Hi All,
I'm using primuv() in VEX to get the “P” attrib on a curve at the specific UV location. Is there a way to find the opposite in VEX, given the point “P” attribute, return the UV location? Points not in a straight line, randomly positioned in space, unevenly distributed.
Thanks
Found 16 posts.
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Houdini Lounge » U coordinate of a point on a curve
- NSDesign
- 16 posts
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Technical Discussion » Boolean curves ?
- NSDesign
- 16 posts
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Hi Sepu,
That's really helpful, didn't consider that sop would work for what i was looking for, think the name through me, expected it'd do the opposite operation. Anyway, that's great.
Thanks
That's really helpful, didn't consider that sop would work for what i was looking for, think the name through me, expected it'd do the opposite operation. Anyway, that's great.
Thanks
Technical Discussion » Boolean curves ?
- NSDesign
- 16 posts
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Hi All,
Looking for help with Intersection Analysis SOP. I get how it works in general, except the checkbox option “Output Intersection Segments” - Can't seem to see any difference in terms of results, although not exactly sure what to expect the output to be.
Thanks
Looking for help with Intersection Analysis SOP. I get how it works in general, except the checkbox option “Output Intersection Segments” - Can't seem to see any difference in terms of results, although not exactly sure what to expect the output to be.
Thanks
Technical Discussion » cvex for style sheets
- NSDesign
- 16 posts
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Here's a couple of videos from SideFX
- Houdini 15 Masterclass | Material Stylesheets [vimeo.com]
Material Stylesheets [vimeo.com]both of which have examples of CVEX usage
Can be tricky to set up targets correct
Good luck
Houdini Lounge » Packed primitives information
- NSDesign
- 16 posts
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Thanks ndickson for the info on Packed and Poly Soup geometry, really helpful.
I'm only recently getting into this kind of workflow, coupled with instancing I'm getting much better viewport and render performance.
There's however the obvious viewport tradeoff, I'd like to find remedy to some degree, at the moment I have Bounding Boxes in place, this got me wondering about a couple scenarios.
1) Say I wanted to transform one of the bounding boxes, it would be nice to see the Full Geometry of the object selected in the viewport also displaying neighbouring objects at same % of Full Geo.
2) Another scenario might be to load the Full Geometry of objects based on a distance from another object/point.
I'm sure it's possible, but wondering is there a known workflow.
Thanks All
I'm only recently getting into this kind of workflow, coupled with instancing I'm getting much better viewport and render performance.
There's however the obvious viewport tradeoff, I'd like to find remedy to some degree, at the moment I have Bounding Boxes in place, this got me wondering about a couple scenarios.
1) Say I wanted to transform one of the bounding boxes, it would be nice to see the Full Geometry of the object selected in the viewport also displaying neighbouring objects at same % of Full Geo.
2) Another scenario might be to load the Full Geometry of objects based on a distance from another object/point.
I'm sure it's possible, but wondering is there a known workflow.
Thanks All
Technical Discussion » Blast Certain Groups FRom Sequence of Groups
- NSDesign
- 16 posts
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Hi
Say I have a sequence of 10 groups : group_0 -> group_9
I want to blast the geometry contained in some of these groups based on a certain pattern, without explicitly naming them.
eg, Blast groups 1 -> 3 inclusive
I tried group_ but this gives me group_1 and group_3 and not group_2 as I'd hoped.
I'm thinking it might require a script?
Thanks
Say I have a sequence of 10 groups : group_0 -> group_9
I want to blast the geometry contained in some of these groups based on a certain pattern, without explicitly naming them.
eg, Blast groups 1 -> 3 inclusive
I tried group_ but this gives me group_1 and group_3 and not group_2 as I'd hoped.
I'm thinking it might require a script?
Thanks
Technical Discussion » Refresh Imports - Python
- NSDesign
- 16 posts
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Technical Discussion » Refresh Imports - Python
- NSDesign
- 16 posts
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Hi All,
Is it possible to run the command “Refresh Imports” from a python or Hscript script?
Cheers
Is it possible to run the command “Refresh Imports” from a python or Hscript script?
