I have written octane ROP some time ago for my personal purposes. It's not complete but supports animations and most of the octane command line arguments. If you are interested to have a go, pm me.
cheers,
kuba
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Houdini Lounge » octane render
- kuba
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Technical Discussion » Run external program in a separate thread
- kuba
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Thanks, it took a while but fortunately sort it out. It is not definitely the most elegant solution, so I appreciate any inspiring alternatives.
Here is the code if anyone interested:
def mainThr():
import time, thread, subprocess
def thr():
i=0
while i < 10:
print i
time.sleep(1)
i=i+1
#a = thread.start_new_thread(thr,())
#thr()
import threading
thread1 = threading.Thread( target=thr, args“”) )
thread1.start()
(Btw. I use this as a funtion for the HDA button)
Here is the code if anyone interested:
def mainThr():
import time, thread, subprocess
def thr():
i=0
while i < 10:
print i
time.sleep(1)
i=i+1
#a = thread.start_new_thread(thr,())
#thr()
import threading
thread1 = threading.Thread( target=thr, args“”) )
thread1.start()
(Btw. I use this as a funtion for the HDA button)
Technical Discussion » Run external program in a separate thread
- kuba
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Hi,
I'm trying to start an external command line program from within houdini session but without blocking the Main thread. How can I achieve that in Python? Thanks.
Kuba
I'm trying to start an external command line program from within houdini session but without blocking the Main thread. How can I achieve that in Python? Thanks.
Kuba
Technical Discussion » COPs questions
- kuba
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There's a lensflare atmospheric shader floating around somewhere on the mail archive - have a look there. Render it separately and load using renderCOP.
Technical Discussion » Rendering large models
- kuba
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I'd keep your scene approximately the size of the viewport default construction plane if possible. Of course it can be a magnitude bigger or smaller, doesn't really matter unless you do some dynamics/rendering stuff where scale is quite important. It's just a good workflow habit not to change camera clipping planes, viewport settings etc. each time.
Also bare in mind you might run into some rounding errors (especially in SOPs ) if your model is FAR too big from the default Houdini scene.
Maybe someone from SESI can give you more precise numbers.
Hope that helps,
kuba
Also bare in mind you might run into some rounding errors (especially in SOPs ) if your model is FAR too big from the default Houdini scene.
Maybe someone from SESI can give you more precise numbers.
Hope that helps,
kuba
Houdini Lounge » PBR and extra image planes
- kuba
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Houdini Lounge » PBR and extra image planes
- kuba
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@mark: ouch, that's too deep for me do dig right now , but good to know where to look for, if I need it.
@brian: The generate surface shader toggle is exactly what I was looking for. I'm surprised it is disabled by default.
Thanks for the answers.
kuba
@brian: The generate surface shader toggle is exactly what I was looking for. I'm surprised it is disabled by default.
Thanks for the answers.
kuba
Houdini Lounge » PBR and extra image planes
- kuba
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Hi,
I'm exporting from vops a parameter as an extra image plane. It renderes fine in micropoly and raytrace, but comes out black in PBR, although other planes such as direct_diffuse renders fine. Dooes that mean PBR in H10 support only specific types of deep rasters?
Thanks,
kuba
I'm exporting from vops a parameter as an extra image plane. It renderes fine in micropoly and raytrace, but comes out black in PBR, although other planes such as direct_diffuse renders fine. Dooes that mean PBR in H10 support only specific types of deep rasters?
Thanks,
kuba
Houdini Lounge » Toon Character Motion Capture Rig Set Up Help?!
- kuba
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Great stuff, thanks for the file Graham. I have a one problem though. Everything goes well until picking the bones and accepting the selection. Then Houdini throws a bunch of errors.
Error running callback:
'module' object has no attribute ‘mocapobjects’
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdefObject/mocap_dialog_node?PythonModule”, line 36, in accept
AttributeError: ‘module’ object has no attribute ‘mocapobjects’
Any idea what is wrong here.
Thanks.
Kuba
Error running callback:
'module' object has no attribute ‘mocapobjects’
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdefObject/mocap_dialog_node?PythonModule”, line 36, in accept
AttributeError: ‘module’ object has no attribute ‘mocapobjects’
Any idea what is wrong here.
Thanks.
Kuba
Houdini Lounge » pops - sustain activation
- kuba
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HI all,
How do I keep activation in POPs enabled no matter if the value is set back to zero? I am looking for something similar to area CHOP or an accumulate solution (maybe in voppops) My problem in vops is that I'm not able to compare values with the previous frames. Any suggestions are much appreciated.
kuba
How do I keep activation in POPs enabled no matter if the value is set back to zero? I am looking for something similar to area CHOP or an accumulate solution (maybe in voppops) My problem in vops is that I'm not able to compare values with the previous frames. Any suggestions are much appreciated.
kuba
Houdini Lounge » obj format and mtl files
- kuba
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Hey Antoine, Thanks for suggestions. I've come up with the easiest possible approach I could think of. My intention was not to reinvent a wheel again and write complete obj exporter from scratch. That's why all the repartitioning is done in the post-render script - after obj file is created. Based on groups saved in that file, I created material definitions and stored in the separate mtl file. These are currently just names - but it is enough. The obj file needed to be rewritten and the material definition line inserted just infront each geometry group declaration. Hope that makes sense.
