Yea this feature seems to pop in and out - I swear I was using it a few weeks ago on Mac and now I can't use it either. I wonder if it has something to do with Quicktime updating in the background.
Totally agree that this feature is a huge time saver for those quick and dirty renders where you need to do a lot of iterations and share them especially when you don't want to have to clean up frames on disk after exporting
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Houdini Indie and Apprentice » quicktime movie export?
- KMcNamara
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Technical Discussion » Can I use mouse/keyboard with Gamepad Camera?
- KMcNamara
- 228 posts
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Hm, unfortunately I'm on mac so I don't have a scroll lock key. I looked in the hotkey manager for something mapped to ‘scroll’ but couldn't find it. What's that hotkey called?
Technical Discussion » Can I use mouse/keyboard with Gamepad Camera?
- KMcNamara
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Yah agreed that it doesn't look very straightforward - I can make it work by using the keyboard chop instead of gamepad inside of the camera constraint but then my keys are still triggering hotkeys in houdini
Edited by KMcNamara - Nov. 21, 2017 19:58:20
Technical Discussion » Can I use mouse/keyboard with Gamepad Camera?
- KMcNamara
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The new Gamepad Camera is a great addition to Houdini 16.5. Is there a simple way to control the camera with simple mouse/keyboard WASD setup (like a PC game)? I want to be able to fly through my world but I don't have a gamepad near my computer.
Any tips would be appreciated thanks!
Any tips would be appreciated thanks!
Technical Discussion » Querying nodes in new for loop
- KMcNamara
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Ok, thanks jeff. I'll go with the proposed technique then.
Yes, but I would consider that bad style and we don't do that in our setups. For our use case, we're just looking for something generally works. If a user does something crazy and we miss a few nodes, that's ok for now (likewise for the cases where the new for loop boundary misses nodes - not a huge deal for our use case).
jlait
OTOH, the rule you used for old-style foreach nodes was also wrong. Whether a node was inside or outside of the subnet actually has nothing to do with whether or not it is inside the loop. For example, any nodes placed before the Each sop would be executed only once, despite being “inside” the subnet. You can also pull the Each sop outside of the subnet and have nodes outside the subnet be inside the loop.
Yes, but I would consider that bad style and we don't do that in our setups. For our use case, we're just looking for something generally works. If a user does something crazy and we miss a few nodes, that's ok for now (likewise for the cases where the new for loop boundary misses nodes - not a huge deal for our use case).
Technical Discussion » Querying nodes in new for loop
- KMcNamara
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Yea I was thinking of that as an alternative. I was thinking about traversing down from the block begin but wasn't aware of the block path parameter so traversing from both ends will be more complete. If there isn't a built in function for this, that's what I'll do! Thanks
Technical Discussion » Querying nodes in new for loop
- KMcNamara
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Technical Discussion » Querying nodes in new for loop
- KMcNamara
- 228 posts
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With the old subnet Foreach SOP it was straightforward to get a list of nodes that were inside - just get a list of children. With the new loops, is there a way (via python/VEX/etc) to get a list of the nodes that are contained within the loop / boundary? Example, I want a list of nodes within the gray loop boundary - Houdini is clearly tracking it but can it be queried from script?
Technical Discussion » && in group parameter?
- KMcNamara
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Totally, just trying to streamline my larger setups and use as few nodes as possible
I'll submit the group eval as a possible bug.
Thanks!
I'll submit the group eval as a possible bug.
Thanks!
Technical Discussion » && in group parameter?
- KMcNamara
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Well it doesn't seem to work with groups. If I have three groups that represent P.x>0, P.y>0, P.z>0:
xpos ^!ypos ^!zpos
is not equal to:
@P.x>0 ^!@P.y>0 ^!@P.z>0
Is Houdini evaluating things differently when I'm listing groups? If I just have two clauses, it works fine. The addition of the third is where it diverges.
Note, just corrected an error in the .hip
xpos ^!ypos ^!zpos
is not equal to:
@P.x>0 ^!@P.y>0 ^!@P.z>0
Is Houdini evaluating things differently when I'm listing groups? If I just have two clauses, it works fine. The addition of the third is where it diverges.
Note, just corrected an error in the .hip
Technical Discussion » && in group parameter?
- KMcNamara
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Great thanks. A little tough to read, but it works just fine for two conditions. Thanks!
My guess is that this doesn't work if you want to add a third ‘and’ condition, right?
My guess is that this doesn't work if you want to add a third ‘and’ condition, right?
Technical Discussion » && in group parameter?
