Thank You!
This is working..
“texcache -a on” and “texcache -c”
and a couple times i also had to bypass and then un-bypass.
Thanks again,
-adam
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Technical Discussion » tex function help!
- sunyata
- 14 posts
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Technical Discussion » tex function help!
- sunyata
- 14 posts
- Offline
Hi-
Does anyone know how to force the tex function to refresh the image it's referencing?? I'm editing the image but i keep seeing the cached version.
Tried using cache manager and various hacks.. nothing working.
Any help much appreciated,
-adam
Does anyone know how to force the tex function to refresh the image it's referencing?? I'm editing the image but i keep seeing the cached version.
Tried using cache manager and various hacks.. nothing working.
Any help much appreciated,
-adam
Houdini Lounge » walk through selections?
- sunyata
- 14 posts
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Hey,
Thanks for the reply.
I'm looking at the options when i have a point selected and there isn't any keystroke hint etc.. for step to next point.
This is something that in Maya I use all the time. It's odd, seems so simple but I can't find it.
When you're pulling points around and you want to select the next one in Maya, you can click the arrow keys to move up and down a mesh.
Thanks for the reply.
I'm looking at the options when i have a point selected and there isn't any keystroke hint etc.. for step to next point.
This is something that in Maya I use all the time. It's odd, seems so simple but I can't find it.
When you're pulling points around and you want to select the next one in Maya, you can click the arrow keys to move up and down a mesh.
Edited by - March 29, 2010 16:29:13
Houdini Lounge » walk through selections?
- sunyata
- 14 posts
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i know it's a stupid question but hey, for some reason i can't find it. how do you step through points with the keyboard when you're modeling or animating?
thanks!
-sunyata
thanks!
-sunyata
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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Antoine-
Yes, I was aware of that and wondering if the point function would be slow… it seems like it's just accessing a value from a list or tuple, very low overhead per iteration.
The point SOP that just adds default norms is slower than a mountain SOP that is randomly offset per object per frame. Almost 10x actually, but another way to look at that is that the mountain SOP is very fast
I'll check out how to install a .func file and access it, thanks.
Yes, I was aware of that and wondering if the point function would be slow… it seems like it's just accessing a value from a list or tuple, very low overhead per iteration.
The point SOP that just adds default norms is slower than a mountain SOP that is randomly offset per object per frame. Almost 10x actually, but another way to look at that is that the mountain SOP is very fast
I'll check out how to install a .func file and access it, thanks.
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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Antoine-
thanks for the alt-y tip.. i'll use that often. unfortunately i'm always obsessed with optimization, it's a disease.
interesting that the point SOP is so much slower than the mountain SOP and the modulus more than doubles the time from the previous generic point SOP that adds $NX $NY $NZ.
17.90 ms /obj/noodles/foreach1/each1 <= foreach iteration
91.90 ms /obj/noodles/foreach1/pointZ <= point adds $NX $NY $NZ
9.19 ms /obj/noodles/foreach1/mountain_z <= warps in z
221.91 ms /obj/noodles/foreach1/pointX <= point w/ % function
17.56 ms /obj/noodles/foreach1/mountain_x <= warps in x
there are going to be lots of instances so it's really good to know.. thanks.
thanks for the alt-y tip.. i'll use that often. unfortunately i'm always obsessed with optimization, it's a disease.
interesting that the point SOP is so much slower than the mountain SOP and the modulus more than doubles the time from the previous generic point SOP that adds $NX $NY $NZ.
17.90 ms /obj/noodles/foreach1/each1 <= foreach iteration
91.90 ms /obj/noodles/foreach1/pointZ <= point adds $NX $NY $NZ
9.19 ms /obj/noodles/foreach1/mountain_z <= warps in z
221.91 ms /obj/noodles/foreach1/pointX <= point w/ % function
17.56 ms /obj/noodles/foreach1/mountain_x <= warps in x
there are going to be lots of instances so it's really good to know.. thanks.
Edited by - March 27, 2010 00:09:13
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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Antoine-
Do you think there is any speed hit doing 2 sets of groups? I see that as calculating modulus twice for all points. maybe not? I'm trying to optimize as much as possible since this is all in a “foreach” SOP and could have many “noodles” in the end.
thanks.
debating testing Hscript against Python for speed and using bitwise & instead of % in python…
Do you think there is any speed hit doing 2 sets of groups? I see that as calculating modulus twice for all points. maybe not? I'm trying to optimize as much as possible since this is all in a “foreach” SOP and could have many “noodles” in the end.
thanks.
debating testing Hscript against Python for speed and using bitwise & instead of % in python…
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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anyone tried using & instead of % in Hscript to test for even / odd numbers?
supposed to be faster in python than using modulus.
if (23 & 1) == 1: “odd”
supposed to be faster in python than using modulus.
if (23 & 1) == 1: “odd”
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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Antoine-
Thanks.. I thought that would be the easy way at first but since the “noodle” here is coming off a creep SOP, I don't have 2 curves to input.. only quad poly objects. I tried using 2 delete SOP's and piping them into a point SOP as you suggested, then attrib transfer. Problem was new prim nums on the normals. Think it may be slower too, not sure?
I tried re-doing with the multi-line trick for readability though, works fine:
normMult is a custom parm.
{
if($PT % 2 == 0){
return ($TX-(point(“../mountain_z”,($PT+1),“P”,0)))*ch(“normMult”);
} else {
return (point(“../mountain_z”,($PT-1),“P”,0)-$TX)*ch(“normMult”);
}
}
Thanks again for the help…. love houdini!
