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Technical Discussion » Using Animated Noise in Vellum
- chanson78
- 45 posts
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I have a vellum sim and in the vellum constraints I am driving the strecthstiffness attr with a attribnoise. I am using pressure to inflat the geometry and where the strectchstiffness finds noise it doesnt inflate there. What I can't figure out is how to animate the attribnoise and for the vellum sim to follow the animation therefor effecting the stretchstiffness and inflation. I am trying to acheive a vellum sim that inflates in different areas depending on the animation of the noise.
Houdini Indie and Apprentice » Turn on Red Blue Green Input Transform Parameter Window
- chanson78
- 45 posts
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deviner
Hey, It seems to show those only if you set a keyframe
No keyframes here. They only show on the obj level but not in the sops level. It would be convenient for example with the transform sop in the sop level.
Houdini Indie and Apprentice » Turn on Red Blue Green Input Transform Parameter Window
- chanson78
- 45 posts
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Where do I enabled the red green and blue lines in the inputs for rotate and translate in the transform parameter window? I can't find this anywhere.
Technical Discussion » Python Startup Script Help
- chanson78
- 45 posts
- Offline
Hello
Just took a crash course in some simple startup script using python, basically a cut and paste job with some minor tweaks. When I install my script and open Houdini the camera node and geo node open up on top of each other, making it that I have to move them around every time I open a new file. I want them to open up like the Redshift ROP and IPR using “moveToGoodPosition” but I am not sure how to do this. I do what I think makes sense but then get an error when opening Houdini. Again, I know very little of python.
#!/usr/bin/env python
# Create Camera - 1920
def create_camera():
node = hou.node('/obj').createNode('cam', ‘cam_1920’)
node.setParms({'resx': 1920, ‘resy’: 1080})
node.setDisplayFlag(False)
# Create Geo Node - Geo
obj = hou.node(“/obj”)
geo = obj.createNode(“geo”, node_name=“Geo”)
# Create Mantra - PBR driver
def mantra_driver():
node = hou.node('/out')
out = node.createNode('ifd')
out.setParms({'vm_renderengine': ‘pbrraytrace’, ‘override_camerares’: True, ‘camera’: ‘/obj/cam_1920’})
def redshift_driver():
node = hou.node('/out')
node.createNode('Redshift_ROP').moveToGoodPosition()
node.createNode('Redshift_IPR').moveToGoodPosition()
def main():
# Check for camera node
nodes = hou.node('/obj').glob('*')
cam_exists = False
for node in nodes:
if node.type().name() == ‘cam’:
cam_exists = True
break
if not cam_exists:
create_camera()
# Check for Mantra or Redshift ROPS
rops = hou.node('/out').glob('*')
rrop_exists = False
mrop_exists = False
for node in rops:
if node.type().name() == ‘ifd’:
mrop_exists = True
if node.type().name() == ‘Redshift_ROP’:
rrop_exists = True
try:
if not rrop_exists:
redshift_driver()
except:
hou.ui.displayMessage('Oops! Something went wrong. Unable to create Redshift ROP.')
if not mrop_exists:
mantra_driver()
Just took a crash course in some simple startup script using python, basically a cut and paste job with some minor tweaks. When I install my script and open Houdini the camera node and geo node open up on top of each other, making it that I have to move them around every time I open a new file. I want them to open up like the Redshift ROP and IPR using “moveToGoodPosition” but I am not sure how to do this. I do what I think makes sense but then get an error when opening Houdini. Again, I know very little of python.
#!/usr/bin/env python
# Create Camera - 1920
def create_camera():
node = hou.node('/obj').createNode('cam', ‘cam_1920’)
node.setParms({'resx': 1920, ‘resy’: 1080})
node.setDisplayFlag(False)
# Create Geo Node - Geo
obj = hou.node(“/obj”)
geo = obj.createNode(“geo”, node_name=“Geo”)
# Create Mantra - PBR driver
def mantra_driver():
node = hou.node('/out')
out = node.createNode('ifd')
out.setParms({'vm_renderengine': ‘pbrraytrace’, ‘override_camerares’: True, ‘camera’: ‘/obj/cam_1920’})
def redshift_driver():
node = hou.node('/out')
node.createNode('Redshift_ROP').moveToGoodPosition()
node.createNode('Redshift_IPR').moveToGoodPosition()
def main():
# Check for camera node
nodes = hou.node('/obj').glob('*')
cam_exists = False
for node in nodes:
if node.type().name() == ‘cam’:
cam_exists = True
break
if not cam_exists:
create_camera()
# Check for Mantra or Redshift ROPS
rops = hou.node('/out').glob('*')
rrop_exists = False
mrop_exists = False
for node in rops:
if node.type().name() == ‘ifd’:
mrop_exists = True
if node.type().name() == ‘Redshift_ROP’:
rrop_exists = True
try:
if not rrop_exists:
redshift_driver()
except:
hou.ui.displayMessage('Oops! Something went wrong. Unable to create Redshift ROP.')
if not mrop_exists:
mantra_driver()
Houdini Indie and Apprentice » Saving Presets On Opening New Files
- chanson78
- 45 posts
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Ok so I've dug around and chosen to use 123.py or 456.py script to execute this startup script but where should this .py file be saved to? In my C:\Users\****\Documents\houdini18.0 folder and create a “scripts” folder? or C:\Program Files\Side Effects Software\Houdini 18.0.416\python27\Scripts folder? In my .env file it doesn't show a path for either, so I think. Should a path be defined in the .env file?
