Hi
Delving into python and noticed some trouble with getting array attributes with it. Scene attached.
When it comes to processing a whole geo an generate lists of an attribute's values in all elements or a list of the unique values, I'm guessing VEX is faster than Python, no? So I generated those in VEX and was expecting to collect them in Python, but no luck.
Am I missing something or are arrays not supported? Values fetched for arrays seem to be default: 0, “”, etc.
Thanks
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Technical Discussion » Python: Arrays supported?
- probiner
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Technical Discussion » Galleries search filter by keyword?
- probiner
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I guess What I will do for now is instead of using keywords just add the same gallery entry to multiple categories and use that as the tag/keyword.
Cheers
Cheers
Technical Discussion » Galleries search filter by keyword?
- probiner
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I'm looking into using Galleries as a low commitment template system for artist to drag and drop things to scenes.
The idea would be to use Categories as folders and keywords as tags of interest that would allow artists to search across them.
But according to the manual, the only way to access keywords is through the top bar list, which is unfortunate because it can grow very rapidly and there's not way to filter it by typing.
Is there a way to use keywords in the search filter that I'm missing?
Anything else to consider about galleries in general for those that tried to use them as a workflow?
Overall in Houdini would be nice to be able to type filter any long parameter menus.
Thanks
The idea would be to use Categories as folders and keywords as tags of interest that would allow artists to search across them.
But according to the manual, the only way to access keywords is through the top bar list, which is unfortunate because it can grow very rapidly and there's not way to filter it by typing.
Is there a way to use keywords in the search filter that I'm missing?
Anything else to consider about galleries in general for those that tried to use them as a workflow?
Overall in Houdini would be nice to be able to type filter any long parameter menus.
Thanks
Houdini Lounge » Thanks for the London Character FX & Crowds Production Talks
- probiner
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Here we go
https://www.sidefx.com/community/characterfx_crowds_talks/ [www.sidefx.com]
I'm still curious about which VEX function Jeff Lait added to allow to write point attributes from the prim context without being demoted to single threaded, that Kai mentions.
Cheers
https://www.sidefx.com/community/characterfx_crowds_talks/ [www.sidefx.com]
I'm still curious about which VEX function Jeff Lait added to allow to write point attributes from the prim context without being demoted to single threaded, that Kai mentions.
Cheers
Edited by probiner - Feb. 3, 2019 06:27:15
Houdini Lounge » Thanks for the London Character FX & Crowds Production Talks
- probiner
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https://www.sidefx.com/community/character-crowds-knowledge-workshop/ [www.sidefx.com]
Many thanks for the effort put in the event by SideFX, the presenters and the artists behind the works deconstructed for the audience last Thursday, in Soho. I enjoyed the technical breakdowns of both Houdini's features as well of the approaches and workflows developed in production for such enticing results. I traveled from abroad just to attend and felt it was worth it, for the presentations and also for the casual chats with people that are usually down their own rabbit holes
I'm writing a short summary for my colleagues that couldn't attend, and was wondering if any of the sliders presented by Kai or Jeff will be made available.
Cheers
Many thanks for the effort put in the event by SideFX, the presenters and the artists behind the works deconstructed for the audience last Thursday, in Soho. I enjoyed the technical breakdowns of both Houdini's features as well of the approaches and workflows developed in production for such enticing results. I traveled from abroad just to attend and felt it was worth it, for the presentations and also for the casual chats with people that are usually down their own rabbit holes
I'm writing a short summary for my colleagues that couldn't attend, and was wondering if any of the sliders presented by Kai or Jeff will be made available.
Cheers
Edited by probiner - Jan. 29, 2019 01:47:42
Technical Discussion » Retrieve objects parameters in an ordered way.
- probiner
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Hi tanto.
Multiple Object Merge SOPs could work, but not the workflow I was looking to offer on an asset. But it might end up being the way I do it in the end.
