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Technical Discussion » What's the "@strength = ?" used to do? in attribute wrangle of glue constraint?
- mrCatfish
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It's hard to say without seeing the code, but @strength refers to the geometry's strength attribute. In this case it would be the glue strength of your constraints. Hard to tell if the code is doing anything or not, maybe a threshold for its effect is not being met.
Technical Discussion » Rivets
- mrCatfish
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Just toggle off “Use Point Vector Attributes for Rivet.” You don't have an up vector so it's failing. Since you are riveting a light, I assume you're not concerned about its exact orientation.
Also, put the full path to the group node: /obj/lamp_post/target_point. If you just put /obj/lamp_post it will point to whatever geo is displayed.. meaning that if you display geo before the group SOP, it will fail.
Also, put the full path to the group node: /obj/lamp_post/target_point. If you just put /obj/lamp_post it will point to whatever geo is displayed.. meaning that if you display geo before the group SOP, it will fail.
Edited by mrCatfish - Feb. 15, 2019 09:42:23
Technical Discussion » Rivets
- mrCatfish
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Can you post your hip file? If the group is not accessible from the dropdown in the rivet node, then it either isn't a point group or it just doesn't exist. Can you access the group via the drop-down or are you typing it in manually?
Technical Discussion » Rivets
- mrCatfish
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Houdini Lounge » Hiding Node Suggestions
- mrCatfish
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You can use ophide. Put the command inside your 456.cmd.
http://www.sidefx.com/docs/houdini/commands/ophide.html [www.sidefx.com]
Sean
http://www.sidefx.com/docs/houdini/commands/ophide.html [www.sidefx.com]
Sean
Technical Discussion » Is it possible in Houdini to...
- mrCatfish
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Technical Discussion » hqueue suddenly running jobs as hquser
- mrCatfish
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Hi all,
We have happily been using hqueue for months now, but suddenly it's trying to run the jobs as “hquser,” without us having done anything. Previous jobs were run as root and that worked fine. Now we are getting “cd $HFS permission denied” errors. (It's trying to initialize the Houdini env.)
I don't know why suddenly hqueue has decided to run jobs as hquser, but that's another story.
So we thought if it's going to run as hquser we should add an hquser acaccount to our network and set the password as per this page [www.sidefx.com]. Still no dice. If I open a shell, I am able to su as hquser and have no problem cd'ing to $HFS.
The page linked to above says, “The ‘hquser’ account can be optionally created when adding a client machine to the farm,” but gives no indication why you'd want to do this or even how to do it.
Can anyone offer any suggestions? We are on Ubuntu Linux.
Sean
We have happily been using hqueue for months now, but suddenly it's trying to run the jobs as “hquser,” without us having done anything. Previous jobs were run as root and that worked fine. Now we are getting “cd $HFS permission denied” errors. (It's trying to initialize the Houdini env.)
I don't know why suddenly hqueue has decided to run jobs as hquser, but that's another story.
So we thought if it's going to run as hquser we should add an hquser acaccount to our network and set the password as per this page [www.sidefx.com]. Still no dice. If I open a shell, I am able to su as hquser and have no problem cd'ing to $HFS.
The page linked to above says, “The ‘hquser’ account can be optionally created when adding a client machine to the farm,” but gives no indication why you'd want to do this or even how to do it.
Can anyone offer any suggestions? We are on Ubuntu Linux.
Sean
Houdini Indie and Apprentice » Working with for each logic.
- mrCatfish
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Houdini Indie and Apprentice » Moving presets between versions of Houdini
- mrCatfish
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Just copy the $HOME/houdini16.5/presets dir (or the contents) to $HOME/houdini17.0/presets.
Edited by mrCatfish - Jan. 29, 2019 09:53:00
Houdini Indie and Apprentice » Copy stamping vop attributes
- mrCatfish
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Try this. This uses a foreach loop/compile with a spare input for speed. In this trivial case, there is no great difference between doing this and doing the old copy/stamp way, but if you had a lot of points this would be much faster.