Cheers
Technical Discussion » Iterating of groups with Python SOP
- NSDesign
- 16 posts
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graham
If you are using a recent build of Houdini 11.1 you can use the new hou.matchesPattern() function to handle it for you.
for group in input:
if hou.matchesPattern(group.name(), groupmask):
print group
I found the above python pattern matching function is incorrect. hou.matchesPattern(group.name(), groupmask)
The correct function is as follows:-
hou.patternMatch(groupmask, group.name())
http://www.sidefx.com/docs/houdini15.0/hom/hou/patternMatch [sidefx.com]
Houdini Lounge » Sydney User Group
- NSDesign
- 16 posts
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Hi all Sydney Houdini-ists
I'm interested in starting a Houdini community user group in Sydney. Something casual somewhere in Sydney/CBD, that any interested person can come along, have a drink eat some food and talk about/share their Houdini stuff.
All Houdini enthusiasts welcome, no matter your experience level or interests.
Whether you're a SOPer, POPer, DOPer, COPer, ROPer, VOPer, Pythonist or HDK kind of guy/girl, it don't matter. Whatever area you use Houdini, VFX, Gaming, PreVis, Architectural, Medical…… or just for fun!
If you're interested, drop me an email nick.sullivan.now@gmail.com
Cheers
I'm interested in starting a Houdini community user group in Sydney. Something casual somewhere in Sydney/CBD, that any interested person can come along, have a drink eat some food and talk about/share their Houdini stuff.
All Houdini enthusiasts welcome, no matter your experience level or interests.
Whether you're a SOPer, POPer, DOPer, COPer, ROPer, VOPer, Pythonist or HDK kind of guy/girl, it don't matter. Whatever area you use Houdini, VFX, Gaming, PreVis, Architectural, Medical…… or just for fun!
If you're interested, drop me an email nick.sullivan.now@gmail.com
Cheers
Technical Discussion » Python PySide Qt Dialog Strangeness
- NSDesign
- 16 posts
- Offline
Hi
I found the solution to problem, having to define a function or class construct in order for the Widget to stay in memory.
When subclassing the QDialog I wasn't passing a parent to it's constructor function, in this case the QApplication.instance().activeWindow().
Still strange that having either of those constructs got it working
I found the solution to problem, having to define a function or class construct in order for the Widget to stay in memory.
When subclassing the QDialog I wasn't passing a parent to it's constructor function, in this case the QApplication.instance().activeWindow().
Still strange that having either of those constructs got it working
Technical Discussion » Python PySide Qt Dialog Strangeness
- NSDesign
- 16 posts
- Offline
Hi
I was looking at the Font Dialog http://www.sidefx.com/docs/houdini14.0/hom/cookbook/qt/ [sidefx.com], which works fine out of the box. Copied and pasted into a shelf script and great it works.
However when I've put the class FontDialog() from the script in an external file ‘foo.py’ and imported the file/class. Leaving the instantiation of FontDialog in the shelf script.
import foo
reload(foo)
dialog = fooFontDialog()
dialog.show()
dialog.activateWindow()
Basically the dialog just flashes on screen momentarily. Seems a bit odd, must be to do with scope as mentioned in the notes on the example page, because the problem can be worked around using the global keyword technique mentioned in the example.
I tried to find a different approach, other than using the global technique, because remember the example works when the class is also in the shelf script and not in an external file. So why is that?
This is where things get strange!!!
Take a step back to the simple shelf script above -
I was looking at the Font Dialog http://www.sidefx.com/docs/houdini14.0/hom/cookbook/qt/ [sidefx.com], which works fine out of the box. Copied and pasted into a shelf script and great it works.
However when I've put the class FontDialog() from the script in an external file ‘foo.py’ and imported the file/class. Leaving the instantiation of FontDialog in the shelf script.
import foo
reload(foo)
dialog = fooFontDialog()
dialog.show()
dialog.activateWindow()
Basically the dialog just flashes on screen momentarily. Seems a bit odd, must be to do with scope as mentioned in the notes on the example page, because the problem can be worked around using the global keyword technique mentioned in the example.
I tried to find a different approach, other than using the global technique, because remember the example works when the class is also in the shelf script and not in an external file. So why is that?
This is where things get strange!!!
Take a step back to the simple shelf script above -
- import
instantiate()
show
activateWindow
Now before or after the instantiation step of our object put in an empty class or function, either of them, doesn't matter, and don't call the function or instantiate the class. Wola it works, the dialog stays in memory and therefore visible.
def Foo():
print ‘bar’
class Bar():
def __init__(self):
print ‘foo’
Does leave me wondering, am I missing something about how python works or is this a bug / feature.