- KMcNamara
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Hi all,
In the blast sop group parameter, I say if myAttrib is greater than five OR myOtherAttrib is equal to “test”:
@myAttrib>5, @myOtherAttrib=“test”
What is the syntax for performing an ‘and’ operation?
In the blast sop group parameter, I say if myAttrib is greater than five OR myOtherAttrib is equal to “test”:
@myAttrib>5, @myOtherAttrib=“test”
What is the syntax for performing an ‘and’ operation?
Technical Discussion » lerp, smooth and other
- KMcNamara
- 228 posts
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Very old topic but since I just spent an inordinate amount of time trying to find lerp functions, hopefully this saves someone from doing the same.
Have a look at the SYSlerp functions (for example, the vector3 SYSlerp [sidefx.com]).
Have a look at the SYSlerp functions (for example, the vector3 SYSlerp [sidefx.com]).
Technical Discussion » Trail a VDB Surface?
- KMcNamara
- 228 posts
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Technical Discussion » Multiple outputs from HDK node?
- KMcNamara
- 228 posts
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Has anyone been able to properly output geometry from a second output with an HDK node?
OP_Operator's constructor has a max outputs argument, so I increase that to 2.
I tried the following but just getting an “invalid input” if I try to pipe my node's second output anywhere. I used this function signature because that's what I found in SOP_Node.h (the only mention I can find anywhere of cookMySopOutput). Is this wrong? My assumption is that this is similar to cookMySop() in that I don't call it myself?
Would be great if the HDK docs had at least brief descriptions of what functions do. As usual, the cookMySopOutput is totally blank
GU_DetailHandle
SOP_myNode::cookMySopOutput(OP_Context &context, int outputidx, SOP_Node *interests)
{
GU_Detail* second_input = new GU_Detail();
duplicateSource(1, context, second_input);
/*
* Do some computation
*/
GU_DetailHandle handle;
handle.setGdp(second_input);
return handle;
}
OP_Operator's constructor has a max outputs argument, so I increase that to 2.
I tried the following but just getting an “invalid input” if I try to pipe my node's second output anywhere. I used this function signature because that's what I found in SOP_Node.h (the only mention I can find anywhere of cookMySopOutput). Is this wrong? My assumption is that this is similar to cookMySop() in that I don't call it myself?
Would be great if the HDK docs had at least brief descriptions of what functions do. As usual, the cookMySopOutput is totally blank
GU_DetailHandle
SOP_myNode::cookMySopOutput(OP_Context &context, int outputidx, SOP_Node *interests)
{
GU_Detail* second_input = new GU_Detail();
duplicateSource(1, context, second_input);
/*
* Do some computation
*/
GU_DetailHandle handle;
handle.setGdp(second_input);
return handle;
}
Technical Discussion » HDK "could not find platform sdk installation directory
- KMcNamara
- 228 posts
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Hey Edward - do you know if we can compile H14 plugins using VS2013? They both use vc11 right?
We're getting “Could not find Platform SDK installation directory.” when we try to compile with hcustom even though I have installed the Windows 8.1 SDK (install directory C:\Program Files (x86)\Windows Kits))
We're getting “Could not find Platform SDK installation directory.” when we try to compile with hcustom even though I have installed the Windows 8.1 SDK (install directory C:\Program Files (x86)\Windows Kits))
Technical Discussion » Access previously selected node
- KMcNamara
- 228 posts
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Can anyone think of a way to access the previously selected node in python? The node may have been selected multiple actions ago so I can't undo, see what's selected, then redo.
Does Houdini keep any kind of selection history that I could get to?
Does Houdini keep any kind of selection history that I could get to?
Work in Progress » SOP Raytrace
- KMcNamara
- 228 posts
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Technical Discussion » Remove group in VEX
- KMcNamara
- 228 posts
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Thanks for the reply - unfortunately those functions look like they remove a point or particle from a group. What I want to do is actually delete the group itself from the geometry while leaving the points. Much like the “Edit > Delete” tab in the Group SOP. Does that make sense?
Technical Discussion » Remove group in VEX
- KMcNamara
- 228 posts
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Hi folks - is there any way to remove a point or prim group in VEX?
My use case is that I create a temp point group at the beginning of my network, do some things, then move some points with a PointWrangle. I then delete the temp point group with a group node. Would be great to just do that in VEX though and spare the node. Any way to do that? Can't find anything in the docs.
My use case is that I create a temp point group at the beginning of my network, do some things, then move some points with a PointWrangle. I then delete the temp point group with a group node. Would be great to just do that in VEX though and spare the node. Any way to do that? Can't find anything in the docs.
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