How can I connect some expression channels to other channels !?
for example I write $CEX , $CEY , $CEZ expression in a Transform SOP and I wanna read value of these channels in another Transform SOP in different network.
I tested "Paste Relative Copied Reference" , But it can't work on expression channels !
Thanks
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Technical Discussion » Link Expression Channels
- Jack.N
- 72 posts
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Technical Discussion » Add Heat and Temperature resolution to simple Volumes
- Jack.N
- 72 posts
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Hi guys.
I wanna add heat and temperature to my custom Volume.
for example I made a simple Volume from my object with IsoOffset SOP.
I can add density Resolution simply by name parameter in the IsoOffset.
But how can I add heat and temperature ?
Specially I wanna add Heat and Temperature in the Volume VOP.
I know that in the Geometries I can use AddAttribute VOP for adding any custom attribute , But How can I add different resolution (Heat and Temp) to Volumes in the Volume VOP ?
Also how can I edit Heat and Temp from Pyro sim in the Volume VOP ?
Specially Thanks All 8)
I wanna add heat and temperature to my custom Volume.
for example I made a simple Volume from my object with IsoOffset SOP.
I can add density Resolution simply by name parameter in the IsoOffset.
But how can I add heat and temperature ?
Specially I wanna add Heat and Temperature in the Volume VOP.
I know that in the Geometries I can use AddAttribute VOP for adding any custom attribute , But How can I add different resolution (Heat and Temp) to Volumes in the Volume VOP ?
Also how can I edit Heat and Temp from Pyro sim in the Volume VOP ?
Specially Thanks All 8)
Technical Discussion » Define $HIP for hbatch.exe rendering
- Jack.N
- 72 posts
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Joker386
You should just write an expression in your project for set $HIP to your specify address , So when your file open in HBatch.exe then this variable will set currectly :wink:
Wooow , Specially thanks Sadjad , your suggestion working perfectly :shock:
Technical Discussion » Define $HIP for hbatch.exe rendering
- Jack.N
- 72 posts
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sl0throp
In my experience $HIP fails in hbatch when:
1. $HIP refers to a mapped network drive, I usually substitute the full path. (See next suggestion).
2. $HIP is defined incorrectly - Open up the Alias and Variables check and see how $HIP is defined. I usually replace a mapped drive path with
//myserver/my_houdini_project
Also the use of $JOB is very helpfull.
Thanks for your reply , But unfortunately I didn't use mapped network , all of the files are local , Also $HIP defined correctly in the Alias and Global variables window !
Technical Discussion » Render New Particles as simple ball
- Jack.N
- 72 posts
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Technical Discussion » Render New Particles as simple ball
- Jack.N
- 72 posts
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Hi
I just wanna try render new particles as simple ball !.
in the old-pop I just use clay material and increase pscale attribute and when I render it , all particles will render as perfectly ball.
But in the new POP they are render as simple flat circle!
I just wanna try render new particles as simple ball !.
in the old-pop I just use clay material and increase pscale attribute and when I render it , all particles will render as perfectly ball.
But in the new POP they are render as simple flat circle!
Technical Discussion » self friction
- Jack.N
- 72 posts
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Technical Discussion » self friction
- Jack.N
- 72 posts
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I think your meant is Self Collision , right ?
Same discussion here :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=163002#163002 [sidefx.com]
Same discussion here :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=163002#163002 [sidefx.com]
Technical Discussion » Render Curve as Tube with Shader.
- Jack.N
- 72 posts
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Really thanks my friends , Yes , Both one worked perfectly and exactly same thing that I want ,But I'm sure I did that before with displacement or frontface (or similar) node (I can't remember that !) , However I can use your methods , they are so simple and thanks again
Houdini Lounge » Problem with ram memory usage in Houdini
- Jack.N
- 72 posts
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PradeepBarua
Houdini uses RAM how much it actually needed.
If you want to utilize full power of your hardware, use linux!
Of course I think this is just for Win7 and before , Because I heard that RAM management on Win8 is changed and better than Win7 , something like Linux !
Technical Discussion » Particles Self Collision
- Jack.N
- 72 posts
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PradeepBarua
Check this expample file:
http://www.sidefx.com/docs/houdini13.0/examples/nodes/dop/rbdpackedobject/EmittingObjects [sidefx.com]
Thanks , I saw this help before , But I don't know how can I use it for Particles !?
Technical Discussion » Particles Self Collision
- Jack.N
- 72 posts
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tamte
also note that the technique in popswithrbdcollision example is old and therefore the slowness
to get particles with rbd collisions in >=H13 you can just use packed rbd's which combines power of particles and bullet and works without any special setup
Really Thanks , But how can I use RBD Pack ?
I should add new particles in the AutoDopNetwork , then use RBD Fractured Objects ?
Technical Discussion » Render Curve as Tube with Shader.
