In order to use the paint capabilities of the node, you need to enter the state of the node.
One way to do this is to select the node even though its inside the HDA. In order to do this, create a button name it “Paint”, in Type Properties>>Parameters>>CallbackScript for the button type in hou.pwd().hdaModule().node( “nameOfThePaintNode” ).setSelected( True ) and switch language from Hscript to Python and in Type Properties>>Node>>EditableNodes type in the nameOfThePaintNode
So now pressing the button should enter the state of the paint node and let you paint!
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Technical Discussion » Adding paint sop capabilities to a HDA
- MrReedSmith
- 49 posts
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Technical Discussion » Use Python to dynamically create shelf tools; Access RMB click menus
- MrReedSmith
- 49 posts
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Hello all,
(a) I was wondering if there is a way to create shelf tools with a preset code in them, on a button press with python
(b) Also is there a way to access the RMB click menus using python
Thank you!
(a) I was wondering if there is a way to create shelf tools with a preset code in them, on a button press with python
(b) Also is there a way to access the RMB click menus using python
Thank you!
Technical Discussion » Packed Primitive RDB simulation problem
- MrReedSmith
- 49 posts
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So I took a look at your file
To answer your questions:
(1) The strength you set in DOPs was very less, that is why everything falls apart too soon
(2) If you take a look at the nodes in red, you will see that where the sphere is hitting the wall, I set the strength to 0.0 and the rest of the constraints to -1.0
(3) The ground you made for collision, was intersecting the wall that is why it was vibrating, so I just put down a ground plane and it does not vibrate anymore
Hope that helps!
To answer your questions:
(1) The strength you set in DOPs was very less, that is why everything falls apart too soon
(2) If you take a look at the nodes in red, you will see that where the sphere is hitting the wall, I set the strength to 0.0 and the rest of the constraints to -1.0
(3) The ground you made for collision, was intersecting the wall that is why it was vibrating, so I just put down a ground plane and it does not vibrate anymore
Hope that helps!
Edited by MrReedSmith - Oct. 11, 2016 23:55:00
Technical Discussion » lines in fluid source
- MrReedSmith
- 49 posts
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Can you please elaborate on that?
Although judging by what you just said, maybe you have some stagnant smoke, dude to low vel.
Maybe what you could do is in your smoke/pyro solver, in the Advection tab >> Advection method, the default is set to Trace
You could maybe try using other advection methods like Trace Midpoint,HJWENO, etc
Maybe that might help
Although judging by what you just said, maybe you have some stagnant smoke, dude to low vel.
Maybe what you could do is in your smoke/pyro solver, in the Advection tab >> Advection method, the default is set to Trace
You could maybe try using other advection methods like Trace Midpoint,HJWENO, etc
Maybe that might help
Technical Discussion » How can you make a vops preset with nodes inside it?
- MrReedSmith
- 49 posts
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Technical Discussion » How can you make a vops preset with nodes inside it?
- MrReedSmith
- 49 posts
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Hello all,
I was wondering how to make presets in vops?
To clarify, whenever I use a noise or create orientation functions, I always have to build a vop from scratch. Is there a way, I can a make a preset which gives me the nodes inside the vops and not just the parameters for it?
I know we can use wrangles too, or make OTL's, but I want to know how it can be done in vops context
I was wondering how to make presets in vops?
To clarify, whenever I use a noise or create orientation functions, I always have to build a vop from scratch. Is there a way, I can a make a preset which gives me the nodes inside the vops and not just the parameters for it?
I know we can use wrangles too, or make OTL's, but I want to know how it can be done in vops context
Work in Progress » interaction between rbd fractured object and fluid sim
- MrReedSmith
- 49 posts
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Technical Discussion » Preset Per Parameter?
- MrReedSmith
- 49 posts
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Hey Jim,
I hope I am getting this right,
you are going to have to make another preset with that value changed, so if you wanted, you could have as many presets as you want with different values
I hope that is the answer you are looking for :-)
I hope I am getting this right,
you are going to have to make another preset with that value changed, so if you wanted, you could have as many presets as you want with different values
I hope that is the answer you are looking for :-)
Technical Discussion » activate rbd pieces (with RBD solver)
- MrReedSmith
- 49 posts
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Hey Vbk,
Yeah must be a bug or something I dont get notifications either.
Well its somewhat similar,
what I do is make clusters based on an attrib transfer so basically I have an activeFrame attrib on the points and I transfer them to the geo which creates clusters, hence each cluster has a frame num that the point possess.
