Hello,
A workaround is to create s shelf tool with this :
import hou
node = hou.node(“/path_to_fbx_export_operator”)
for i in range(0,51):
hou.setFrame(i)
node.render()
Found 17 posts.
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Technical Discussion » Exporting .fbx as object sequence (frame by frame).
- PascalBkm
- 17 posts
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Technical Discussion » Exporting .fbx as object sequence (frame by frame).
- PascalBkm
- 17 posts
- Offline
Hello,
I have an object sequence in sop (every frame generates a new geometry), and I need to export it as frame sequence, something like tree_$F.fbx. But so far the .fbx rop seems to write only the first frame, and some kind of animation data (in a folder called **.fpc).
In other word, I need the frame by frame option from the .abc rop, but for a .fbx format.
Is it any magic workaround to solve this ?
I have an object sequence in sop (every frame generates a new geometry), and I need to export it as frame sequence, something like tree_$F.fbx. But so far the .fbx rop seems to write only the first frame, and some kind of animation data (in a folder called **.fpc).
In other word, I need the frame by frame option from the .abc rop, but for a .fbx format.
Is it any magic workaround to solve this ?
Houdini Indie and Apprentice » Signed custom attribute to .exr texture.
- PascalBkm
- 17 posts
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Hello,
I think I'm starting to understand the texture baking in Houdini.
So the question is a little bit different, how can I save signed .exr ? (.exr is supposed to support negative value right ?)
I think I'm starting to understand the texture baking in Houdini.
So the question is a little bit different, how can I save signed .exr ? (.exr is supposed to support negative value right ?)
Houdini Indie and Apprentice » Signed custom attribute to .exr texture.
- PascalBkm
- 17 posts
- Offline
Hello,
I have a small grid (64*64 row/columns), uv coordinate (0,1), and a custom point attribute called “custom” (vector)
And I have no clue how I can create a little texture (64*64, .exr), to store this custom attribute.
- I have tried the ‘simple bake’ from the gamedevtools, but I always have .py error when I try to add my Custom Channels.
- I have tried to use the Vertex color baking (still with the gamedevtools “simple bake”), storing my custom vector in a @Cd (point), but negative component of my vectors return a 0 value in the baked image.
Maybe it's possible to import my grid in a COP, but I'm not really sure about the procedure (seems to work with heightfield, so maybe I should convert my grid as an HF and transfer my attribute).
Any hint to send me in the right direction would be really appreciated.
Thanks
I have a small grid (64*64 row/columns), uv coordinate (0,1), and a custom point attribute called “custom” (vector)
And I have no clue how I can create a little texture (64*64, .exr), to store this custom attribute.
- I have tried the ‘simple bake’ from the gamedevtools, but I always have .py error when I try to add my Custom Channels.
- I have tried to use the Vertex color baking (still with the gamedevtools “simple bake”), storing my custom vector in a @Cd (point), but negative component of my vectors return a 0 value in the baked image.
Maybe it's possible to import my grid in a COP, but I'm not really sure about the procedure (seems to work with heightfield, so maybe I should convert my grid as an HF and transfer my attribute).
Any hint to send me in the right direction would be really appreciated.
Thanks
Edited by PascalBkm - Dec. 21, 2017 11:15:38
Houdini Indie and Apprentice » Modo Spikey
- PascalBkm
- 17 posts
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Houdini Indie and Apprentice » Modo Spikey
- PascalBkm
- 17 posts
- Offline
Hello,
Is there any smart trick to recreate Modo Spikey function ?
See in attachment :
Left : Modo spikey.
Right : my current attempt, using 2 ‘divide’ operator (with subdivide + compute dual for the first divide, and convex poly for the second divide).
The result is fine for my actual needs, but I would love to know how to get the modo version (so without adding a level of subdivision)
Cheers.
Is there any smart trick to recreate Modo Spikey function ?
See in attachment :
Left : Modo spikey.
Right : my current attempt, using 2 ‘divide’ operator (with subdivide + compute dual for the first divide, and convex poly for the second divide).