- Jack.N
- 72 posts
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PradeepBarua
You can create “width” attribute on curve, mantra reads it.
Yes , I Knooooooooooooooow that :!:
the width attribute is only useful for thickness of the curve when rendering !
BUT, I wanna Render Curves as Tube , Not just simple FLAT curve and I wanna do that in rendering , not with polywire SOP !!!!
I know we can do that with N and displacement (and maybe frontface) , But I can't remember that :!:
Technical Discussion » Render Curve as Tube with Shader.
- Jack.N
- 72 posts
- Offline
Hi
I know that we can render curves as tube with using N vector in shader , But I can't remember that !!!
So we don't need for using polywire SOP or similar nodes.
What should I do ?
Thanks
I know that we can render curves as tube with using N vector in shader , But I can't remember that !!!
So we don't need for using polywire SOP or similar nodes.
What should I do ?
Thanks
Technical Discussion » Define $HIP for hbatch.exe rendering
- Jack.N
- 72 posts
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luoqiulin
Hi
I always do that on windows, no problems if it can be rendered in houdini.
Maybe you load your hip while you open hcommand,then the $hip path is the hcmd.exe path.
I use mread command
Open your command line tool
hscript
mread //path/to/file.hip
render -V /out/mantra
Or cd to your hip path first.or put your batch file in your hip path.
I should test it , I think this is my answer , really thanks :wink:
Technical Discussion » what's difference between vex, hscript, expression, python?
- Jack.N
- 72 posts
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Joker386
Expressions : is some of codes that useful in the channels (parameters) for controlling them.for example $F return current frame number to the some parameter or npoints(“..”) return number of points for specify object to the some parameters or channel.(It's like expressions in the Maya)
HScript : is old Houdini scripting languages , it's pretty like to Shell Scripting in OS , we can have access to the Houdini with this tool , for example we can add new nodes , or delete nodes , changing display flag or etc.
We should write HScript commands in the Window->HScript Textport
(It's like MEL in Maya)
Python : is new feature for accessing to the Houdini exactly like HScript.we can add New nodes , delete them , edit them ,access to GUI or etc.
Also we can create new custom nodes with Python.
VEX : is a powerful languages for writing new shaders and custom nodes.It's pretty like to C/C++ codes.It's so faster than Python and HScript , even I think in some special cases it can faster than C/C++ tools !!!
we can write VEX codes with two way :
1. writing VEX codes words (like Python , Expressions , HScript)
2. writing VEX codes with Visual Nodes !
in the second method we can write our program only with visual nodes !
for example for writing A * B = C we should add two node for A and B , then add Multiply node and connect A and B to it's inputs , finally connect output of the Multiply node to C node.
We calling this method(Visual) VOP.
VOP nodes are same for different networks (SHOP,POP,OBJ,CHOP,COP,…) , but imported parameters are different for each networks.
for example in the Geometry Network we have P parameter for importing Position of the points , But in the COP network we should have R , G , B parameter for importing RED , GREEN and BLUE to the VOP Network.
So we have different VOP Network for differents Networks such as :
VOP SOP , VOP COP , VOP CHOP , VOP POP and etc
NOTE1 : We can write Python codes as Expression for channels and parameters too , But standard Houdini Expressions is faster than Python Expressions.
NOTE2: We can do some special things with many languages (Python - VEX - HScript).for example we can create a custom node for deforming a geometry with Python and VEX , But VEX is very very faster than others !
Wooow , Great and perfect answer , thanks
Technical Discussion » what's difference between vex, hscript, expression, python?
- Jack.N
- 72 posts
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PradeepBarua
I don't think python expressions are slow.
Oh , Man !
That's obvious Python expressions are slower !!!
I knew this before in the Python in Houdini tutorials from FXPHD !
Technical Discussion » Particles Self Collision
- Jack.N
- 72 posts
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PradeepBarua
You can use popproximity which create nearestdist attribute that can be used to trigger popinteract.
Specially Thanks , Yes , That's another way , But I think it's slow too , maybe slower than using Bullet Engine for particles !
I think Sidefx should add this feature in the new Particle System ! :cry:
Technical Discussion » Particles Self Collision
- Jack.N
- 72 posts
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Specially thanks for your Help Sadjad.
It's exactly something that I want , But as you said before , it's really slow !
I wanna do that very fast , because I have too many particles for sands !
It's exactly something that I want , But as you said before , it's really slow !
I wanna do that very fast , because I have too many particles for sands !
Houdini Lounge » Disable Mouse Scroll
- Jack.N
- 72 posts
- Offline
Hi
In the Maya we have an option for disabling Mouse Scroll in the Preferences window , And now , I wanna disable it for Houdini too.
How can I do that ?
Specially thanks.
In the Maya we have an option for disabling Mouse Scroll in the Preferences window , And now , I wanna disable it for Houdini too.
How can I do that ?
Specially thanks.
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