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Houdini Indie and Apprentice » Deleting unused POP attributes
- -Adrian
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Houdini Indie and Apprentice » Deleting unused POP attributes
- -Adrian
- 24 posts
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Thanks goldleaf, you're right! I missed that.
It appears that I cannot remove the emission attribute without causing an unspecified cooking error, maybe because it's linked too intimately with the POP source. I tried removing other attributes though and that works fine!
It appears that I cannot remove the emission attribute without causing an unspecified cooking error, maybe because it's linked too intimately with the POP source. I tried removing other attributes though and that works fine!
Houdini Indie and Apprentice » Deleting unused POP attributes
- -Adrian
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I was using an emit attribute in SOP to drive the birthrate inside a POP Network. I now see that each particle inherts this property, which seems unnecessary.
Is there a way to remove certain attributes from particles? In my POP Source node's Inherit Attributes field, I tried
* -emit
which seems to have no effect. I also tried manually entering all common attributes while omitting my custom ones, but the nodes then fail to cook (no useful error report).
Any suggestions?
Is there a way to remove certain attributes from particles? In my POP Source node's Inherit Attributes field, I tried
* -emit
which seems to have no effect. I also tried manually entering all common attributes while omitting my custom ones, but the nodes then fail to cook (no useful error report).
Any suggestions?
Houdini Indie and Apprentice » Removing RBD object from simulation
- -Adrian
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Thank you Pradeep, the example files are very instructional; I hadn't considered that the py value of the RBD object needs to be taken into account when checking object location. This was very helpful.
Houdini Indie and Apprentice » Removing RBD object from simulation
- -Adrian
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I have a scene with RBD objects (RBD solver engine: Bullet) moving downwards and colliding with particles on the way. I now want to delete these objects (or make them computationally cheap) as they move out of view at the bottom.
I looked at a few solutions here in the forum and elsewhere but they seem overkill for my needs and I have a hard time understanding them.
I'm wondering if I can assign objects to a Group based on the “Y” position of their centroid ("ty“ I think?) and apply a Delete node to that group further down the chain. Since more than one RBD object will need to be tagged by the Group node, do I need to apply some looping mechanism, or does the Group node cycle over all inputs, evaluation the expression in a ”generic" way for each?
I hope you got an idea of what I'm after, thanks.
I looked at a few solutions here in the forum and elsewhere but they seem overkill for my needs and I have a hard time understanding them.
I'm wondering if I can assign objects to a Group based on the “Y” position of their centroid ("ty“ I think?) and apply a Delete node to that group further down the chain. Since more than one RBD object will need to be tagged by the Group node, do I need to apply some looping mechanism, or does the Group node cycle over all inputs, evaluation the expression in a ”generic" way for each?
I hope you got an idea of what I'm after, thanks.
Houdini Indie and Apprentice » Correct way to integrate geometry and POP collision
- -Adrian
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Houdini Indie and Apprentice » Correct way to integrate geometry and POP collision
- -Adrian
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I want to simulate a polygonal object colliding with the particles of a POP Network. When I create the POP Network first and afterwards make the poly object an RBD object using the tool shelf, the poly object gets integrated into the POP Network automatically.
Is this the correct way to go about it, or should I built the network up differently? Part of the reason I'm asking is that I run into visibility issues. The particles don't show up in renders after a while even though the polygonal object still does. I've had this happen several times with new scenes, but cannot find the cause. I suspect some switch behaves as a one-way off-switch, rather than a toggle.
Is this the correct way to go about it, or should I built the network up differently? Part of the reason I'm asking is that I run into visibility issues. The particles don't show up in renders after a while even though the polygonal object still does. I've had this happen several times with new scenes, but cannot find the cause. I suspect some switch behaves as a one-way off-switch, rather than a toggle.
Houdini Indie and Apprentice » Giving POP particles an initial spin
- -Adrian
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Houdini Indie and Apprentice » Giving POP particles an initial spin
- -Adrian
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Houdini Indie and Apprentice » Zoom/Move Cursor does not change back to the selection mode
- -Adrian
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Houdini Indie and Apprentice » Not all nodes?
- -Adrian
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It may be a bug indeed, I don't know.
I've attached a screenshot of what it should look like. Note that I'm inside a node geo1.
I've attached a screenshot of what it should look like. Note that I'm inside a node geo1.
Houdini Indie and Apprentice » Not all nodes?