The otl file is included.
Cheers,
kuba
The otl file is included.
Cheers,
kuba
Houdini Lounge » obj format and mtl files
- kuba
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Hi all,
I've got an obj file and the material definitions stored in a separate *.mtl file. Is there any way Houdini can import and separate the model based on above material information?
Another question, is Hoduini capable of exporting mtl files in any way? In fact I can build it myself, but I was wondering how do I include reference info in the exported obj file format?
Thanks
kuba
I've got an obj file and the material definitions stored in a separate *.mtl file. Is there any way Houdini can import and separate the model based on above material information?
Another question, is Hoduini capable of exporting mtl files in any way? In fact I can build it myself, but I was wondering how do I include reference info in the exported obj file format?
Thanks
kuba
Houdini Lounge » Pre render script in HDA
- kuba
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Hi all,
Is there any way to access in a pre-render script, (can be hscript or python) the scripts from the toolshelf.
Another approach i am thinking of is to have prerender script defined in the ROP HDA. The problem here is, how do i invoke it - As a callback script? Or is there any better way?
Many thanks for any suggestion.
Kuba
Is there any way to access in a pre-render script, (can be hscript or python) the scripts from the toolshelf.
Another approach i am thinking of is to have prerender script defined in the ROP HDA. The problem here is, how do i invoke it - As a callback script? Or is there any better way?
Many thanks for any suggestion.
Kuba
Houdini Lounge » Pre render script in HDA
- kuba
- 345 posts
- Offline
Hi all,
Is there any way to access in a pre-render script, (can be hscript or python) the scripts from the toolshelf.
Another approach i am thinking of is to have prerender script defined in the ROP HDA. The problem here is, how do i invoke it - As a callback script? Or is there a better any better?
Many thanks for any suggestions.
Kuba
##############
Sorry for double post please remove this thread. Thanks
Is there any way to access in a pre-render script, (can be hscript or python) the scripts from the toolshelf.
Another approach i am thinking of is to have prerender script defined in the ROP HDA. The problem here is, how do i invoke it - As a callback script? Or is there a better any better?
Many thanks for any suggestions.
Kuba
##############
Sorry for double post please remove this thread. Thanks
Technical Discussion » Force number of points on curve
- kuba
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Thanks for the tip. Unfortunately you can only Refine it (increasing number of points). If I need to rebuild Nurbs curve by decreasing the number - Resample SOP is the only way to go. Unfortunatelly Unrefine can't be set up to control final number of points.
In the end maybe Resample SOP is the best way for that since it evenly distributes points on the curve… and you anyway tweak the final shape afterwords.
Cheers,
Kuba
In the end maybe Resample SOP is the best way for that since it evenly distributes points on the curve… and you anyway tweak the final shape afterwords.
Cheers,
Kuba
Technical Discussion » Force number of points on curve
- kuba
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Resampling nurbs curves this way converts them to polygons. Refine (unrefine) sop is the different approach, but I still have no clue how to determined exact number of points there.
Technical Discussion » Are Smart Bundles too smart?
- kuba
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This is known limitation of smart bundles. They are smart only during the active houdini session. I don`t think apprentice version has anything to do with it.
Houdini Lounge » Merge pmap files
- kuba
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Hi all,
I have a few generated view-dependent photons maps. How do I merge them together? I tried to use pcmerge which combine files together but mantra does't work with it (secondary bounces are black).
Also I cannot simply load generated separate .pmap files to houdini (error message). Merged file on the other hand loads with no problems.
Thanks for help,
Kuba
I have a few generated view-dependent photons maps. How do I merge them together? I tried to use pcmerge which combine files together but mantra does't work with it (secondary bounces are black).
Also I cannot simply load generated separate .pmap files to houdini (error message). Merged file on the other hand loads with no problems.
Thanks for help,
Kuba
Technical Discussion » Snow Leopard and Houdini good to go?
- kuba
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I can confirm that after upgrading a black macbook 4th generation with intel GM965 chipset to Snow Leopard (10.6.2) Houdini eventually become a usable application. Prior that release - 10.6 and 10.5.8 - I was experiencing long 2-4 second lags with floating windows (Spreadsheet, Mplay)
Technical Discussion » Triangulate 2d
- kuba
- 345 posts
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Hi Rasmus, how is it going?
Have a look the Voronoi Fracture SOP in the exchange. I think this covers more then you need.
There is also a quick hack - use second input of the point sop (in the transform field $TX2 $TY2 $TZ2). This works only for very specific scenerios.
Cheers,
Kuba
Have a look the Voronoi Fracture SOP in the exchange. I think this covers more then you need.
There is also a quick hack - use second input of the point sop (in the transform field $TX2 $TY2 $TZ2). This works only for very specific scenerios.
Cheers,
Kuba
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