hi all, i`m trying to use split in a wrangle to break up a file path, and then reassemble it with some changes.
ie.. if the original path referenced was
dir/folder/imageseq.$F.tif
i would end up with
dir/folder/imageseq.`expression to replace $F`.tif
as my prim attribute.
so far i have this but note string expression = blah is incorrect and doesnt work -
string expression = “`(round(rand($PR)*chs(”../cop2net1/fileSeq/length“)))`”;
string splitpath = split(chsraw(“../../seq”),“$”“F”);
s@newpath = splitpath+expression+splitpath;
the problem is getting this prim attribute
dir/folder/imageseq.$F.exr
to end up as this this :-
dir/folder/imageseq.`(round(rand($PR)*chs(“../cop2net1/fileSeq/length”)))`.exr
Found 112 posts.
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Houdini Lounge » splitting and recombining paths in vex.
- MWainwright
- 119 posts
- Offline
Houdini Lounge » windows 10 dell all in one 27-7450 houdini slooow!
- MWainwright
- 119 posts
- Offline
Hi all, I just got around to installing Houdini apprentice on my all in one, and its horrible! (at the mo) the machine should run it just fine, but it takes about 5 minutes (no joke) to lay down a fresh geometry sop.
any hardware/os gurus out there can give me a pointer to find out whats going on?
heres the spec.
210-AEWL Inspiron 7459 1 SR
338-BJTM 6th Generation Intel(R) Core(TM) i7-6700HQ Processor (6M Cache, up to 3.50 GHz) 1 SR
340-ARQE Placemat Win 10(English,Finnish,Swedish,Norwegian,Danish) 1 SR
370-ACDF 16GB (2x8GB) 2133MHz DDR4 Memory 1 SR
400-ANJU 2TB 5400 rpm Hard Drive + 32GB mSATA Solid State Drive 1 SR
490-BCPP NVIDIA(R)GeForce™ 940M 4GB GDDR3 1 SR
cheers,
Mark
any hardware/os gurus out there can give me a pointer to find out whats going on?
heres the spec.
210-AEWL Inspiron 7459 1 SR
338-BJTM 6th Generation Intel(R) Core(TM) i7-6700HQ Processor (6M Cache, up to 3.50 GHz) 1 SR
340-ARQE Placemat Win 10(English,Finnish,Swedish,Norwegian,Danish) 1 SR
370-ACDF 16GB (2x8GB) 2133MHz DDR4 Memory 1 SR
400-ANJU 2TB 5400 rpm Hard Drive + 32GB mSATA Solid State Drive 1 SR
490-BCPP NVIDIA(R)GeForce™ 940M 4GB GDDR3 1 SR
cheers,
Mark
Technical Discussion » truncating the output of `opinput`
- MWainwright
- 119 posts
- Offline
Hey all,
is there a way to truncate the output of the opinput expression.. for example..
i have duplicate nodes in my scene..
say called test and test1
in my scene i can only get the opinput from the second node (test1) but i want it to return `test` rahter than `test1` is there any way i can cull the `1`?
cheers,
Mark
is there a way to truncate the output of the opinput expression.. for example..
i have duplicate nodes in my scene..
say called test and test1
in my scene i can only get the opinput from the second node (test1) but i want it to return `test` rahter than `test1` is there any way i can cull the `1`?
cheers,
Mark
Technical Discussion » simple specular in vopsop or point sop
- MWainwright
- 119 posts
- Offline
hey guys,
im trying to calculate a simple vertex specular at sop level, i figured i could do it in vopsop or the point sop feeding in the position of a camera and a `light` object through a reflect vopsop, or using teh dot expression in a point sop.. but im not quite there, i dont really have much time to spare fiddling about or id persevere..
anyone done this?
cheers,
Mark
im trying to calculate a simple vertex specular at sop level, i figured i could do it in vopsop or the point sop feeding in the position of a camera and a `light` object through a reflect vopsop, or using teh dot expression in a point sop.. but im not quite there, i dont really have much time to spare fiddling about or id persevere..
anyone done this?
cheers,
Mark
Technical Discussion » edge sliding
- MWainwright
- 119 posts
- Offline
not that i`m aware of.. which is a real shame.. sometimes i template the node previous to my edit and use that.. but of course then you cant slide your currently edited points..
annoying.
it might be possible to build a crude asset.. youd need to update a snapshot of the mesh after every edit then re-use it as a template and snap to edges..
any ideas from the forum?
annoying.
it might be possible to build a crude asset.. youd need to update a snapshot of the mesh after every edit then re-use it as a template and snap to edges..
any ideas from the forum?
