Hi
I am trying to write a simple python routine to test out couple things. I have done this in other apps, mostly at object level but I want to be able to it in mesh level in Houdini.
This is the very basic version that does not work.(Python SOP is at the end of cooking chain).
I also tried grabbing values via attribcreateSOP(vector point) from a TimeshiftSOP(with $F-1) in the Python code as well, but again that did not work either.
I know this is not easy to do in the Vex code well in the SOP level but I was hoping that I could do it with Python. I know I can use Particles etc, but I am just trying some ideas so I would like to make this basic premise work in SOP level.
So the code works, but the dispersing dos not work. They just jiggle. Ideally the points of the geometry should do basic random walk(it is aliased now due to using the same random number)
Any suggestions?
import random,math
PI=3.14
geo = hou.pwd().geometry()
inputPoints = geo.points()
nPoints = len( inputPoints )
scaler=1
random.seed(hou.frame())
for n in geo.points():
x,y,z=n.position()
randang=random.random()*PI*2
randang_X=math.sin(randang)/100
randang_Z=math.cos(randang)/100
x=x+randang_X
z=z+randang_Z
y=y+random.random()*scaler
n.setPosition()
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Technical Discussion » Random dispersing of points with Python SOP test
- kursad
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Technical Discussion » View vector?
- kursad
- 88 posts
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Hi 3Dude. Thanks for the file. Actually this is kind of what I have been doing when I needed something similar. But the problem is that this method does not take the rotation into account, only position based view.
Technical Discussion » View vector?
- kursad
- 88 posts
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Hi
Is there some kind of view vector(for the interactive windows) that I can utilize to do some calculations like creating view based tools?
I can use the Camera position, but I am looking for the right math to use both the camera pos and the rotation. Would camera matrix exploding give me a kind of view vector that I can utilize?
thanks
Is there some kind of view vector(for the interactive windows) that I can utilize to do some calculations like creating view based tools?
I can use the Camera position, but I am looking for the right math to use both the camera pos and the rotation. Would camera matrix exploding give me a kind of view vector that I can utilize?
thanks
Houdini Lounge » GUI suggestion
- kursad
- 88 posts
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twot, thanks for the reply. I knew about that setting but that setting makes everything smaller while making the dividers thinner. I was just suggesting a seperate setting for divider width.
Houdini Lounge » GUI suggestion
- kursad
- 88 posts
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Hi
I really think that window seperators could be thinner than what they are now. When one has alot of subdivided layout those dividers steal quite a bit of screen space. It should not make it harder to grab though.
This fix will make Houdini`s workplace look leaner and tighter as well
thanks
I really think that window seperators could be thinner than what they are now. When one has alot of subdivided layout those dividers steal quite a bit of screen space. It should not make it harder to grab though.
This fix will make Houdini`s workplace look leaner and tighter as well
thanks
Technical Discussion » Blending captureLayerPaint
- kursad
- 88 posts
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edward
Try using the AttribComposite SOP and make sure to enable Detail attributes as well.
Thanks for the tip, edward. This is super powerful tool.
Technical Discussion » Rendering intances with Mantra, huge speed issues new H11 ma
- kursad
- 88 posts
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Hi Jason
Thanks for the pointing out. I suspected that something was fishy with the material but I did not have time to delve into the material. For some reason I thought that the default H11 material would have been thought out more “properly” in a way
I second your suggestion regarding the default material. At some point it was going to crash my computer because it already passed my 8gb limit and the computer was crazy irresponsive for quite sometime until I managed to kill Mantra manually.
cheers
k
Thanks for the pointing out. I suspected that something was fishy with the material but I did not have time to delve into the material. For some reason I thought that the default H11 material would have been thought out more “properly” in a way
I second your suggestion regarding the default material. At some point it was going to crash my computer because it already passed my 8gb limit and the computer was crazy irresponsive for quite sometime until I managed to kill Mantra manually.
cheers
k
Technical Discussion » Rendering intances with Mantra, huge speed issues new H11 ma
- kursad
- 88 posts
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Hi
I am trying to render some models via instancing. I am instancing 50000 copies of a model over a plane(using instance object). The object is made up of 3k polygons. When I render my scene without materials and with a single distant light Mantra`s speeds are below
-Micropolygon: 47 sec
-Raytrace: 16 sec
Now when I add the new H11 material(everything else is same) the render speed drops dramatically and the memory uses increases dramatically(over 6GB) . Basically I could not wait that longm so ended up canceling all my renders.
To make sure I have disabled reflection fo any kind, no opacity no SSS etc in the material.
The other issue is that I thought that MP renderer should be more memory efficient but after seeing that the memory usage passing 7gb for this scene I am rather questioning the efficiency of the MP considering that I do not have any raytracing enabled, at least not in the material.
