If you're looking for a way to output integer per object, the Op_Id image plane already does that for you. Although I got no idea on how to assign it with specific integer number as the assigned number are random.
I'm assume you already know how to deal with that pass in a compositing software.
Found 69 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Extra Image Planes Integer Data
- huey_yeng
- 69 posts
- Offline
Technical Discussion » Python: is node's flag set to Render?
- huey_yeng
- 69 posts
- Offline
You cannot directly iterate a tuple/list with the children() method. Instead you need to process it again with a loop.
Not very elegant but does the job.
import hou a = hou.selectedNodes() for each in a: c = each.children() for n in c: p = n.path() node = hou.node(p) type = hou.nodeFlag.Render flag = node.isGenericFlagSet(type) print (p + " Render Flag is " + str(flag))
Not very elegant but does the job.
/obj/geo2/sphere1 Render Flag is False
/obj/geo2/tube1 Render Flag is True
/obj/geo2/box1 Render Flag is False
/obj/geo1/sphere1 Render Flag is True
/obj/geo1/tube1 Render Flag is False
/obj/geo1/box1 Render Flag is False
Technical Discussion » How could I get items in Operator List, using Python ...?
- huey_yeng
- 69 posts
- Offline
I'm unsure if you want to further manipulate the refObjSelection list or print the list on every separate line.
Not sure if this is what you're looking for but you can get an idea from the sample above.
Not sure if this is what you're looking for but you can get an idea from the sample above.
Houdini Learning Materials » Hello, im new can i request a tutorial on how to make anime character..
- huey_yeng
- 69 posts
- Offline
Really odd request but the best way is not really a tutorial but studying how the topology for stylised anime/manga behaves from various angles!
I recommend browsing CG WORLD JP website and see if you can get high res screenshot of a character wireframe. Here's a link to the BLAME! 3DCG anime article: https://cgworld.jp/interview/201705-blame-chara-2.html [cgworld.jp]
For the body, any anatomy tutorial should be good enough as the face and hair will be the trickiest to pull off depending on the style you're aiming for.
I recommend browsing CG WORLD JP website and see if you can get high res screenshot of a character wireframe. Here's a link to the BLAME! 3DCG anime article: https://cgworld.jp/interview/201705-blame-chara-2.html [cgworld.jp]
For the body, any anatomy tutorial should be good enough as the face and hair will be the trickiest to pull off depending on the style you're aiming for.
Technical Discussion » Global Timeshift/Timewarp Overirde?
- huey_yeng
- 69 posts
- Offline
You can use Python to find every nodes of a particular type and bulk apply the parameters.
You can execute it with the Python Source Editor (just remember if you save the code as Houdini will execute it every time you load the file if I'm not mistaken) or creating your own Python input window: http://www.tokeru.com/cgwiki/index.php?title=HoudiniPython#Make_a_general_python_input_window [www.tokeru.com]
If you use MaxScript before, Python is the “MaxScript” for Houdini (minus the handy listener)!
You can execute it with the Python Source Editor (just remember if you save the code as Houdini will execute it every time you load the file if I'm not mistaken) or creating your own Python input window: http://www.tokeru.com/cgwiki/index.php?title=HoudiniPython#Make_a_general_python_input_window [www.tokeru.com]
import hou # Generate a list of all the nodes that match the type # Do take care of nodes like transform where it is known as xform nodes = hou.nodeType(hou.sopNodeTypeCategory(), "timewarp") for node in nodes.instances(): # whatevernodehere.parm("paramaternamehere").eval() to retrieve the value print node.parm("preextend").eval() # blablanodehere.parm("parmyouwanttochange").set(thevalueyouwant) node.parm("postextend").set(1)
If you use MaxScript before, Python is the “MaxScript” for Houdini (minus the handy listener)!
Edited by huey_yeng - April 28, 2018 12:19:36
Technical Discussion » Exporting Geos as .obj between Houdini and 3ds Max error. (and Growing Ivy question)
- huey_yeng
- 69 posts
- Offline
Have you try exporting as Alembic? I managed to import Alembic from Houdini 16 into 3ds Max 2015 (with Service Pack 3) without any issue although you can't retime it… (which I believe 2016 and newer fixes this).
Another format will be FBX but it seems like Autodesk are aware of the invalid texture index problem: https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/Error-Invalid-Texture-Index-when-importing-certain-obj-files-into-3ds-Max-2018.html [knowledge.autodesk.com]
Another format will be FBX but it seems like Autodesk are aware of the invalid texture index problem: https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/Error-Invalid-Texture-Index-when-importing-certain-obj-files-into-3ds-Max-2018.html [knowledge.autodesk.com]
Houdini Indie and Apprentice » Alembic Export Houdini to Maya in one file
- huey_yeng
- 69 posts
- Offline
That's odd as I managed to export Alembic animation as a single file and it can be read fine in both Maya and Max.
How are you outputting the file name? I suspect you have you $F variable in your file output path.
This is a screen grab from one of my old scene file.
How are you outputting the file name? I suspect you have you $F variable in your file output path.
This is a screen grab from one of my old scene file.
Technical Discussion » Pyro Smoke Object Division size animation(Key Frame) ?
- huey_yeng
- 69 posts
- Offline
Refer to the attached file on how I set it up. I use the Python script by Juraj Tomori to calculate the distance from camera and target object. https://jurajtomori.wordpress.com/2018/02/06/houdini-tip-camera-auto-focus/ [jurajtomori.wordpress.com]
For the Division Size, use fit expression to remap the min and max distance with the respective min and max division size.
For the Division Size, use fit expression to remap the min and max distance with the respective min and max division size.
