan_goat
- 41 posts
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Hey Everyone,
I have a simple setup here using vdb fracture to shatter my object using vdb fracture.
Everything seems to work fine except uv's. It seems as though the transfer did not work well for the “surface_polygons”. Is there a better way to do this, or is there a work around?
I have a simple setup here using vdb fracture to shatter my object using vdb fracture.
Everything seems to work fine except uv's. It seems as though the transfer did not work well for the “surface_polygons”. Is there a better way to do this, or is there a work around?
Technical Discussion » turning displaced geometry into closed volumes
- trojan_goat
- 41 posts
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You can use polyloft to create polygons on grouped edges.
Or you can ray the grouped edges onto the original grid and fuse the edges together.
Is this what you're looking for?
Or you can ray the grouped edges onto the original grid and fuse the edges together.
Is this what you're looking for?
Houdini Learning Materials » Houdini learning books?
- trojan_goat
- 41 posts
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Side FX changes things around and adds new features even in daily builds. Any book you find will probably be already outdated and can make your learning experience more frustrating than it should be.
You're better of getting the basics from some video tutorials and continue to explore on your own.
You're better of getting the basics from some video tutorials and continue to explore on your own.
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