Alright, so the "filterbyrange" node is working for me -- so thank you to all those who replied.
For those who may also be seeking an answer to this down the road there are 2 specific pieces to get the node working.
1. the wedge node has to have a range that is --larger-- than the filtered range.
So for example, if you want to filter range 10-20 like my example, the wedge node above it has to have a wedgecount of 20 or more. if you want to run range 21-40 then you will need a wedge count of 40 or more. If the wedgecount isn't high enough nothing will be output.
2. filterbyrange node adds a "range" attribute by default using the check box for "set range attribute", this isn't needed. Instead change "filter by" to "custom attribute" and set the attribute to "wedgeindex" then set the range that you would like to see.
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PDG/TOPs » how to use wedge node properly to name files?
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- mhspadez
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PDG/TOPs » how to use wedge node properly to name files?
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- mhspadez
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Thank you for your replies, I'm not sure if they're working though.
@axelsp so the frame range node looks like it has similar paramaters to the wedge node's range, but it doesn't seem to connect to the wedge attribute, I think it's seeking a range like a frame range instead of a wedge range, unless there is a way to set it to do that, do you know how to set it?
@jurweer I'm trying to understand your naming convention a bit more, are you saying if I write @wedgenum.10 it will start from 10 and then do 11... 12 13.. or will it just go 0.10, 1.10, 2.10., 3.10 etc?
@axelsp so the frame range node looks like it has similar paramaters to the wedge node's range, but it doesn't seem to connect to the wedge attribute, I think it's seeking a range like a frame range instead of a wedge range, unless there is a way to set it to do that, do you know how to set it?
@jurweer I'm trying to understand your naming convention a bit more, are you saying if I write @wedgenum.10 it will start from 10 and then do 11... 12 13.. or will it just go 0.10, 1.10, 2.10., 3.10 etc?
PDG/TOPs » how to use wedge node properly to name files?
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- mhspadez
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I'm trying to set my wedges so that I can run a range, let that range complete and then run a different range.
For example, I just want wedge 1-10, let that finish, then do 11-20 (testing with smaller numbers in the screenshot).
It seems the wedge node is set up for this, but whenever I run it the second range overwrites the first one, and it seems to start from wedge 0 even though I'm trying to set it to higher numbers.
I've set all my output nodes to use @wedgenum instead of @wedgeindex and I've checked "preserve wedge numbers" in the wedge node, but that didn't do it. What am I doing wrong? Can anyone help me out?
For example, I just want wedge 1-10, let that finish, then do 11-20 (testing with smaller numbers in the screenshot).
It seems the wedge node is set up for this, but whenever I run it the second range overwrites the first one, and it seems to start from wedge 0 even though I'm trying to set it to higher numbers.
I've set all my output nodes to use @wedgenum instead of @wedgeindex and I've checked "preserve wedge numbers" in the wedge node, but that didn't do it. What am I doing wrong? Can anyone help me out?
Edited by mhspadez - June 13, 2022 23:22:04
PDG/TOPs » csv attribute list not updating per work item
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- mhspadez
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PDG/TOPs » csv attribute list not updating per work item
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- mhspadez
- 20 posts
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Hi! I'm trying to generate a csv list based on attributes that change per work item. I'm able to successfully generate the list by assigning primitive attributes, and then using those to generate the list (I've also tried promoting these to detail attributes, but there is no difference), but the list stays the same for all the work items instead of updating for each one.
I've looked through several closely asked topics, but I haven't found a solution. I have checked the "evaluate with work item attributes" box, but that didn't change anything. It feels so close though!
I'm sure there is a checkbox or something I'm missing. I've attached a stripped down example file to show basically what I'm trying to do. Please help - any suggestions would be very appreciated.
I've looked through several closely asked topics, but I haven't found a solution. I have checked the "evaluate with work item attributes" box, but that didn't change anything. It feels so close though!
I'm sure there is a checkbox or something I'm missing. I've attached a stripped down example file to show basically what I'm trying to do. Please help - any suggestions would be very appreciated.
Edited by mhspadez - June 5, 2022 15:40:33
PDG/TOPs » ffmpeg -- how to improve gif export quality
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- mhspadez
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Right, but how do I use this so it doesn't interfere with any of the filenames or attributes from a wedge node and stuff like that?