The result is fine for my actual needs, but I would love to know how to get the modo version (so without adding a level of subdivision)
Cheers.
Houdini Indie and Apprentice » Deform VDB along "normal" (volume gradient)
- PascalBkm
- 17 posts
- Offline
Hi jbudsberg,
Thanks a lot for sharing this method.
Any idea how I could trick this setup to push voxels only laterally ?
I usually just zeroing N.y before displacement when dealing with geometry, but I can't get anything working that way with SDF.
Thanks a lot for sharing this method.
Any idea how I could trick this setup to push voxels only laterally ?
I usually just zeroing N.y before displacement when dealing with geometry, but I can't get anything working that way with SDF.
Technical Discussion » For-EachLoop over groups.
- PascalBkm
- 17 posts
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Hi jlait,
No, the groups do not overlap. (it's an asset coming from 3dsmax).
I'm discovering the name operator right now, so thanks for the help.
I was able to assign manually a name to a selected group, but I still don't get how to assign names automatically for all the groups at once.
'Name from group' doesn't seems to change anything in the spreadsheet, not sure what to put in the group mask (I use a ‘*’ for the moment).
I'm pretty sure the solution is close, so I will continue to investigate.
Edit/
Ok got it, you have to remove the empty group/name houdini creates by default in the name operator.
Thanks a lot sir !
No, the groups do not overlap. (it's an asset coming from 3dsmax).
I'm discovering the name operator right now, so thanks for the help.
I was able to assign manually a name to a selected group, but I still don't get how to assign names automatically for all the groups at once.
'Name from group' doesn't seems to change anything in the spreadsheet, not sure what to put in the group mask (I use a ‘*’ for the moment).
I'm pretty sure the solution is close, so I will continue to investigate.
Edit/
Ok got it, you have to remove the empty group/name houdini creates by default in the name operator.
Thanks a lot sir !
Edited by PascalBkm - March 24, 2017 17:22:34
Technical Discussion » For-EachLoop over groups.
- PascalBkm
- 17 posts
- Offline
Hello guys,
Is there any trick to make the ‘new’ ‘for-each loop’ to work like the ‘old’ ‘for-each subnetwork’ ?
By default the ‘for-each subnetwork’ loop over every groups. In the other hand ‘for-each loop’ loops over every
pieces that get the same name attribute. (at least that's how I understand it).
So far I was using the assemble operator before the ‘for-each loop’, as looping over connected geometry was all I neededed.
But I can't figure out how prepare my geo (I mean creating the right attributes) so the ‘for-each loop’ can loop over the different groups from my asset.
Hope the question makes sense
And thanks for any guidance !
Is there any trick to make the ‘new’ ‘for-each loop’ to work like the ‘old’ ‘for-each subnetwork’ ?
By default the ‘for-each subnetwork’ loop over every groups. In the other hand ‘for-each loop’ loops over every
pieces that get the same name attribute. (at least that's how I understand it).
So far I was using the assemble operator before the ‘for-each loop’, as looping over connected geometry was all I neededed.
But I can't figure out how prepare my geo (I mean creating the right attributes) so the ‘for-each loop’ can loop over the different groups from my asset.
Hope the question makes sense
And thanks for any guidance !
Edited by PascalBkm - March 23, 2017 14:00:06
Technical Discussion » Grouping primitives hit by a ray operator
- PascalBkm
- 17 posts
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Hello guys,
Any tip about how archive this ? (Grouping primitives hit by a ray operator)
The ray operator returns me the primitive numbers that have been hit (hitprim point attribute),
but can't find a way to group those primitives.
Thanks for any help on this !
Any tip about how archive this ? (Grouping primitives hit by a ray operator)
The ray operator returns me the primitive numbers that have been hit (hitprim point attribute),
but can't find a way to group those primitives.
Thanks for any help on this !
Edited by PascalBkm - Jan. 23, 2017 15:03:24
Houdini Indie and Apprentice » Copy operator - Normal alignement (How to build the correct vector ?).