I'd be interested to hear some thoughts
cheers Nick
Technical Discussion » Some Qt questions
- NSDesign
- 16 posts
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rvinluanvuxQApplication instance should be safe in both PySide and C++ codeQtGui.QApplication.instance().styleSheet() retrurn empty stringQT_Utils::applyWidgetStyleSheets(QWidget*)Can`t find this method
Whoops for both items.
I fixed the QtGui.QApplication.instance().styleSheet() problem so that should start working in tomorrow's H14 build (14.0.221).
Also looking in the HDK we don't expose the QT_Utils class which is probably a good thing. You should be able to access the app stylesheet similarly in C++ like so:
QApplication::instance()->styleSheet()
But like the Python version this function call will start working in tomorrow's H14 build.
Cheers,
Rob
Hi
I'm running 14.0.361 and still get an empty string from the QApplication.instance().styleSheet()
I can get the base stylesheet from hou.ui.qtStyleSheet() but there is a lot missing. I'm curious to now if the expected styleSheet from QApplication.instance() would be the complete Houdini styleSheet or are there styles being defined elsewhere, namely in the custom Houdini interfaces .ui
Any help on this area would be greatly appreciated.
thanks
Nick
Technical Discussion » Complitly black GUI in Houdini 14
- NSDesign
- 16 posts
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LC_ALL=C in houdini.env
What does that env var mean? It seems so arbitrary, how did you know about it?
Is there a list of possible env vars that are useful when troubleshooting Houdini issues, particularly display problems. Are there others not listed in Hconfig -a, don't recall seeing LC_ALL=C
Thanks :?
What does that env var mean? It seems so arbitrary, how did you know about it?
Is there a list of possible env vars that are useful when troubleshooting Houdini issues, particularly display problems. Are there others not listed in Hconfig -a, don't recall seeing LC_ALL=C
Thanks :?
Technical Discussion » Houdini 14 Graphic Issue
- NSDesign
- 16 posts
- Offline
I'm also having some display issues with H14 apprentice Windows 7 nVidia Quadro 3000 laptop.
Seems to happen when drawing drop down and pop up windows. For example, when opening the geometry spreadsheet attributes drop down - a black area is drawn where the drop down should appear, then things kind of lock from there, sometimes I can get out of this by doing Crtl Alt Del and selecting Task Manager and then just returning to Houdini. It's been difficult to reproduce the issue consistently so I haven't reported it as bug.
Seems to happen when drawing drop down and pop up windows. For example, when opening the geometry spreadsheet attributes drop down - a black area is drawn where the drop down should appear, then things kind of lock from there, sometimes I can get out of this by doing Crtl Alt Del and selecting Task Manager and then just returning to Houdini. It's been difficult to reproduce the issue consistently so I haven't reported it as bug.
Technical Discussion » Export VOP Shader Attribute(Cd) to SOP Geometry
- NSDesign
- 16 posts
- Offline
Hi all,
Having trouble accessing in SOP Geometry, attributes, eg(Cd) created in VOP Shader. Is it possible to do this? Had thought it possible based on info from help docs.
Excerpt from help docs - http://www.sidefx.com/docs/houdini11.0/vex/sopnodes [sidefx.com]
“To add an attribute to the geometry…
In VOPs use a Parameter node and set Export to Always or When input is connected.”
Tried this approach, would expect to see point colour attributes in geometry, via material SOP node which applies the VOP Shader.
To give some context to what I'd like to achieve, trying to create particles which are emitted based on a VOP Shader, eg. Black & white noise mapped onto Sphere - Particles emit more from white & less from black areas. Tried using VOP SOP approach, but can't utilise UV mapping(Maybe there is a way?).
Any help would be great.
Cheers
Nick
Having trouble accessing in SOP Geometry, attributes, eg(Cd) created in VOP Shader. Is it possible to do this? Had thought it possible based on info from help docs.
Excerpt from help docs - http://www.sidefx.com/docs/houdini11.0/vex/sopnodes [sidefx.com]
“To add an attribute to the geometry…
In VOPs use a Parameter node and set Export to Always or When input is connected.”
Tried this approach, would expect to see point colour attributes in geometry, via material SOP node which applies the VOP Shader.
To give some context to what I'd like to achieve, trying to create particles which are emitted based on a VOP Shader, eg. Black & white noise mapped onto Sphere - Particles emit more from white & less from black areas. Tried using VOP SOP approach, but can't utilise UV mapping(Maybe there is a way?).
Any help would be great.
Cheers
Nick
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