PDG/TOPs » ffmpeg -- how to improve gif export quality
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- mhspadez
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Hi! trying to improve the gif quality on my ffmpeg encode video TOPS node. I saw some tips in the ffmpeg encode video fourms, but I'm not sure how to apply this to the ffmpegencode video TOPS node. Would anyone be able to help me out? Here are some of the settings people recommended in their fourms:
https://superuser.com/questions/556029/how-do-i-convert-a-video-to-gif-using-ffmpeg-with-reasonable-quality [superuser.com]
If those exact settings aren't gonna work, I think that basically it's trying to apply this palette concept so that it filters the colors the gif is looking for so that the final result looks cleaner. Maybe there's another way to do this in the houdini instead? Here's the original concept link:
http://blog.pkh.me/p/21-high-quality-gif-with-ffmpeg.html [blog.pkh.me]
Or any other tips to improve the quality of the gifs would be much appreciated, attaching my current settings, which I believe are just the defaults. If I can't use those exact settings, then maybe if anyone knows a way to change the dithering settings overall. Thank you!
https://superuser.com/questions/556029/how-do-i-convert-a-video-to-gif-using-ffmpeg-with-reasonable-quality [superuser.com]
If those exact settings aren't gonna work, I think that basically it's trying to apply this palette concept so that it filters the colors the gif is looking for so that the final result looks cleaner. Maybe there's another way to do this in the houdini instead? Here's the original concept link:
http://blog.pkh.me/p/21-high-quality-gif-with-ffmpeg.html [blog.pkh.me]
Or any other tips to improve the quality of the gifs would be much appreciated, attaching my current settings, which I believe are just the defaults. If I can't use those exact settings, then maybe if anyone knows a way to change the dithering settings overall. Thank you!
Edited by mhspadez - May 3, 2022 09:21:12
PDG/TOPs » ffmpeg gif compiling gif frames out of order
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- mhspadez
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Thank you for taking a look at this and figuring it out. You exactly figured out what was going on and making those changes have fixed the issue I was having. Much appreciated!
"Sort contents: none" was a bit misleading to me -- friendly suggestion to change that to "random" -- for sidefx consideration. :S
"Sort contents: none" was a bit misleading to me -- friendly suggestion to change that to "random" -- for sidefx consideration. :S
PDG/TOPs » ffmpeg gif compiling gif frames out of order
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- mhspadez
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yup! I've attached a .hip that should replicate the issues, and the mp4 and the gif that they generate -- thank you for looking into this
PDG/TOPs » ffmpeg gif compiling gif frames out of order
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- mhspadez
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I have a tops tree that exports an image sequence (jpeg) perfectly, moves to another wedge value, and then exports another sequence, and so on. Then downstream I have an "ffmpeg encode video" which is kinda working -- meaning it generates a gif for each sequence which is what I was hoping for --- except some of the frames seem to be out of order, so the gif appears as if it's skipping or glitching, and it does this for each one of the sequences.
The image sequence is exported with frame padding ($F4) and the frame range never exceeds the 4th digit, in fact it easily stays safely within 3 digits. Does anyone have any suggestions on how I might be able to fix this? ss of ffmpeg settings is attached
The image sequence is exported with frame padding ($F4) and the frame range never exceeds the 4th digit, in fact it easily stays safely within 3 digits. Does anyone have any suggestions on how I might be able to fix this? ss of ffmpeg settings is attached
Edited by mhspadez - April 8, 2022 14:55:48
PDG/TOPs » create a list of attributes from geo/lops in tops?
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- mhspadez
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PDG/TOPs » create a list of attributes from geo/lops in tops?
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- mhspadez
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I'm trying to create a text file with a list generated from attributes created at the geo and lops level. Is this possible to do with csv output or textoutput (or anything) in tops?
Playing with those 2 nodes I seem to be able to generate a text file list of attributes, but only from things created at the tops level not from any of the other levels. Is there a way for me to get the attributes from geo or tops into lops?
Playing with those 2 nodes I seem to be able to generate a text file list of attributes, but only from things created at the tops level not from any of the other levels. Is there a way for me to get the attributes from geo or tops into lops?
Edited by mhspadez - April 6, 2022 15:57:27
PDG/TOPs » Export Animated gif with Image Magick and FFMPEG TOP nodes
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- mhspadez
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BrandonA
I've attached a .hip file that demonstrates how to configure the FFmpeg node to create a gif from a series of images. You will need a more recent version of Houdini 18.0 as it uses the updated FFmpeg nodes. I will file an RFE to add a preset to the FFmpeg node for creating a gif.