-sunyata
Thanks.. I thought that would be the easy way at first but since the “noodle” here is coming off a creep SOP, I don't have 2 curves to input.. only quad poly objects. I tried using 2 delete SOP's and piping them into a point SOP as you suggested, then attrib transfer. Problem was new prim nums on the normals. Think it may be slower too, not sure?
I tried re-doing with the multi-line trick for readability though, works fine:
normMult is a custom parm.
{
if($PT % 2 == 0){
return ($TX-(point(“../mountain_z”,($PT+1),“P”,0)))*ch(“normMult”);
} else {
return (point(“../mountain_z”,($PT-1),“P”,0)-$TX)*ch(“normMult”);
}
}
Thanks again for the help…. love houdini!
-sunyata
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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Jeff-
That's awesome, thanks for the reply. I think next time I'd opt to use your trick.. it's easier to read
So this is probably an ugly solution to my problem but here is what i was trying to do.
i warp a long twisted noodle using a point SOP to add normals pointing back in z (relative to points local tangency) and warp them with a mountain SOP.. then try to do the same thing in the new x using another point SOP and another mountain SOP.
The trick was getting the new value of x for the normals.
if($PT%2==0,($TX-point(“../mountain_z”,($PT+1),“P”,0)),(point(“../mountain_z”,($PT-1),“P”,0)-$TX)))
it works because i only have 2 rows of points, even points look over at odd and visa versa. I'm sure there is a better way!
Thanks again.
That's awesome, thanks for the reply. I think next time I'd opt to use your trick.. it's easier to read
So this is probably an ugly solution to my problem but here is what i was trying to do.
i warp a long twisted noodle using a point SOP to add normals pointing back in z (relative to points local tangency) and warp them with a mountain SOP.. then try to do the same thing in the new x using another point SOP and another mountain SOP.
The trick was getting the new value of x for the normals.
if($PT%2==0,($TX-point(“../mountain_z”,($PT+1),“P”,0)),(point(“../mountain_z”,($PT-1),“P”,0)-$TX)))
it works because i only have 2 rows of points, even points look over at odd and visa versa. I'm sure there is a better way!
Thanks again.
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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ah, i think i understand. thanks for answering my newbie question.
so i have to use the hscript functions in the parameters field and cannot just write hscript… but i CAN write standard single/multi line python using custom houdini functions/methods..
so as far as writing a multi line expression with hscript expression functions, is that possible?
how would you do an “elif” for example aside from python?
thanks!
so i have to use the hscript functions in the parameters field and cannot just write hscript… but i CAN write standard single/multi line python using custom houdini functions/methods..
so as far as writing a multi line expression with hscript expression functions, is that possible?
how would you do an “elif” for example aside from python?
thanks!
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
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why is it that whenever you post a question you then find the answer on your own?
this is working for me on a single line:
if(1>0,4,0)
duh.
python syntax also worked as expected but i didn't want to use functions to capture vars so i'm trying to get hscript to work. still not sure why all the multiline hscript examples didn't work though…
this is working for me on a single line:
if(1>0,4,0)
duh.
python syntax also worked as expected but i didn't want to use functions to capture vars so i'm trying to get hscript to work. still not sure why all the multiline hscript examples didn't work though…
Technical Discussion » need help with conditional expression
- sunyata
- 14 posts
- Offline
Hi,
I don't normally post questions, I'm always too busy to wait for an answer and assume it's out there somewhere, but i'm stuck.
I'm simply trying to do a conditional statement in the first field of a point SOP's normal parameter and can't get it to work using Hscript.
i've tried these various syntaxes:
if (1 == 1) then
echo 4
endif
if (1 > 0)
return 4
endif
if 1 > 0 then
return 4
endif
if (1 > 0) {
return 4;
}
i've changed operators and swapped “return” with “echo”. and simply left nothing but the value… nothing seems to work. any examples of how to do a conditional statement in a point SOP parameter would be MUCH appreciated.
Thanks,
-sunyata
I don't normally post questions, I'm always too busy to wait for an answer and assume it's out there somewhere, but i'm stuck.
I'm simply trying to do a conditional statement in the first field of a point SOP's normal parameter and can't get it to work using Hscript.
i've tried these various syntaxes:
if (1 == 1) then
echo 4
endif
if (1 > 0)
return 4
endif
if 1 > 0 then
return 4
endif
if (1 > 0) {
return 4;
}
i've changed operators and swapped “return” with “echo”. and simply left nothing but the value… nothing seems to work. any examples of how to do a conditional statement in a point SOP parameter would be MUCH appreciated.
Thanks,
-sunyata
Edited by - March 27, 2010 00:01:46
Technical Discussion » Rapidly moving fire question...
- sunyata
- 14 posts
- Offline
Hi-
I'm trying to get fire to come off a rapidly moving object. I created a box that is parented to the moving object that acts as a reference for the fluid resize node (easier to control for me) and I've upped the sub steps on the parent dop network. I get a floating or drifting effect on the fire container (no matter how much I increase the sub samples) and the flame front shows steps, like feedback. If I increase the sub samples the flame front still has an echo effect, it's just less spread out. End result is that the fire looks stiff.
Any Ideas?
Thanks,
-sunyata
I'm trying to get fire to come off a rapidly moving object. I created a box that is parented to the moving object that acts as a reference for the fluid resize node (easier to control for me) and I've upped the sub steps on the parent dop network. I get a floating or drifting effect on the fire container (no matter how much I increase the sub samples) and the flame front shows steps, like feedback. If I increase the sub samples the flame front still has an echo effect, it's just less spread out. End result is that the fire looks stiff.
Any Ideas?
Thanks,
-sunyata
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