I finally got it working using:
controller = hou.node(cont)
Thanks alot for your help, much appreciated!
C
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Technical Discussion » Reference string input in python
- CarloB
- 20 posts
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Technical Discussion » Reference string input in python
- CarloB
- 20 posts
- Offline
Thanks Robber for the quick reply.
If i print hou.node(".").parm("CONTROLLER_NAME").rawValue() i get the right string wich is obj/controller.
But if i use it to read an attribute from it it give me error.
If i print hou.node(".").parm("CONTROLLER_NAME").rawValue() i get the right string wich is obj/controller.
But if i use it to read an attribute from it it give me error.
Technical Discussion » Reference string input in python
- CarloB
- 20 posts
- Offline
Hello,
i have issues when referencing the content of an input string inside python.
Can anybody give me a hint, thanks alot!
C.
i have issues when referencing the content of an input string inside python.
Can anybody give me a hint, thanks alot!
C.
Houdini Indie and Apprentice » Sweep with expression controlled scale
- CarloB
- 20 posts
- Offline
Hi,
i'm tryng to add a pscale on the backbone with a point wrangle, but nothing happend, i checked that attribute is there on points.
Any trick to make this work?
Thank you very much,
Carlo
i'm tryng to add a pscale on the backbone with a point wrangle, but nothing happend, i checked that attribute is there on points.
Any trick to make this work?
Thank you very much,
Carlo
Technical Discussion » External gpu
- CarloB
- 20 posts
- Offline
After few hours of googling i think that a egpu case will bottleneck the card so ill use some pcie riser cabbles to connect cards in external case..because no blower fans are mounted on 2070 and the pc would heat too much.
Technical Discussion » External gpu
- CarloB
- 20 posts
- Offline
Hello forum!
I'm going to do an upgrade of my machine.
Actually i have:
- i7 7800x
- gtx 1080 ti
-64 gb ram
-ssd..etc
I think ill go for a i9 10940x and add a pair of 2070s plus m2 disk 1tb.
I was thinking about putting those 2070s in external cases,to keep the pc cool and avoid to buy a new power supply.
There is any problem in houdini using external gpu for caching?I suppose there should be no issue on redshift, but for caching don't know.
Any experience aout this or suggestions?
Thank you so much!
Carlo
I'm going to do an upgrade of my machine.
Actually i have:
- i7 7800x
- gtx 1080 ti
-64 gb ram
-ssd..etc
I think ill go for a i9 10940x and add a pair of 2070s plus m2 disk 1tb.
I was thinking about putting those 2070s in external cases,to keep the pc cool and avoid to buy a new power supply.
There is any problem in houdini using external gpu for caching?I suppose there should be no issue on redshift, but for caching don't know.
Any experience aout this or suggestions?
Thank you so much!
Carlo
Technical Discussion » How to set Hair Generate render density?
- CarloB
- 20 posts
- Offline
Technical Discussion » Use expression to drive retime
- CarloB
- 20 posts
- Offline
Working, but i do have a problem, because i try to retime the drop mesh and not the particle,since the geo disappear also the attributes get 0 at that frame.
Infact what i whant to acheave is that the drops stay in place before it disappear.
There is no other way to store that attribute and pass it to the retime?
Cheers
C.
SOLVED, I did just put the retime after the loop, just using the foreach_begin1 node to store the value and pass it to the retime, not super clean but works!!
Thanks!
Infact what i whant to acheave is that the drops stay in place before it disappear.
There is no other way to store that attribute and pass it to the retime?
Cheers
C.
SOLVED, I did just put the retime after the loop, just using the foreach_begin1 node to store the value and pass it to the retime, not super clean but works!!
Thanks!
Edited by CarloB - Sept. 10, 2019 10:42:01
Technical Discussion » Use expression to drive retime
- CarloB
- 20 posts
- Offline
Technical Discussion » Use expression to drive retime
- CarloB
- 20 posts
- Offline
Hi!
I have a simple problem, very newby question.
I have some drops wich i drive with attributes created in a point wrangle.
I have emission frame(@dropF) and life(@life), so i have the end frame of their animation(i@endF=@dropF+(@life*24)).
I would like to use @endF in a time warp to automatically freeze the animation at it's last frame.But no chance to use that variable in the retime.What i'm i doing wrong?
Thanks alot!
C.
I have a simple problem, very newby question.
I have some drops wich i drive with attributes created in a point wrangle.
I have emission frame(@dropF) and life(@life), so i have the end frame of their animation(i@endF=@dropF+(@life*24)).
I would like to use @endF in a time warp to automatically freeze the animation at it's last frame.But no chance to use that variable in the retime.What i'm i doing wrong?
Thanks alot!
C.
Edited by CarloB - Sept. 10, 2019 06:28:26
Technical Discussion » Search points along a specific direction
- CarloB
- 20 posts
- Offline
Hi!
thanks alot for the reply!
I have no problems creating groups, and also to select wich particles must start the grow.What i should do is casting rays from the point using the vector as Jose suggested, and than select the point found on that vector, and so on for the next particle, using a loop.
So the question is….how to cast a vector from a point and select the intersecting point with that vector?:-)
Now i have used a more raw way that is an attribute tranfer from a curve to the row of point, wich result good, but it would be nice to fin the wrangle way..
I saw an intersect function but not sure if works with points, checking right now…
C.
thanks alot for the reply!
I have no problems creating groups, and also to select wich particles must start the grow.What i should do is casting rays from the point using the vector as Jose suggested, and than select the point found on that vector, and so on for the next particle, using a loop.