I will do more tests with other materials but I was wondering if anyone have tips for rendering massive amounts of instances.In some cases I even need to use SSS and raytracing with instances. Now that I saw the speed issues, I am not going to try it for a while
thanks
I am trying to render some models via instancing. I am instancing 50000 copies of a model over a plane(using instance object). The object is made up of 3k polygons. When I render my scene without materials and with a single distant light Mantra`s speeds are below
-Micropolygon: 47 sec
-Raytrace: 16 sec
Now when I add the new H11 material(everything else is same) the render speed drops dramatically and the memory uses increases dramatically(over 6GB) . Basically I could not wait that longm so ended up canceling all my renders.
To make sure I have disabled reflection fo any kind, no opacity no SSS etc in the material.
The other issue is that I thought that MP renderer should be more memory efficient but after seeing that the memory usage passing 7gb for this scene I am rather questioning the efficiency of the MP considering that I do not have any raytracing enabled, at least not in the material.
I will do more tests with other materials but I was wondering if anyone have tips for rendering massive amounts of instances.In some cases I even need to use SSS and raytracing with instances. Now that I saw the speed issues, I am not going to try it for a while
thanks
Technical Discussion » world position?
- kursad
- 88 posts
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I actually came up with another solution recently after watching one of PQuints videos. I have created a random walk in DOPs using rbdstate or motion functions. I pretty much added random value to $tx, $ty and $tz in every frame and it seems to work since DOP network evaluates values at ever frame.
Houdini Lounge » shortcut for "Auto Update" and "Manual update
- kursad
- 88 posts
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Technical Discussion » Volume from Dicom Image Sequence
- kursad
- 88 posts
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dulo
Have a new version working which reads Dicom .dcm files in 16 bit int depth with the help of gdcm and numpy in python. Will do some more polishing over chrismas and publish the new hipnc file then..
have a nice christmas
cheers dulo
Thanks for sharing dulo. I will be waiting for the new version
Houdini Lounge » shortcut for "Auto Update" and "Manual update
- kursad
- 88 posts
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Hi
Is there a shortcut for toggling between these 2 modes?
Also is there a shortcut to force recooking?
thanks
Is there a shortcut for toggling between these 2 modes?
Also is there a shortcut to force recooking?
thanks
Technical Discussion » Volume from Dicom Image Sequence
- kursad
- 88 posts
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dulo
finally managed to take an image sequence and feed it into a volume.
I really love the new OpenGL Volume preview. Nearly as nice as VTK live rendering.
Next step will be to write an importer for dicom.
Does anyone know if this is possible in python or does it take HDK for this job ?
Try to avoid HDK because of the pain of staying in sync with the Houdini version ( recompile plugin each time eg a daily build is installled .. )
Hi
Is this working in H11? It crashes on me.I really want to see this one working
I have made a pseudo one with copy SOP and metaballs(based on the sequence). I would love to figure it out with Volume SOPs
thanks
Houdini Lounge » Houdini And Face Tracking
- kursad
- 88 posts
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Technical Discussion » op:/ operator and Camera background image?
- kursad
- 88 posts
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Technical Discussion » op:/ operator and Camera background image?
- kursad
- 88 posts
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Thanks for the follow up Jeff. I will try adding my findings to your bug post or here.
Technical Discussion » op:/ operator and Camera background image?
- kursad
- 88 posts
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Hi
I am trying to load COPS image as the camera background, but for some reason this expression does not work
“opimg/comp1/_OUT”
_OUT is a null connected to the defaul.pic image. On the otherhand
“”opimg/comp1/default_pic" doesn ot work either.
Are there any limitations with COPS nodes as far as scene level pulling of images goes?
thanks
I am trying to load COPS image as the camera background, but for some reason this expression does not work
“opimg/comp1/_OUT”
_OUT is a null connected to the defaul.pic image. On the otherhand
“”opimg/comp1/default_pic" doesn ot work either.
Are there any limitations with COPS nodes as far as scene level pulling of images goes?
thanks
Technical Discussion » houdini 11 and no icons??
- kursad
- 88 posts
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Under Debian Squeeze I definetely do not have any icons. I have tried it with 2 different computers, one with Nvidia and one with Ati.
/usr/Houdini/hsvg/hsvg-real: symbol lookup error: /usr/lib/libgthread-2.0.so.0: undefined symbol: g_thread_gettime
/usr/Houdini/hsvg/hsvg-real: symbol lookup error: /usr/
/usr/Houdini/hsvg/hsvg-real: symbol lookup error: /usr/lib/libgthread-2.0.so.0: undefined symbol: g_thread_gettime
/usr/Houdini/hsvg/hsvg-real: symbol lookup error: /usr/
Technical Discussion » houdini 11 and no icons??
- kursad
- 88 posts
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Hi
None of these solutions helped me, I am missing icons under v11. I am under Debian Squeeze 32bit with Nvidia custom compiled drivers.
None of these solutions helped me, I am missing icons under v11. I am under Debian Squeeze 32bit with Nvidia custom compiled drivers.
Technical Discussion » shh controling houdini session
- kursad
- 88 posts
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You might be able to do that with Vnc. The Vnc server(running on Houdini machine) might be able to feed a portion of the screen to you(Vnc client) .
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