Let me know if you have any other questions.
So I have a project where I'm using tops to create image sequences each in their own folders which changes using a wedge node. I'd love to use tops to also create a gif of that image sequence. I'm a little bit confused on the ffmpeg node and how to tell it to do this. I saw your example file, and it does technically create gifs of my images, but I don't know how to attach it properly or maybe how to generate the correct frame file list so that it does what I want. If I just connect it to my tops tree after the rop fetch I'm using to generate the sequences it just creates a gif per frame instead of a gif per sequence. Would anyone be able to help me out?
UPDATE: I was able to get this to kind of work by using a "wait for all" node in between the fetch and the ffmpeg nodes. Not fully working, 30% of my gifs failed, but this is looking promising at least
Edited by mhspadez - April 5, 2022 21:34:37
Technical Discussion » how can I create separate velocity fields for density and temp / heat
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- mhspadez
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I have a pyro sim for which I like the look my disturbance and turbulence microsolvers have on my flames (rendered using temperature and heat). However, I don't like how they are affecting my smoke (rendered using density).
Right now my turbulence and disturbance microsolvers are affecting the vel field to achieve the look I'm going for.
Is there a way for me to have my density field not be affected by the vel layer, or perhaps a way to apply a multiplier so that it's affected less? Or perhaps my density layer can use a completely different field other than vel?
Thanks for the help!
Right now my turbulence and disturbance microsolvers are affecting the vel field to achieve the look I'm going for.
Is there a way for me to have my density field not be affected by the vel layer, or perhaps a way to apply a multiplier so that it's affected less? Or perhaps my density layer can use a completely different field other than vel?
Thanks for the help!
Technical Discussion » change the iteration previewed in a for each loop?
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- mhspadez
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Technical Discussion » Possible to convert volume vop to poly (geo)?
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- mhspadez
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Technical Discussion » change the iteration previewed in a for each loop?
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- mhspadez
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I have a foreach loop which is working mostly the way I would like. My problem is that on a few of the iterations, I have some odd behavior.
When you set a foreach loop it previews one iteration which I assume is chosen at random. In my version this iteration is set to the default “name” and it will display 1 piece of a voronoi fracture I created upstream. So I can clearly see what is happening to this one particular piece inside my foreach loop. The problem is the piece that is displayed is not one of the ones behaving oddly so it's hard for me debug for the other pieces.
Is there a way for me to change which iteration it is displaying so that I can work on one of the ones that is behaving oddly?
When you set a foreach loop it previews one iteration which I assume is chosen at random. In my version this iteration is set to the default “name” and it will display 1 piece of a voronoi fracture I created upstream. So I can clearly see what is happening to this one particular piece inside my foreach loop. The problem is the piece that is displayed is not one of the ones behaving oddly so it's hard for me debug for the other pieces.
Is there a way for me to change which iteration it is displaying so that I can work on one of the ones that is behaving oddly?
Technical Discussion » point expression for vectors in pop wrangle
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- mhspadez
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Technical Discussion » point expression for vectors in pop wrangle
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- mhspadez
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hi!
I'm trying to pull position information from my sop geometry into my pop sim to create some effects as my particles approach their individual goal positions.
I was having some success using this expression:
@test = point(@OpInput1, “P”, @ptnum)
with the @OpInput1 set to the sop geo I wanted. When I check the geometry spreadsheet I see that my attribute “@test” is set to a float by default. Upon some further testing the float seems to exactly equal the z value of the position info that I want to use.
How do I pull in the x and y values of the vector, or just correctly pull in all three “P” vector values?
Thanks for the help!
I'm trying to pull position information from my sop geometry into my pop sim to create some effects as my particles approach their individual goal positions.
I was having some success using this expression:
@test = point(@OpInput1, “P”, @ptnum)
with the @OpInput1 set to the sop geo I wanted. When I check the geometry spreadsheet I see that my attribute “@test” is set to a float by default. Upon some further testing the float seems to exactly equal the z value of the position info that I want to use.
How do I pull in the x and y values of the vector, or just correctly pull in all three “P” vector values?
Thanks for the help!
Technical Discussion » Extending Splines and Calculating Curvature
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- mhspadez
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7 years after the original, this came in handy for me too. Quick note had to fix the “” marks in the point wrangle (just delete and retype) and had to change Npt to @Npt. (houdini 15.5) Thanks!
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