In a way I wish some move that are available in SOPs would also be available for OBJ in mind, since in this case one could maybe:
- With an OBJ Merge, the artist could just like the Merge SOP bundle many objects.
- With a OBJ Group one could use something like a expandobjgroup() to retrieve a list of obj names.
- An OBJ level wrangle to control transforms instead of having to go CHOPS.
Anyways, if anyone knows a better way to group objects and retrieve info from them in a ordered way, other than naming, let me know.
Thanks
Multiple Object Merge SOPs could work, but not the workflow I was looking to offer on an asset. But it might end up being the way I do it in the end.
In a way I wish some move that are available in SOPs would also be available for OBJ in mind, since in this case one could maybe:
- With an OBJ Merge, the artist could just like the Merge SOP bundle many objects.
- With a OBJ Group one could use something like a expandobjgroup() to retrieve a list of obj names.
- An OBJ level wrangle to control transforms instead of having to go CHOPS.
Anyways, if anyone knows a better way to group objects and retrieve info from them in a ordered way, other than naming, let me know.
Thanks
Edited by probiner - Dec. 11, 2018 05:44:34
Technical Discussion » Retrieve objects parameters in an ordered way.
- probiner
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Hello
I'm trying to use OBJ level animatable objects to drive setups in SOP level.
In XSI/ICE I would:
- Add nulls to a group.
- Get the group in ICE and access common parameters on those objects like an array from a get node where the returned data for example for “group1.Position” was an array of vectors of the positions of each null in the group.
- The group is ordered and if I change the group membership order of the nulls the array data reflects that.
I know I can get similar workflow with an Object Merge SOP, but I don't see a way to reasonably allow an artist to reorder the list of objects:
- If I use a @bundle the order is according to the object name, so this is not practical, because I don't want the user to have to rename objects either to control the initial order or for example to insert another object in bundle in the middle of existing objects (if I have c0,c1… c98, c99 and I want to have a new object after c50, I'll have to rename all from c51 onward to add 1 to their suffix.)
- If I simply add multiple objects in an Object Merge SOP is both cumbersome to do for a lot of objects and I can't change the order of them afterwards.
something like this would be handy, or if there were arrows in the entries
A OBJ level Merge node would be great since it simple allows to change the order of the inputs. Is there anything like this or some workflow I'm missing?
Cheers
I'm trying to use OBJ level animatable objects to drive setups in SOP level.
In XSI/ICE I would:
- Add nulls to a group.
- Get the group in ICE and access common parameters on those objects like an array from a get node where the returned data for example for “group1.Position” was an array of vectors of the positions of each null in the group.
- The group is ordered and if I change the group membership order of the nulls the array data reflects that.
I know I can get similar workflow with an Object Merge SOP, but I don't see a way to reasonably allow an artist to reorder the list of objects:
- If I use a @bundle the order is according to the object name, so this is not practical, because I don't want the user to have to rename objects either to control the initial order or for example to insert another object in bundle in the middle of existing objects (if I have c0,c1… c98, c99 and I want to have a new object after c50, I'll have to rename all from c51 onward to add 1 to their suffix.)
- If I simply add multiple objects in an Object Merge SOP is both cumbersome to do for a lot of objects and I can't change the order of them afterwards.
something like this would be handy, or if there were arrows in the entries
A OBJ level Merge node would be great since it simple allows to change the order of the inputs. Is there anything like this or some workflow I'm missing?
Cheers
Houdini Indie and Apprentice » COPs issue with SOP Import when setting planes from Heightfield.
- probiner
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Houdini Indie and Apprentice » COPs issue with SOP Import when setting planes from Heightfield.
- probiner
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Yeah I still have no answer to this awkwardness I guess I'll just have to report.
- Why are the images C, A looking the same, while their histogram looks different, C stops at .7? (height looks different than A because is 16 and the other is 32)
- Why does the Trace SOP work ok with A and C but with height stops at .7 ?