See this for an explanation: http://www.sidefx.com/docs/houdini/copy/tutorial_stamping.html [www.sidefx.com]
See this for an explanation: http://www.sidefx.com/docs/houdini/copy/tutorial_stamping.html [www.sidefx.com]
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Technical Discussion » Newbie issues with curves
- mrCatfish
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This isn't the most gorgeous geo in the world, but will this do?
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Edited by mrCatfish - Jan. 24, 2019 15:14:22
Houdini Indie and Apprentice » Debris Explosion
- mrCatfish
- 731 posts
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Add a normal SOP (set to points) and a attribute randomize (pscale) after the “Particle_Emitter” SOP. Change “Particle_Emitter” to be polygon, not primitive (so you get different pscales for the birthed points).
Make sure in the copy SOP you are have “Use template point attributes” turned on. Bypass the “Scale” SOP to see that the rocks now don't go through the surface.
If you want tiny rocks, (randomly scaled), make the pscale go from .1 to .2 instead of the default 0 to 1.
The reason you are getting the popping right now is that Houdini uses the velocity vector to align the copies if no other usable attributes exist. The simplest way to fix this is to add an N attribute to your source.
Of course, you will not get rolling behaviour when the particles hit the ground. For this you should use RBDs, or you can try the not very user-friendly distance based rotation idea used here: https://vimeo.com/277642002?from=outro-embed [vimeo.com]
Make sure in the copy SOP you are have “Use template point attributes” turned on. Bypass the “Scale” SOP to see that the rocks now don't go through the surface.
If you want tiny rocks, (randomly scaled), make the pscale go from .1 to .2 instead of the default 0 to 1.
The reason you are getting the popping right now is that Houdini uses the velocity vector to align the copies if no other usable attributes exist. The simplest way to fix this is to add an N attribute to your source.
Of course, you will not get rolling behaviour when the particles hit the ground. For this you should use RBDs, or you can try the not very user-friendly distance based rotation idea used here: https://vimeo.com/277642002?from=outro-embed [vimeo.com]
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Edited by mrCatfish - Jan. 24, 2019 14:54:27
Technical Discussion » weighted random number generation
- mrCatfish
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You can pipe the random number into a spline ramp and then tweak the ramp to weight your random seeds.
Technical Discussion » how to chop lag base on an attribute per point?
- mrCatfish
- 731 posts
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What improvement do you want on what you already have? This seems to do what you are describing.
Technical Discussion » Noisy movement for template points
- mrCatfish
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In a point wrangle, you could put something like this:
… however, it would be easier to put down a point vop and used one of the noises under the noise menu there.
@P+=noise(@P*1 + @Frame*.01);
… however, it would be easier to put down a point vop and used one of the noises under the noise menu there.
Houdini Indie and Apprentice » Trying to include a "filename" attribute in a file output string, syntax problem?
- mrCatfish
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Try “detail” instead of “details”. You also need the index:
detail(“../CD_diva_optimize1/get_filename”,“filename”,0)
Technical Discussion » Particles, Instances, and Random Scale
- mrCatfish
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I had a look at the scene file and I don't see what the problem is. Can you elaborate? (The attached image is missing.)
Technical Discussion » Mantra Render error
- mrCatfish
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The trail sop is attempting to compute the velocity by comparing the current frame with the previous frame. On frame one, it tries to load frame zero, so it fails. The simplest way to fix this is to put a switch between the final SOP and the trail. Wire the trail in input 0 and the clean1 into input 1. Then put “$F < 1” in the switch parm, (meaning, "choose input 1 (the second input without the trail sop) if the frame number is less than 1).
Technical Discussion » how to bake an expression?
- mrCatfish
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Here's the easy way: Right-click on channel in parm editor, keyframes -> bake keyframes. I toggled everything on and chose the last option in “Bake CHOP exports to channels” and it worked like a charm.
Technical Discussion » How to assign material to scattered objects?
- mrCatfish
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