- -Adrian
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Also make sure you're in the right context. If you haven't created a Geometry Node, you need to do that first and then dive into it. There you should have access to the Voronoi tools etc via the TAB menu.
Houdini Indie and Apprentice » Giving POP particles an initial spin
- -Adrian
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I'm trying to give particles in my POP Network an initial spin (angular momentum), but can't seem to figure out how.
I connected a POP Wrangle node to my POP Solver and experimented with vex code.
@torque = {x, y, z};
…works and the particles start spinning. However I'd like to have them start with a constant angular momentum instead and not apply any angular forces after that.
I thought I had found the right parameter with @w, for which the documentation states:
Alas, neither of the following lines have any visible effect:
v@w = {x, y, z};
v@targetw = {x, y, z};
Are they read only variables maybe?
Let me know if what I want can be accomplished, or if I have to go with torque. Thanks!
I connected a POP Wrangle node to my POP Solver and experimented with vex code.
@torque = {x, y, z};
…works and the particles start spinning. However I'd like to have them start with a constant angular momentum instead and not apply any angular forces after that.
I thought I had found the right parameter with @w, for which the documentation states:
Angular speed of the particle. This can be thought of as a vector giving the rotation axis with its magnitude being the spin rate. Spin rate is in radians per second.
Alas, neither of the following lines have any visible effect:
v@w = {x, y, z};
v@targetw = {x, y, z};
Are they read only variables maybe?
Let me know if what I want can be accomplished, or if I have to go with torque. Thanks!
Technical Discussion » Houdini 14 Graphic Issue
- -Adrian
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I think you can also add LC_ALL=C to your ~/houdini14/houdini.env file for a similar effect.
Houdini Lounge » Request:Add a feedback feature to the (online) documentation
- -Adrian
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Given the size of the Houdini documentation, it's no surprise that there are occasional typos or errors. However it's unlikely that users will make the effort to dig out contact information and compose and email.
Instead it would be very helpful if there was a feedback button or similar feature to quickly forward an issue on a particular page to SESI. I'd say, serve it with every documentaion page, add a captcha and see how it goes.
Instead it would be very helpful if there was a feedback button or similar feature to quickly forward an issue on a particular page to SESI. I'd say, serve it with every documentaion page, add a captcha and see how it goes.
Houdini Learning Materials » How do you get the frame range via python?
- -Adrian
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I searched the web, documentation and this forum but couldn't find any information on how to replace HScript commands like $RFEND in Python. I usually use it in parameter fields, but if there's a different syntax in the context of python SOP, i'd like to know that as well.
Thanks!
Thanks!
Houdini Indie and Apprentice » OpenGL viewport is shifted to the right
- -Adrian
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I think a screenshot can explain it better than words. The only affected viewport is the first one (i.e. the first context) and changing its perspective (e.g. to top or front) doesn't have any effect. Likewise the GL versions 1.1 to 3.3 make no difference.
However when, instead of launching Houdini directly, it start it by clicking a scene file, the issue is gone!
I'm on Linux with current proprietary fglrx drivers. Any ideas?
edit: I'm sorry, I just realized I probably should have posted this in the Technical Discussion section.
However when, instead of launching Houdini directly, it start it by clicking a scene file, the issue is gone!
I'm on Linux with current proprietary fglrx drivers. Any ideas?
edit: I'm sorry, I just realized I probably should have posted this in the Technical Discussion section.
Houdini Lounge » Language settings for foreign keyboards and font letters?
- -Adrian
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Is there any plan of ever fixing this issue? Any user outside of the US/UK/Canada who is using an English Windows is likely facing this issue. It's very limiting that simple characters like {} @, which are often used in code snippets, cannot be typed in directly.
Among thousands of programs, I have never stumbled upon another one with this issue.
Among thousands of programs, I have never stumbled upon another one with this issue.
Houdini Indie and Apprentice » Displaying a point's string attribute in the viewport
- -Adrian
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fsimereyYup, that does it for me too. That's good enough right now. I need the string display to see which of the points the moving camera has in sight.
Try to setup in Preferences > 3D viewports >Scene Renderer in H11.
Working for me.
Thanks for the quick help!
Houdini Indie and Apprentice » Displaying a point's string attribute in the viewport
- -Adrian
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I'm trying to get Houdini to display a custom point attribute of the type <string> in the viewport. I think I've got the setup right, but am presented with question marks (?) next to the points. I have verified that the points contain proper strings in the Details View and via Python.
Are only numbers allowed maybe? Any idea?
Are only numbers allowed maybe? Any idea?
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