My current .env file
#
# Houdini Environment Settings
#
# The contents of this file are read into the environment
# at startup. They will override any existing entries in
# the environment.
#
# The syntax is one entry per line as follows:
# VAR = VALUE
#
# Values may be quoted
# VAR = “VALUE”
#
# Values may be empty
# VAR =
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
HOUDINI_OCL_VENDOR=NVIDIA Corporation
HOUDINI_OCL_DEVICENUMBER=0
# —- REDSHIFT —-
HOUDINI_DSO_ERROR = 2
PATH = “C:/ProgramData/Redshift/bin;$PATH”
HOUDINI_PATH = “C:/ProgramData/Redshift/Plugins/Houdini/18.0.416;&”
I also noticed that I already have some .py scripts in my C:\Program Files\Side Effects Software\Houdini 18.0.416\python27 folder, should they go here?
I found some useful infoformation regarding this here https://houdinitricks.com/automatically-create-redshift-rops-when-starting-houdini/ [houdinitricks.com] and would like to replicate this script somewhat.
My current .env file
#
# Houdini Environment Settings
#
# The contents of this file are read into the environment
# at startup. They will override any existing entries in
# the environment.
#
# The syntax is one entry per line as follows:
# VAR = VALUE
#
# Values may be quoted
# VAR = “VALUE”
#
# Values may be empty
# VAR =
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
HOUDINI_OCL_VENDOR=NVIDIA Corporation
HOUDINI_OCL_DEVICENUMBER=0
# —- REDSHIFT —-
HOUDINI_DSO_ERROR = 2
PATH = “C:/ProgramData/Redshift/bin;$PATH”
HOUDINI_PATH = “C:/ProgramData/Redshift/Plugins/Houdini/18.0.416;&”
I also noticed that I already have some .py scripts in my C:\Program Files\Side Effects Software\Houdini 18.0.416\python27 folder, should they go here?
I found some useful infoformation regarding this here https://houdinitricks.com/automatically-create-redshift-rops-when-starting-houdini/ [houdinitricks.com] and would like to replicate this script somewhat.
Edited by chanson78 - July 11, 2020 01:13:26
Houdini Indie and Apprentice » Saving Presets On Opening New Files
- chanson78
- 45 posts
- Offline
mrCatfish
The 123.cmd file stores everything that is in the default new scene. You can add what you want to this file… you will want it to be in your $HOME/houdini18.0/houdini/scripts folder.
Thanks for the response but I can't open the 123.cmd file. It opens for half a second and then closes.
Houdini Indie and Apprentice » Saving Presets On Opening New Files
- chanson78
- 45 posts
- Offline
Hello
I've done his before on another machine and now totally forgot how to do this setting up Houdini on a new machine. I know how to save a desktop build/ui but I forgot how to customize the startup desktop for things like having a geo sop automatically in the obj level or have a redshift ROP in the out context when starting a new file. Just want to be able to save some presets that I commonly use without having to set them up every time I open a new file.
I've done his before on another machine and now totally forgot how to do this setting up Houdini on a new machine. I know how to save a desktop build/ui but I forgot how to customize the startup desktop for things like having a geo sop automatically in the obj level or have a redshift ROP in the out context when starting a new file. Just want to be able to save some presets that I commonly use without having to set them up every time I open a new file.
Houdini Indie and Apprentice » Viewport Visualizer Pieces Transferred To Other Attribute
- chanson78
- 45 posts
- Offline
Hello
Is there a way to take the piece attribute visualizer, for example the colored fractured angles of the edgefracture sop and transfer that into Cd attribute? I just want to have the visualizer as some sort of attribute data.
Is there a way to take the piece attribute visualizer, for example the colored fractured angles of the edgefracture sop and transfer that into Cd attribute? I just want to have the visualizer as some sort of attribute data.
Houdini Indie and Apprentice » Sculpting VDB with animated geo
- chanson78
- 45 posts
- Offline
Houdini Indie and Apprentice » Sculpting VDB with animated geo
- chanson78
- 45 posts
- Offline
CYTE
Hey chanson78,
you could animate the sphere and use a trail sop afterward to create copies of it at every frame. Convert that resulting mesh to a vdb and subtract it from your vdb cube.
Cheers
CYTE
Thanks for that tip but I don't think that way would work for what I need. Doing a trail sop over thousands of frames would become too big file wise. I need a solution that deletes, like pop_kill or something like it. Or maybe something with a timeshift sop.
