I am trying to access the various dop field data inside the hou.dopdata / hou.dopobject using the python hom.
Also the documentation is very vague on trying to get access to the information
inside the smoke object so if someone can please shed some light on this would be really helpfull.
Here is what I have so far, and I am trying to get the hook to the dopData
fluPath = hou.ch(“fluid_object”)
geo = hou.node(fluPath)
smokeData = geo.processedObjects()
print geo.createdObjects()
the documentation on processedObjects, createdObjects isnt there for example…
thanks
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Technical Discussion » how to access hou.dopdata?
- keltuzar
- 18 posts
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Technical Discussion » Fluid density limited to 1?
- keltuzar
- 18 posts
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Hi Jeff
Thanks for that example scene file… didn't know there was a gas field vop node.
In the gas field vop node how can one bring in input parameters like temperature or other data. By default it looks like only density can be brought in.
I would like to make divergence a result of temperature and reduce the temperature over time.
I am attaching a scene file, if you can please take a look and let me know how I can achieve this.
thanks
Thanks for that example scene file… didn't know there was a gas field vop node.
In the gas field vop node how can one bring in input parameters like temperature or other data. By default it looks like only density can be brought in.
I would like to make divergence a result of temperature and reduce the temperature over time.
I am attaching a scene file, if you can please take a look and let me know how I can achieve this.
thanks
Technical Discussion » attribute create for temperature question
- keltuzar
- 18 posts
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From one of the examples, they used an attribute create node and added a temperature data to the sop and one can modulate the amount of temperature that gets into a fluidbox.
My question is why doesn't it apply when we use fuel or density attribute? What makes temperuature special from density and fuel?
Thanks
My question is why doesn't it apply when we use fuel or density attribute? What makes temperuature special from density and fuel?
Thanks
Technical Discussion » source and source index
- keltuzar
- 18 posts
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what is the difference between source and source index in the fluid gas data object?
Why there is a source index for temperature only and we use source field data for density and fuel?
is source and source index connected?
Thanks
Why there is a source index for temperature only and we use source field data for density and fuel?
is source and source index connected?
Thanks
Houdini Lounge » 3DBuzz VTMs
- keltuzar
- 18 posts
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I totally agree with the views posted here in this thread…
Its good that sidefx is making some really good development in their softwares but they are leaving their users behind.
I wish sidefx would take this plea into consideration…
As a student I would not mind shelling out money if it means I can be better educated and know how to effieciently use the software…
Thanks
Its good that sidefx is making some really good development in their softwares but they are leaving their users behind.
I wish sidefx would take this plea into consideration…
As a student I would not mind shelling out money if it means I can be better educated and know how to effieciently use the software…
Thanks
Houdini Lounge » Primitive rendering?
- keltuzar
- 18 posts
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maybe ur doing a mantra select render?
I tried doing what u just stated : making a simple sphere, reducing the rez to 1 and using a vex_decal worked fine with mantra…
maybe if u can upload the file?
I tried doing what u just stated : making a simple sphere, reducing the rez to 1 and using a vex_decal worked fine with mantra…
maybe if u can upload the file?
Technical Discussion » point clouds... not i3d
- keltuzar
- 18 posts
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thinking out of the box here, but cant u use houdini's i3d for anything else but smoke?
Since the data is a matrix there is surely potential to use it to some other reasons other than generating smoke … am I right?
Since the data is a matrix there is surely potential to use it to some other reasons other than generating smoke … am I right?
Houdini Lounge » Camera Settings - Help needed
- keltuzar
- 18 posts
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jrwilletteratings are for kids … just kiddin
Also… if you like my Camera Creation Script, rate it up!
Btw how did u achieve to have whose fancy little handles when u look thru your cam?
Houdini Lounge » Saving geometry with colors and texture
- keltuzar
- 18 posts
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I dont think one can export vex shaders from houdini to other packages only if u make a renderman shader then I think u will make a .slo and take out the shader. But normal vex shaders, to my knowledge one cannot.
If you want to export everything ie, texture and geometry in one file I dont think that is possible yet.
Have you tried right clicking on the geometry and choosing save geometry as option and saving as .obj file?
I have used houdini with maya and I have not “lost” any vertex or point from to and from by using obj format.
If you want to export everything ie, texture and geometry in one file I dont think that is possible yet.
Have you tried right clicking on the geometry and choosing save geometry as option and saving as .obj file?
I have used houdini with maya and I have not “lost” any vertex or point from to and from by using obj format.
Houdini Lounge » Camera Settings - Help needed
- keltuzar
- 18 posts
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here try this out [sidefx.com]
As far as I have scanned through his new camera it looks like it might help u out.
