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Solaris and Karma » Houdini Solaris & Asset Resolver 2.0 version recommendations
- buho1983
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PDG/TOPs » Fbx importer/preview with python script
- buho1983
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tpetrick
Do you mean that you want them to cook one at a time, all the way to the bottom of the graph? In that case you should use a Feedback Loop, which cooks each loop iteration sequentially.
sorry for the delay in answering, i think is working now, sometimes Houdini crashes.
To use ffmpeg how i can do, wait for all sends me an error inside feedback loop. And something weird is happening when i try to convert to vídeo, ffmpeg corrupts input files.
PDG/TOPs » Fbx importer/preview with python script
- buho1983
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tpetrick
The work items in a Python Script node cook in-process by default. In order to configure how many work items run at the same time you'll need to add an In Process Scheduler to your graph, which exposes configuration options for in process work items. Set the In Process Scheduler as the scheduler override on the Python Script node, and enabled the “Single” option on the scheduler. Alternatively, after setting the scheduler override you can add the Single scheduler parameter to the Python Script node using the steps described here: https://www.sidefx.com/docs/houdini/tops/schedulers.html#jobparms [www.sidefx.com]
The in-process scheduler was added in H18.0.385, so you'll need to use that version or newer.
tpetrick thanks for your help, i tried your suggestion but still have the same problem, the python script import all the fbx first.
https://www.dropbox.com/s/m6zq61176vceyhb/Mocap_opengl_tasks_v07.hiplc?dl=0 [www.dropbox.com]
PDG/TOPs » Fbx importer/preview with python script
- buho1983
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Hello, guys, I have a problem here im sure you can help me.
i want to execute the python one time, so i can use rop fetch for preview, but i only want one fbx each time, Now the python script import, bring everything at once.
i want to process the fbx's one at a time.
In the houdini support sugest a partitioner, but i can figure out how to use.
dropbox link with the scene and 2 fbx files for test
https://www.dropbox.com/sh/a5wwzwz3kqu71di/AAB0T0HJCo9fNM-WP2Smda74a?dl=0 [www.dropbox.com]
thanks for your time
i want to execute the python one time, so i can use rop fetch for preview, but i only want one fbx each time, Now the python script import, bring everything at once.
i want to process the fbx's one at a time.
In the houdini support sugest a partitioner, but i can figure out how to use.
dropbox link with the scene and 2 fbx files for test
https://www.dropbox.com/sh/a5wwzwz3kqu71di/AAB0T0HJCo9fNM-WP2Smda74a?dl=0 [www.dropbox.com]
thanks for your time
Edited by buho1983 - July 6, 2020 16:30:28
Houdini Indie and Apprentice » Houdini Indie via Steam... for Linux?
- buho1983
- 11 posts
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Technical Discussion » Distributed fluid sim with Deadline or other render farm
- buho1983
- 11 posts
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Technical Discussion » QTableWidget and colors
- buho1983
- 11 posts
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Hi!
I created a QTableWidget with some colors in their cells, but I can't see those colors… Im using PySide.
any idea how to solve it?
Thanks
Fidel
I created a QTableWidget with some colors in their cells, but I can't see those colors… Im using PySide.
any idea how to solve it?
Thanks
Fidel
Technical Discussion » Alembic Geo Export node
- buho1983
- 11 posts
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nixdna
Hi,
I would like to use the option partition attribute in the alembic export node in order to build a hierarchy. The issue is that it doesn't seem to accept any kind of attribute.
Is there a special method to use it?
Thanks in advance.
Hello have you find an answer to this?, i have the same problem
Houdini Indie and Apprentice » Glue Constraint Network
- buho1983
- 11 posts
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cubiccube
I came up with a solution that gives me the per-object control I want but it's kind of sloppy. Instead of having one fracture object that contains both walls I've made a fracture object for each wall. Then, by transferring some groups into the glue net, I'm able create two glue clusters from the same constraint network (Glue Pieces). I then change the strength attribute to something unique for each wall to keep them from overwriting in DOPs. Lastly, I use two glue constraint networks in DOPs with their respective strength attributes on each of my fracture objects.
While this works for my purposes, it seems like a pretty inelegant solution. Any thoughts on how to improve this setup?
I cant open your scene to see, it s my proble or the files are broken?
Technical Discussion » H12 RBD constraints with Bullet
- buho1983
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eestrada
I am having some trouble getting bullet to respect the Two state Constraint Relationship DOP. I am trying to make a spring constraint break based on the distance of its anchors. Even when the constraint has changed according to the details view, Bullet still treats the constraint almost like a spring constraint. Am I doing something wrong or does Bullet not yet fully support the Two state Constraint Relationship DOP?
For the sake of simplicity I have just used the rbd spring constraint HDA in my example file. My real scene is more messy. But the same problem shows up in both. I just want to make sure there isn't something else I could try to get this to work as expected.
Engine Advantages Limitations
Bullet
This is the new default solver in Houdini 12. It is faster than the Houdini RBD solver and can handle large data sets.
Supports dynamic fracturing, and is the only solver that can support the glue adjacent feature.
Works with convex triangle meshes, but you should only use convex meshes.
Currently, bullet does not work perfectly with spring constraint. Specifying a spring length has no effect for the Bullet solver.
The Bullet solver does not have the option to distinguish resting impact in impact data.
Does not support scaling at the object level.
Too bad man
Technical Discussion » Bullet physics implementation and other stuff
- buho1983
- 11 posts
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anupamd
Im getting a MSVCDir environment variable not set. error.
I am using Visual Studio 2005 .
check this
http://odforce.net/wiki/index.php/HDKFrequentlyAskedQuestions [odforce.net]
you have to create an environment variable and edit the path too
and in your visual 2005 setup check 64 bit compatibility package
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