Cheers
- Why are the images C, A looking the same, while their histogram looks different, C stops at .7? (height looks different than A because is 16 and the other is 32)
- Why does the Trace SOP work ok with A and C but with height stops at .7 ?
Cheers
Houdini Indie and Apprentice » COPs issue with SOP Import when setting planes from Heightfield.
- probiner
- 339 posts
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Hi
I was following Jeff Lait's Heightfields Masterclass for H16. In here vimeo.com/234755478#t=17m30s Jeff shows how to set up custom planes based on the heighfield data instead of the default C and A.
Now today I was trying to use a Trace SOP with a “SOP Import” from a heightfield's normalized @height (0 to 1) but the Threshold on the Trace SOP just goes up to 0.7 and not 1.0
After some help on Discord and time put in I finally cornered the problem, single channel planes:
- The planes created by “SOP Import” button are single channel. These show a range from 0.0 to 1.0 in the Histogram but bug the Trace SOP and its Threshold only works from 0.0 to 0.7. Remaping doesn't fix it, only way to sort it is to convert to color planes.
- On the other hand this raised another question, while the color planes make full use of the 0.0 to 1.0 range of Trace SOP Threshold parameter, they show as a clipped range from 0.0 to 0.7 in the Histogram.
What's going on here with this 0.7? (X-Files theme!)
Checking before reporting cause I might be missing something very basic for people that use COPs often.
Anyways this was the origin of the challenge:
I was following Jeff Lait's Heightfields Masterclass for H16. In here vimeo.com/234755478#t=17m30s Jeff shows how to set up custom planes based on the heighfield data instead of the default C and A.
Now today I was trying to use a Trace SOP with a “SOP Import” from a heightfield's normalized @height (0 to 1) but the Threshold on the Trace SOP just goes up to 0.7 and not 1.0
After some help on Discord and time put in I finally cornered the problem, single channel planes:
- The planes created by “SOP Import” button are single channel. These show a range from 0.0 to 1.0 in the Histogram but bug the Trace SOP and its Threshold only works from 0.0 to 0.7. Remaping doesn't fix it, only way to sort it is to convert to color planes.
- On the other hand this raised another question, while the color planes make full use of the 0.0 to 1.0 range of Trace SOP Threshold parameter, they show as a clipped range from 0.0 to 0.7 in the Histogram.
What's going on here with this 0.7? (X-Files theme!)
Checking before reporting cause I might be missing something very basic for people that use COPs often.
Anyways this was the origin of the challenge:
Edited by probiner - Nov. 15, 2018 08:26:35
Houdini Lounge » How to achieve good looking icons on HDAs?
- probiner
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Houdini Lounge » How to achieve good looking icons on HDAs?
- probiner
- 339 posts
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Hey DaJuice
I went to Group Create SOP help page, downloaded the SVG and indeed the dashes are bigger. I guess it's quite the balancing act when doin icons specially anti-aliased ones.
Since my Group icon is smaller I also had to increase the size of the dashes and now sort of looks like intended.
Thanks
I went to Group Create SOP help page, downloaded the SVG and indeed the dashes are bigger. I guess it's quite the balancing act when doin icons specially anti-aliased ones.
Since my Group icon is smaller I also had to increase the size of the dashes and now sort of looks like intended.
Thanks
Edited by probiner - Oct. 14, 2018 19:21:59
Houdini Lounge » How to achieve good looking icons on HDAs?
- probiner
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Here's the same HDA using a SVG image and a PNG 600x600 image as icon. The source is some vector work from Inkscape (on the right).
The PNG colors look burned and the SVG looks blured and edges jagged, neither can get the dashed detail visible in Inkscape and in “Group Create” SOP.
How to achieve HDA icons that match the vector work in Inkscape?
Thanks
The PNG colors look burned and the SVG looks blured and edges jagged, neither can get the dashed detail visible in Inkscape and in “Group Create” SOP.
How to achieve HDA icons that match the vector work in Inkscape?
Thanks
Edited by probiner - Oct. 14, 2018 06:35:03
Houdini Lounge » Group Edge pattern match broken?