- PascalBkm
- 17 posts
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Hi Artye,
That's indeed very sexy, thanks a lot for taking from your time to resolve this problem, and for posting the .hip
Cheers.
That's indeed very sexy, thanks a lot for taking from your time to resolve this problem, and for posting the .hip
Cheers.
Houdini Indie and Apprentice » Bounding Box Split Problem
- PascalBkm
- 17 posts
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Hello,
I'm not sure I really follow, but if you want your knife tool to follow any preview Y translation or scaling, the expression should be something like :
first knife :
bbox(“../transform1/”,D_YMIN)+bbox(“../transform1/”,D_YSIZE)/3
second knife :
bbox(“../transform1/”,D_YMIN)+2*bbox(“../transform1/”,D_YSIZE)/3
I'm not sure I really follow, but if you want your knife tool to follow any preview Y translation or scaling, the expression should be something like :
first knife :
bbox(“../transform1/”,D_YMIN)+bbox(“../transform1/”,D_YSIZE)/3
second knife :
bbox(“../transform1/”,D_YMIN)+2*bbox(“../transform1/”,D_YSIZE)/3
Houdini Indie and Apprentice » Copy operator - Normal alignement (How to build the correct vector ?).
- PascalBkm
- 17 posts
- Offline
Ok I have a super dirty solution.
Looping through every faces, and building an up vector based on the first 2 points.
I'm still interested to see a clean method
Cheers.
Looping through every faces, and building an up vector based on the first 2 points.
I'm still interested to see a clean method
Cheers.
Edited by PascalBkm - June 13, 2016 17:11:40
Houdini Indie and Apprentice » Copy operator - Normal alignement (How to build the correct vector ?).
- PascalBkm
- 17 posts
- Offline
Hello guys,
I'm having some hard time to build the ‘correct’ vector for this system (attachement).
The result I'm looking for is a ‘perfect’ orthogonal/parallel orientation of the copied elements (the small cubes).
I have tried all the possible combo using the polyframe operator, but there is obviously something I completely miss.
Any advice is more than welcome.
Thanks.
Pascal.
I'm having some hard time to build the ‘correct’ vector for this system (attachement).
The result I'm looking for is a ‘perfect’ orthogonal/parallel orientation of the copied elements (the small cubes).
I have tried all the possible combo using the polyframe operator, but there is obviously something I completely miss.
Any advice is more than welcome.
Thanks.
Pascal.
Edited by PascalBkm - June 13, 2016 15:23:09
Houdini Indie and Apprentice » Delete by bbox size (SOP)
- PascalBkm
- 17 posts
- Offline
Thank you very much guys !
and thank you Tomas for taking the time to post an example scene, I really appreciate !
and thank you Tomas for taking the time to post an example scene, I really appreciate !
Houdini Indie and Apprentice » Delete by bbox size (SOP)
- PascalBkm
- 17 posts
- Offline
Houdini Indie and Apprentice » Delete by bbox size (SOP)
- PascalBkm
- 17 posts
- Offline
Hello,
I'm trying to find a way to delete small ‘cables’ from this little network.
So my guess is to use the foreach node to browse between all the primitives entries, and using an expression based on bbox to delete small cables.
Obviously the expression is wrong :
if (bbox(“../foreach_begin1/”, D_ZSIZE) > 5, 1, 0) … I pretty sure the “../foreach_begin1/” doesn't make any sence, but I have no idea what to give for the path for the bbox expression.
I would really appreciate any input, or maybe video link related to this
Thanks a lot !
I'm trying to find a way to delete small ‘cables’ from this little network.
So my guess is to use the foreach node to browse between all the primitives entries, and using an expression based on bbox to delete small cables.
Obviously the expression is wrong :
if (bbox(“../foreach_begin1/”, D_ZSIZE) > 5, 1, 0) … I pretty sure the “../foreach_begin1/” doesn't make any sence, but I have no idea what to give for the path for the bbox expression.
I would really appreciate any input, or maybe video link related to this
Thanks a lot !
Edited by PascalBkm - May 26, 2016 20:36:03
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