Technical Discussion » Mantra Render Glitch
- huey_yeng
- 69 posts
- Offline
Does the foam and splash particles looks fine if you flipbook it? It seems to only happened at a few frames so you might want to check the caches and resim it if it turns out to be the culprit.
Technical Discussion » Cache Simulation Enable and Ram issue
- huey_yeng
- 69 posts
- Offline
You can limit the Cache Memory to something like 1000-2000 MB on the DOP network since outright disabling caching are not advisable from my experience.
Hopefully others can chip in their advice on this issue.
Hopefully others can chip in their advice on this issue.
Houdini Indie and Apprentice » Random textures from pool
- huey_yeng
- 69 posts
- Offline
You can use Python to bulk apply the shaders in a random shuffle manner for the 4000(!) groups.
I'm still not familiar with the Python commands for assigning shaders but you can do something like this.
I'm still not familiar with the Python commands for assigning shaders but you can do something like this.
import random shaders = [shader1, shader2, shader3, shader4, shader5] # The shaders should go here random.shuffle(shaders) for each in shaders: # the code to apply the shaders goes here
Houdini Indie and Apprentice » Scale Up Geometry When a Point is Created (Copy to Points or Copy Stamp?)
- huey_yeng
- 69 posts
- Offline
Attached is an asset that I did for a recent project of mine which you can study on your own as I didn't put any notes in it but the node structure is not that complicated if you can figure out how wrangle works.
Houdini Indie and Apprentice » Scale Up Geometry When a Point is Created (Copy to Points or Copy Stamp?)
- huey_yeng
- 69 posts
- Offline
You can use @age or @life attributes to drive the scale animation when it appears. There is @nage that are normalise to 0 to 1.
Houdini Indie and Apprentice » LIght trail
- huey_yeng
- 69 posts
- Offline
From the look of it, you can use POP to emit the trails along a curve and using point wrangle to manipulate the colour of the trail with a ramp.
For the glowing part, I prefer to do it in comp instead of trying to achieve it using shader as you have more flexibility in controlling the intensity.
For the glowing part, I prefer to do it in comp instead of trying to achieve it using shader as you have more flexibility in controlling the intensity.
Houdini Learning Materials » Fluid along curves tutorials?
- huey_yeng
- 69 posts
- Offline
Just to add that if you're manipulating FLIP, you can use most (if not all) of the POP nodes to influence the sim.
Technical Discussion » Volumetric ocean displacement issues
- huey_yeng
- 69 posts
- Offline
I remember encountering the same issue and what I did instead is baking the displaced ocean surface (which also saves a lot of time when rendering with motion blur as Mantra doesn't need to displaced the extended ocean surface every frames).
Obviously baking the displaced geo meant the uniform volume shader will work correctly and if you don't want to go my route, you can duplicate the ocean shader, tweak the diffuse value and apply it to the flattank_interior geo node.
I can't remember if exporting the displacement map from the Ocean Evaluate node helps but it doesn't match the look of the displaced extended ocean which prompted me to figure out a way to bake the displaced extended ocean surface.
Obviously baking the displaced geo meant the uniform volume shader will work correctly and if you don't want to go my route, you can duplicate the ocean shader, tweak the diffuse value and apply it to the flattank_interior geo node.
I can't remember if exporting the displacement map from the Ocean Evaluate node helps but it doesn't match the look of the displaced extended ocean which prompted me to figure out a way to bake the displaced extended ocean surface.
Edited by huey_yeng - April 18, 2018 13:21:45
Technical Discussion » Basic Fluid Meshing Problem
- huey_yeng
- 69 posts
- Offline
Without any examples, all I can say is to play around the with influence and droplet value.
If it flickering badly, try Spherical method instead of Average Position or you can try upping the particle counts (reducing the particle separation in your main sim).
If it flickering badly, try Spherical method instead of Average Position or you can try upping the particle counts (reducing the particle separation in your main sim).
Houdini Indie and Apprentice » Custom Extra Image Planes
- huey_yeng
- 69 posts
- Offline
I didn't check your file but I guess you're looking for a way to output Object ID like in other 3D package.
Check out this post: http://forums.odforce.net/topic/24745-best-approach-to-object-id-pass/?tab=comments#comment-144557 [forums.odforce.net]
Check out this post: http://forums.odforce.net/topic/24745-best-approach-to-object-id-pass/?tab=comments#comment-144557 [forums.odforce.net]
Technical Discussion » add thickness on render time
- huey_yeng
- 69 posts
- Offline
Seems like you might need to use a 3D model of the snowflake instead. I once tackle an FX shot where there is hundreds of feathers slowly drifting and falling downwards and I initially mapped a feather textures onto a plane which are rigged so it can be curve deformed.
The issue is the lack of any thickness for lighting interaction which the client noticed and ended up modelling a low poly feather which solved the issue.
That was back in Maya though but the method should be applicable to any major 3D software.
The issue is the lack of any thickness for lighting interaction which the client noticed and ended up modelling a low poly feather which solved the issue.
That was back in Maya though but the method should be applicable to any major 3D software.
Technical Discussion » Houdini beginer, Probleme with Smoke VDB render
- huey_yeng
- 69 posts
- Offline
Increase the stochastic samples to around 10-12 samples from the default 4 (if I'm not mistaken).
You can read more about reducing noise in Volumes from the docs. http://www.sidefx.com/docs/houdini/render/volumes.html [www.sidefx.com]
Remember that the volume visualization in the viewport are often not the final representative when you render it in Mantra as it depends on the Pyro shader setup.
You can read more about reducing noise in Volumes from the docs. http://www.sidefx.com/docs/houdini/render/volumes.html [www.sidefx.com]
Remember that the volume visualization in the viewport are often not the final representative when you render it in Mantra as it depends on the Pyro shader setup.
-
- Quick Links