- probiner
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I see.
If there's a group present * ^* seems to be the shortest way to generate an empty group, which is a bit obscure when you looking for this.
^* throws an error, !* or ! doesn't seem to do it.
If there's a group present * ^* seems to be the shortest way to generate an empty group, which is a bit obscure when you looking for this.
^* throws an error, !* or ! doesn't seem to do it.
Edited by probiner - Sept. 24, 2018 14:37:40
Houdini Lounge » Group Edge pattern match broken?
- probiner
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Weird then.
Another one I don't get why is if the Base Group is empty, everthing is selected. But if * is in Base Group, none is selected. Seems like an inversion.
Another one I don't get why is if the Base Group is empty, everthing is selected. But if * is in Base Group, none is selected. Seems like an inversion.
Houdini Lounge » Group Edge pattern match broken?
- probiner
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Hi
With primitives I can have group1 and group2 and gather them both on a group parameter by inputing
Same for points, but edges don't seem to work… The group is empty. Am I doing something wrong here or I should report it?
Thanks
With primitives I can have group1 and group2 and gather them both on a group parameter by inputing
group*
Same for points, but edges don't seem to work… The group is empty. Am I doing something wrong here or I should report it?
Thanks
Edited by probiner - Sept. 17, 2018 15:38:42
Houdini Indie and Apprentice » HDA | VOP | Connected Elements
- probiner
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[bit.tube]
Given a reasonable geometry and an element (point, prim, vert) get a list of other elements associated with it and a list of attribute values in them.
https://orbolt.com/asset/prb::ConnectedElements::1.00
Given a reasonable geometry and an element (point, prim, vert) get a list of other elements associated with it and a list of attribute values in them.
https://orbolt.com/asset/prb::ConnectedElements::1.00
Edited by probiner - Sept. 5, 2018 18:50:40
Houdini Indie and Apprentice » Crowd: File SOP error. Cached agents. Edit Agent external reference?
- probiner
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RFE'd that missing agent rigs load without error and that the external reference of agents can be changed, like one can for packed disk prims with: setprimintrinsic(0, “unexpandedfilename”, @primnum, “filepath”);
Cheers
Pedro
Cheers
Pedro
Edited by probiner - Sept. 4, 2018 08:13:00
Houdini Indie and Apprentice » Crowd: File SOP error. Cached agents. Edit Agent external reference?
- probiner
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I got a crowd cached sequence files and an agent folder(with bgeo, rig, clips, etc). File SOP is throwing an error, can't read the sequence and finding the agent path.
“Unable to read file: < cache file path >” (this path is correct, it's on my system)
“Error loading the rig. The following paths were searched: < agent rig file path >. (nearbyte offset 408663, line 1, column 408634) Backend IO” (this path is pointing to the agent file on another system)
I noticed if I click “Delay Load Geometry” the SOP doesn't give error anymore and the spreadsheet shows the content. But I don't see a primintrinsic or something I could edit to make it point to the correct agent files path.
I gave it a try with “Packed Disk Edit” SOP, but no luck
Where can I access the packed agent external reference and edit it to point to the folder on my system?
Thanks
“Unable to read file: < cache file path >” (this path is correct, it's on my system)
“Error loading the rig. The following paths were searched: < agent rig file path >. (nearbyte offset 408663, line 1, column 408634) Backend IO” (this path is pointing to the agent file on another system)
I noticed if I click “Delay Load Geometry” the SOP doesn't give error anymore and the spreadsheet shows the content. But I don't see a primintrinsic or something I could edit to make it point to the correct agent files path.
I gave it a try with “Packed Disk Edit” SOP, but no luck
Where can I access the packed agent external reference and edit it to point to the folder on my system?
Thanks
Edited by probiner - Aug. 31, 2018 16:25:07
Houdini Lounge » HDA | VOP | NormalBias
- probiner
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Edited by probiner - June 7, 2018 10:33:58
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