Technical Discussion » point cloud question.. i think! :)
- MWainwright
- 119 posts
- Offline
i`m wondering how i can do this :-
take scattered points which have various colours applied, say in the red channel
then, for each point, search its neighbours, and then use the one whose red value is less as a target for its normal..
if i explained that clearly, so basically each point finds a darker point and points its normal at that. i think i`d want it to point at the darkest one it finds.
alternatively, on a mesh, check the connected points 1 edge away and point at the darkest one of those.
if it cant find a darker one the normal should be 0
cheers,
Mark
take scattered points which have various colours applied, say in the red channel
then, for each point, search its neighbours, and then use the one whose red value is less as a target for its normal..
if i explained that clearly, so basically each point finds a darker point and points its normal at that. i think i`d want it to point at the darkest one it finds.
alternatively, on a mesh, check the connected points 1 edge away and point at the darkest one of those.
if it cant find a darker one the normal should be 0
cheers,
Mark
Technical Discussion » frame ranges, rendering a series of non sequential frames
- MWainwright
- 119 posts
- Offline
hi there, how in a rop do i tell houdini to render a series of non sequential frames?
so frames 1,4,5,22,56 etc..
as opposed to 1-56
so frames 1,4,5,22,56 etc..
as opposed to 1-56
Technical Discussion » stripping the .hip extension in $HIPNAME
- MWainwright
- 119 posts
- Offline
hi there, how do i get the variable to drop teh .hip part when i`m using $HIPNAME so that it returns
scene_01 instead of scene_01.hip
for example.
cheers,
Mark
scene_01 instead of scene_01.hip
for example.
cheers,
Mark
Technical Discussion » mantra: Network Error[localhost] Unable to write data
- MWainwright
- 119 posts
- Offline
what does this mean? i get the error when i try to run renders.. im using hescape on winXP
mantra: Network Error Unable to write data
UT_NetPacket::write: No such file or directory
ta,
Mark
mantra: Network Error Unable to write data
UT_NetPacket::write: No such file or directory
ta,
Mark
Technical Discussion » procedural environment map
- MWainwright
- 119 posts
- Offline
Hello..
i`m wondering how i might do this in vops…
i want to basically fire a ray along the reflection vector.. and return a colour from a virtual spherical environment, but it must be a procedural.. specifically a rainbow / ramp
i guess i`m asking how to make a procedural environment map..
cheers,
Mark
i`m wondering how i might do this in vops…
i want to basically fire a ray along the reflection vector.. and return a colour from a virtual spherical environment, but it must be a procedural.. specifically a rainbow / ramp
i guess i`m asking how to make a procedural environment map..
cheers,
Mark
Houdini Lounge » really wide network tiles in H9 - why?
- MWainwright
- 119 posts
- Offline
i`m still using 8, as so far i have no reason to go to 9.. and frankly i`m scared of it.. ive seen it in action.. and heard first hand reports of it and apparently theres some cool functionality..
but why mess with the interface at all.. it was fantastic the way it was.. we dont want to look at shiny buttons and all that crap.. we want to make good looking things, we dont need a `good looking` (playschool) ui.
its a tool.. tools are best when they are utilitarian.
the reason i love Houdini 8, and dont get frustrated with it like i do with the others is through that pure effortless interface.. i know where i am, what i`m doing.. its clear, concise and effective. and once you get your head around it initially.. its seamless with any part of the software.. you learn a method.. not memorise where all the buttons and menus are hiding as with other 3d packages…
i use Maya at work and the interface is loathesome..its confusing and badly organised due to its bolt on as opposed to integration approach to expansion. i understand that sesi want to attract new users.. but new users will come for softwares merits and with the knowledge of its existence.. why try to imitate?
grrrrrrr…
rant over.
but why mess with the interface at all.. it was fantastic the way it was.. we dont want to look at shiny buttons and all that crap.. we want to make good looking things, we dont need a `good looking` (playschool) ui.
its a tool.. tools are best when they are utilitarian.
the reason i love Houdini 8, and dont get frustrated with it like i do with the others is through that pure effortless interface.. i know where i am, what i`m doing.. its clear, concise and effective. and once you get your head around it initially.. its seamless with any part of the software.. you learn a method.. not memorise where all the buttons and menus are hiding as with other 3d packages…
i use Maya at work and the interface is loathesome..its confusing and badly organised due to its bolt on as opposed to integration approach to expansion. i understand that sesi want to attract new users.. but new users will come for softwares merits and with the knowledge of its existence.. why try to imitate?
grrrrrrr…
rant over.