Houdini Indie and Apprentice » Sculpting VDB with animated geo
- chanson78
- 45 posts
- Offline
I need to find a way to take a vdb box for example and have an animated sphere “carve” out the spaces it intersects with the vdb and delete those spaces permanently. Just like any other sculpting software does like zbrush, 3dcoat, etc.
I'm also open to alternative methods of achieving this not through vdb, i can convert to vdb later.
I'm also open to alternative methods of achieving this not through vdb, i can convert to vdb later.
Houdini Indie and Apprentice » Bevel by Cluster Attribute
- chanson78
- 45 posts
- Offline
Houdini Indie and Apprentice » Making Vellum Hair/Wire Wind Chime or Baby Mobile
- chanson78
- 45 posts
- Offline
Looking for some tips or help creating this effect of a wind chime or baby's mobile. Basically what I want to do is attach rigid body geometry to a vellum wire/hair object and have some force move it around with naturally feel. So far ive attched geo to the hair but that isn't going far enough and im not sure how to approach this.
Ultimately I think I want the wind that pushes around the geometry to affect the vellum wire… i think thats how it should work.
Ive attached file.
Ultimately I think I want the wind that pushes around the geometry to affect the vellum wire… i think thats how it should work.
Ive attached file.
Edited by chanson78 - Dec. 4, 2019 11:36:58
Houdini Indie and Apprentice » Scatter Some Megascan Assets
- chanson78
- 45 posts
- Offline
Thanks for the great info everyone! Went the for_each packed prim route with Redshift.
Now what if I had 100 different Megascan primitves in one file? That would take forever to blast out.
Now what if I had 100 different Megascan primitves in one file? That would take forever to blast out.
Edited by chanson78 - Nov. 5, 2019 14:55:59
Houdini Indie and Apprentice » Scatter Some Megascan Assets
- chanson78
- 45 posts
- Offline
Hello
How do I scatter randomly some Megascan rock assets onto some points? I have 5 Prim int attrs but I can't figure out how to separate them. Whats the current way of doing this? Switch node? Loops? Copy stamp?
How do I scatter randomly some Megascan rock assets onto some points? I have 5 Prim int attrs but I can't figure out how to separate them. Whats the current way of doing this? Switch node? Loops? Copy stamp?
Houdini Indie and Apprentice » Displace Megascan Geo by uv in viewport
- chanson78
- 45 posts
- Offline
Hello
I want to displace my Megascan geo by its displacement map according to the uv's in the viewport. I have tried some attempts but I don't get any results. I have seen some older tutorials on this using Attribute VOP but they seem to be a little outdated using some nodes that don't exist anymore.
I want to displace my Megascan geo by its displacement map according to the uv's in the viewport. I have tried some attempts but I don't get any results. I have seen some older tutorials on this using Attribute VOP but they seem to be a little outdated using some nodes that don't exist anymore.
Houdini Indie and Apprentice » Modify Saving Frame Range
- chanson78
- 45 posts
- Offline
Houdini Indie and Apprentice » Modify Saving Frame Range
- chanson78
- 45 posts
- Offline
I have a simulation that I am caching to disk but I only want to cache frame range 150 to 240. When I cache with the $F in the file name it saves bgeo files name.$F.bgeo (150-240) but I would really like it to save as name.$F.bgeo (1-90) so I dont have errors when importing to new scenes.
Houdini Indie and Apprentice » Transferring Normal Direction
- chanson78
- 45 posts
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I am trying to copy a bunch of tubes to points on a surface to align with the normals direction but of course this is never easy and I think the most asked question on the forum.
As you can see in the attached image my point normals(blue ones) are all facing up. My primitive normals(pink ones) are facing as they should, in the direction of the face.
I have created a point in the center of each primitive face, that is what I want to use to copy the tubes to but the normals all face up and I get the typical undesired outcome. What I am interested in doing is somehow transferring the prim normals information to the point normals, is that possible? Is there another/better solution?
As you can see in the attached image my point normals(blue ones) are all facing up. My primitive normals(pink ones) are facing as they should, in the direction of the face.
I have created a point in the center of each primitive face, that is what I want to use to copy the tubes to but the normals all face up and I get the typical undesired outcome. What I am interested in doing is somehow transferring the prim normals information to the point normals, is that possible? Is there another/better solution?
Houdini Indie and Apprentice » Deforming Geometry with Moving Particles Conforming to Surface
- chanson78
- 45 posts
- Offline
So the title pretty much sums up what I'm trying to achieve but I am finding myself stuck.
I understand how to attach points/particles to deforming geometry using Attribinterpolate node but the points must be static(not moving)from what I understand.
Basically I am trying to do something similar to this https://vimeo.com/210226436 [vimeo.com] but having the torus deforming/animated.
I understand how to attach points/particles to deforming geometry using Attribinterpolate node but the points must be static(not moving)from what I understand.
Basically I am trying to do something similar to this https://vimeo.com/210226436 [vimeo.com] but having the torus deforming/animated.
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