As far as I have scanned through his new camera it looks like it might help u out.
Houdini Lounge » point groups
- keltuzar
- 18 posts
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The reason I didnt want to answer the question in your “bridging” thread becuase it is pretty simple, and if u take the time to read the help page of the group you would have figured it out.
Not for the answer there are 2 ways…
1) press “s” select the 2 points and press “tab” and type in group and your 2 points will be in the group sop.
2) append a group sop, turn on point numbers and select Number and in the pattern field type in the number of the points eg:- 130 1020 depending on the point number of the point you want to be grouped.
Not for the answer there are 2 ways…
1) press “s” select the 2 points and press “tab” and type in group and your 2 points will be in the group sop.
2) append a group sop, turn on point numbers and select Number and in the pattern field type in the number of the points eg:- 130 1020 depending on the point number of the point you want to be grouped.
Houdini Lounge » Any hopes for some new vids?
- keltuzar
- 18 posts
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Houdini Lounge » Bridging
- keltuzar
- 18 posts
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yea, I am wrong here, I guess the polyloft's the way to go… I didnt know such a sop existed thanks jeff!
see! thats the problem with Houdini, there are so many tools available that it makes it difficult to apply or learn all of them, so a student of houdini like me makes use of like 3-4 nodes to do something that 1 node which I may not be aware of will do the job!
But the good thing is that we have forums like this one and odforce to get me out.
see! thats the problem with Houdini, there are so many tools available that it makes it difficult to apply or learn all of them, so a student of houdini like me makes use of like 3-4 nodes to do something that 1 node which I may not be aware of will do the job!
But the good thing is that we have forums like this one and odforce to get me out.
Houdini Lounge » Bridging
- keltuzar
- 18 posts
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Oh sorry if I didnt explain more,
Well you plug the Facet sop, use Consolidate points FAST. Dont ask me why, but fast is good enough.
There is a distace slider, its like a magnet higher will bring pixels that are far apart to form one pixel. Play with it you will see the results.
Also if you maybe wondering why the sop is not high lighting the geometry, press T and u will see that the yellow flag under the H column is not on u can toggle it on or off.
Have fun playing with the facet sop…
Well you plug the Facet sop, use Consolidate points FAST. Dont ask me why, but fast is good enough.
There is a distace slider, its like a magnet higher will bring pixels that are far apart to form one pixel. Play with it you will see the results.
Also if you maybe wondering why the sop is not high lighting the geometry, press T and u will see that the yellow flag under the H column is not on u can toggle it on or off.
Have fun playing with the facet sop…
Houdini Lounge » Bridging
- keltuzar
- 18 posts
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I beleive ur answer is the facet sop. you may need to play with the values to get ur results. btw u need to merge all those peices together then do the facet…
Cheeers
Cheeers
Houdini Lounge » Any hopes for some new vids?
- keltuzar
- 18 posts
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HI Sidefx,
Just wondering if there would me educational vids on the animtion system and implementation in houdini?
Thanks in advance
Just wondering if there would me educational vids on the animtion system and implementation in houdini?
Thanks in advance
Technical Discussion » VEX Builder for renderman?
- keltuzar
- 18 posts
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Brucelay… when I started off with VEX, I realized how much similar it was to renderman…. I then found out one can make rman shaders in houdini….
check out the videos on rendering http://sidefx.vislab.usyd.edu.au/houdini_video/by_topic/rendering/index.html [sidefx.vislab.usyd.edu.au]
Also another tip is to right click on the vex shader nodes and click on view code from VOP network you can copy and paste the code and change it up and make you own .sl files…. call it cheating… I call it education
hope this helps….
check out the videos on rendering http://sidefx.vislab.usyd.edu.au/houdini_video/by_topic/rendering/index.html [sidefx.vislab.usyd.edu.au]
Also another tip is to right click on the vex shader nodes and click on view code from VOP network you can copy and paste the code and change it up and make you own .sl files…. call it cheating… I call it education
hope this helps….
Technical Discussion » VEX controlling POPs... howto?
- keltuzar
- 18 posts
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Does anyone know to use VEX nodes to create simple particle controls in POPs?
The best I have managed to come up is to create a Location POP and using a simple VEX particle node and in that node I simply add some random nodes but its makes no sense to me…. so if anyone can suggest me some good combinations of nodes to launch me off please do
Any examples of hip files would be much grateful too
thanks in advance….
The best I have managed to come up is to create a Location POP and using a simple VEX particle node and in that node I simply add some random nodes but its makes no sense to me…. so if anyone can suggest me some good combinations of nodes to launch me off please do
Any examples of hip files would be much grateful too
thanks in advance….
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