Technical Discussion » particle sop.. follow spline
- MWainwright
- 119 posts
- Offline
hellos…
is there any way i can make particles form a particle sop follow a spline?
cheers,
Mark
is there any way i can make particles form a particle sop follow a spline?
cheers,
Mark
Technical Discussion » grouping conundrum
- MWainwright
- 119 posts
- Offline
i cant get my head around this one at the moment..
i have (a) number of points, and i want to divide them up into (b) number of groups.
say, 14 points into 7 groups
so i want to automate splitting up the 14 points into 7 groups of 2 points..
bearing in mind the number of points could vary, so the number of points in the groups would vary.
any thoughts?
cheers,
Mark
i have (a) number of points, and i want to divide them up into (b) number of groups.
say, 14 points into 7 groups
so i want to automate splitting up the 14 points into 7 groups of 2 points..
bearing in mind the number of points could vary, so the number of points in the groups would vary.
any thoughts?
cheers,
Mark
Technical Discussion » mkdir pre render script on rop geometry in XP
- MWainwright
- 119 posts
- Offline
Technical Discussion » mkdir pre render script on rop geometry in XP
- MWainwright
- 119 posts
- Offline
nop.. that didnt work..
unix mkdir brings up the shell, but the error in it is mkdir:command not found..
yet if i go to the shell and do it manually (not including the $HIP) mkdir works.
unix mkdir brings up the shell, but the error in it is mkdir:command not found..
yet if i go to the shell and do it manually (not including the $HIP) mkdir works.
Technical Discussion » mkdir pre render script on rop geometry in XP
- MWainwright
- 119 posts
- Offline
hi all,
i canat seem to get the mkdir command to work in the pre render script of a rop geometry node.. i guess its just a syntax thing… i have..
mkdir $HIP/cache
with the intention of making a directory called cache in the hip folder.
ive tried a few variations but so far no directory is created.. is it the fact that mkdir is a shell command and $HIP is a houdini variable?
ta,
Mark
i canat seem to get the mkdir command to work in the pre render script of a rop geometry node.. i guess its just a syntax thing… i have..
mkdir $HIP/cache
with the intention of making a directory called cache in the hip folder.
ive tried a few variations but so far no directory is created.. is it the fact that mkdir is a shell command and $HIP is a houdini variable?
ta,
Mark
Technical Discussion » What missing in houdini
- MWainwright
- 119 posts
- Offline
u_ayad
- No way to use “ready to use” shaders from mental ray or Renderman , otherwise you should spend hours to write shaders that already exist elsewhere and can be modified easily . getting Prman or mental ray working in Houdini=computers lessons .
- Limited types of lights .
In conclusion this soft is still for a limited circle of C++ users , and i don't see efforts made to open it for designers . We are now in the 21th century.
Regards
Haha. this was my initial thought when i was introduced to houdini.. until i realised what its all about, its pretty straightforward to knock up a renderman shader (just like a mantra one) with the renderman addon. and then i`m sure youll find the built in shaders of other packages a bit limited and frustrating.. Houdini is way ahead of most current 3d packages in so many respects.
Houdini Lounge » New Website
- MWainwright
- 119 posts
- Offline
Simon
Nice stuff.
more nice links for Sesi to add.
FYI
the expand group thing can now be done directly in the group sop
haha.. ok, cheers
Houdini Lounge » New Website
- MWainwright
- 119 posts
- Offline
Ive just put up my new website.. it has galleries of my work, the 3d stuff is largely houdini, the newer stuff is all houdini since i was converted
theres also a houdini downloads page where you can grab a few little assets ive built.. mostly little helper utilites.. i`ll be adding more as time goes on so keep checking back.. hopefully i`ll put up some tutorials and things too.. i have a car paint shader ive been working on but it needs some more tweaking, thatll go up soon, along with an old multipurpose shader that needs a bit of a rehash..
videos arent yet upto i need to do that.. will sort it soon.
the address is www.symbiont-design.com [symbiont-design.com]
theres also a houdini downloads page where you can grab a few little assets ive built.. mostly little helper utilites.. i`ll be adding more as time goes on so keep checking back.. hopefully i`ll put up some tutorials and things too.. i have a car paint shader ive been working on but it needs some more tweaking, thatll go up soon, along with an old multipurpose shader that needs a bit of a rehash..
videos arent yet upto i need to do that.. will sort it soon.
the address is www.symbiont-design.com [symbiont-design.com]
Technical Discussion » reading object display col (dcolor) into a vex surface vop
- MWainwright
- 119 posts
- Offline
i`m trying to read object level parameters into vex surface shaders..
more specifically i want to tell a color vop, to read in the display colour (dcolorr, dcolorg, dcolorb) of the object that is is assigned to.
so .. one shader applied to a number of objects , each with a different display colour.. the display colour can then be rendered in a deep raster.
i guess i could do it with a point sop, referencing the display colour then just out of a global variable.. but i dont really want to mess with sop level here.
cheers,
mark
more specifically i want to tell a color vop, to read in the display colour (dcolorr, dcolorg, dcolorb) of the object that is is assigned to.
so .. one shader applied to a number of objects , each with a different display colour.. the display colour can then be rendered in a deep raster.
i guess i could do it with a point sop, referencing the display colour then just out of a global variable.. but i dont really want to mess with sop level here.
cheers,
mark
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