So the question is….how to cast a vector from a point and select the intersecting point with that vector?:-)
Now i have used a more raw way that is an attribute tranfer from a curve to the row of point, wich result good, but it would be nice to fin the wrangle way..
I saw an intersect function but not sure if works with points, checking right now…
C.
Technical Discussion » Search points along a specific direction
- CarloB
- 20 posts
- Offline
Hello everybody!
Is there a way to use the nearPoints function or the pcfind to search points in a specific direction?, i need to make a growth wich is shaped in lines and not in the usual organic look, and i would like to use the bitangent to add some streaky motion to the growth.
I think it should not be that hard, but i need an hint!!
Thanks alot!
Carlo
Is there a way to use the nearPoints function or the pcfind to search points in a specific direction?, i need to make a growth wich is shaped in lines and not in the usual organic look, and i would like to use the bitangent to add some streaky motion to the growth.
I think it should not be that hard, but i need an hint!!
Thanks alot!
Carlo
Technical Discussion » Flip fluid mesh contraction"SOLVED"
- CarloB
- 20 posts
- Offline
Just found a solution, there is the ballistic attribute wich exist exactly for this porpuse.
Cheers!
Cheers!
Technical Discussion » Flip fluid mesh contraction"SOLVED"
- CarloB
- 20 posts
- Offline
Hi everybody,
i'm facing a little issue,i have a leaf made of fluid wich is colliding with an object creating a splash.
The fluid, where not hit, should stay in place, since i have masked the gravity on it but it looks like contracting and loosing volume, i have a particle sep 0.04, p. radius scale and grid scale set to default.
There is some way to freeze those particles who are not involved in the collision?
Thanks
C.
i'm facing a little issue,i have a leaf made of fluid wich is colliding with an object creating a splash.
The fluid, where not hit, should stay in place, since i have masked the gravity on it but it looks like contracting and loosing volume, i have a particle sep 0.04, p. radius scale and grid scale set to default.
There is some way to freeze those particles who are not involved in the collision?
Thanks
C.
Edited by CarloB - Oct. 25, 2018 10:42:25
Technical Discussion » Hold the wall in place
- CarloB
- 20 posts
- Offline
Hi everybody!
I'm doing some shatter tests, and i was wondering how to keep the wall in place while something hit that!I would like to see it shattering only in the collision area.I'm using Rbd make breakeble…
Thanks alot!
Carlo
I'm doing some shatter tests, and i was wondering how to keep the wall in place while something hit that!I would like to see it shattering only in the collision area.I'm using Rbd make breakeble…
Thanks alot!
Carlo
Houdini Engine for Maya » Houdini engine Maya slow
- CarloB
- 20 posts
- Offline
Houdini Engine for Maya » Houdini engine Maya slow
- CarloB
- 20 posts
- Offline
Hi Andrew!
Thanks for your support!
The asset get a geo from maya…and the output geo is around 400k poly..it does have only the Cd attribute and the uvs.
I'm using maya 2017 and houdini 16.0.621.
Thanks for your support!
The asset get a geo from maya…and the output geo is around 400k poly..it does have only the Cd attribute and the uvs.
I'm using maya 2017 and houdini 16.0.621.
Houdini Engine for Maya » Turn on/off some asset parts
- CarloB
- 20 posts
- Offline
Yes..probably use different assets is the way..i must be sure to have the right output from each asset so that maya can handle the attributes connected to it..i will try and let you know!MAny thanks!
Carlo
Carlo
Houdini Engine for Maya » Turn on/off some asset parts
- CarloB
- 20 posts
- Offline
Hi everybody!
I have an asset that converts textures to geo,
I have more or less
three parts:1-mesh texturing and masking..
2-building the mesh
3-displacement and color
I would like to be able to progressively turn on some parts…like approving the First point and than go to the second one…than the third…
Is It possible?
Looking around i did see the use of the switch..but is also a matter of visualization and nodes selection maybe?
Thanks alot!
I have an asset that converts textures to geo,
I have more or less
three parts:1-mesh texturing and masking..
2-building the mesh
3-displacement and color
I would like to be able to progressively turn on some parts…like approving the First point and than go to the second one…than the third…
Is It possible?
Looking around i did see the use of the switch..but is also a matter of visualization and nodes selection maybe?
Thanks alot!
Edited by CarloB - Nov. 24, 2017 13:53:58
Houdini Engine for Maya » Houdini engine Maya slow
- CarloB
- 20 posts
- Offline
Hi everybody!
I'm working on an asset wich creates oil Paint strokes from strokes photos.
It works fine but in Maya i have a Great limitation in the remesh density,i Can't reach the same quality of the mesh that i have in Houdini.
In Houdini i have Edge lenght 0.1…and It complete the job in 2 min…
In Maya i Can't go down 0.2 otherwise It freeze.
If i set 0.2 in Houdini the mesh looks the same that in Maya…so the scale is good.
There is some limitation in Maya?there is some known slow down when importing asset in Maya?
Thanks alot!
I'm working on an asset wich creates oil Paint strokes from strokes photos.
It works fine but in Maya i have a Great limitation in the remesh density,i Can't reach the same quality of the mesh that i have in Houdini.
In Houdini i have Edge lenght 0.1…and It complete the job in 2 min…
In Maya i Can't go down 0.2 otherwise It freeze.
If i set 0.2 in Houdini the mesh looks the same that in Maya…so the scale is good.
There is some limitation in Maya?there is some known slow down when importing asset in Maya?
Thanks alot!
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