So at sop level I set everything to static using i@active = 0 and in dops I create static packed geo and use a pop wrangle to import the active frame and basically say that if curr frame is greater than or equal to activeFrame then i@active = 1 else its 0 and at the same time source velocity that I set in sops all before the curr frame reaches the activeframe and shoots it out when the currFrame = activeFrame and I break constraints based on this activeframe too
So all in all I setup everything in SOPS and just import the stuff in DOPS rather than calculating everything at sim time which is the way you mentioned in the above post, its just more easier to control for me and know which piece or cluster will be active at what time and which cluster will shoot how far based in frame and velocity already setup in SOPS
This is what it looks like [vimeo.com]
Hope that helps! :-)
Skadoosh
Yeah must be a bug or something I dont get notifications either.
Well its somewhat similar,
what I do is make clusters based on an attrib transfer so basically I have an activeFrame attrib on the points and I transfer them to the geo which creates clusters, hence each cluster has a frame num that the point possess.
So at sop level I set everything to static using i@active = 0 and in dops I create static packed geo and use a pop wrangle to import the active frame and basically say that if curr frame is greater than or equal to activeFrame then i@active = 1 else its 0 and at the same time source velocity that I set in sops all before the curr frame reaches the activeframe and shoots it out when the currFrame = activeFrame and I break constraints based on this activeframe too
So all in all I setup everything in SOPS and just import the stuff in DOPS rather than calculating everything at sim time which is the way you mentioned in the above post, its just more easier to control for me and know which piece or cluster will be active at what time and which cluster will shoot how far based in frame and velocity already setup in SOPS
This is what it looks like [vimeo.com]
Hope that helps! :-)
Skadoosh
Technical Discussion » activate rbd pieces (with RBD solver)
- MrReedSmith
- 49 posts
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Hey vbk,
Had some time to come up with this scene. I use this method quite often for destruction involving clustering activated at different frames, hope this is similar to what you are looking for :-)
Had some time to come up with this scene. I use this method quite often for destruction involving clustering activated at different frames, hope this is similar to what you are looking for :-)
Houdini Indie and Apprentice » Flip and Pyro interaction question
- MrReedSmith
- 49 posts
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Hey Magnus,
If I understand your post right, its seems like you want to advect the flip fluid using the velocity field from the smoke sim?
If thats the case then what you can do is use the POP advect by volume node and source the vel from the smoke sim and then turn the option on the node to update velocity
That should work!
If I understand your post right, its seems like you want to advect the flip fluid using the velocity field from the smoke sim?
If thats the case then what you can do is use the POP advect by volume node and source the vel from the smoke sim and then turn the option on the node to update velocity
That should work!
Technical Discussion » Maelstrom RnD
- MrReedSmith
- 49 posts
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Hey,
So I tried this technique, hopefully this is what you are looking for:
>> Made an inverted cone and scatter some points in it using a points from volume ( PS: scatter dosen't really help since we need velocity inside the cone as well and all scatter does is scatter points on the geo surface )
>> Created a circle and then created a N on it and then make the N spiraling outwards, using a simple cross prod function
>> Trasferred this N to the points in the cone and converted the N to v
>> Used these cone points to make a VDB from particles and used the v to make “vel” ( you can go crazy with this vel field in a VOP, but I just kept it simple and straightforward for now )
>> Used a pop advect by volume node inside DOPS ( figured since we are simulating particles this should work )
>> Sourced the above velField into this node and then switched it to Update Velocity
And it works!
I am attaching the file I made changes to, all the changes I made a coloured in yellow
Hopefully that gives you a starting point to make it more awesome!
Cheers!
So I tried this technique, hopefully this is what you are looking for:
>> Made an inverted cone and scatter some points in it using a points from volume ( PS: scatter dosen't really help since we need velocity inside the cone as well and all scatter does is scatter points on the geo surface )
>> Created a circle and then created a N on it and then make the N spiraling outwards, using a simple cross prod function
>> Trasferred this N to the points in the cone and converted the N to v
>> Used these cone points to make a VDB from particles and used the v to make “vel” ( you can go crazy with this vel field in a VOP, but I just kept it simple and straightforward for now )
>> Used a pop advect by volume node inside DOPS ( figured since we are simulating particles this should work )
>> Sourced the above velField into this node and then switched it to Update Velocity
And it works!
I am attaching the file I made changes to, all the changes I made a coloured in yellow
Hopefully that gives you a starting point to make it more awesome!
Cheers!
Technical Discussion » About CVEX function --Clip (just like sop node clip)
- MrReedSmith
- 49 posts
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You can just use a removeprim() or removepoint() func
http://www.sidefx.com/docs/houdini15.0/vex/functions/removeprim [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/vex/functions/removepoint [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/vex/functions/removeprim [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/vex/functions/removepoint [sidefx.com]
Technical Discussion » Viscous FLIP and RBD point obj collision - weird behavior
- MrReedSmith
- 49 posts
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Had a little bit of time to look into your file.
Sometimes the solution is more simple than you think, saying that hopefully this is what you are looking for.
On the flip solver, in the Volume Motion tab>>Solver Tab, there is a parameter called Feedback Scale, by default I think it is set at 1. This is the parameter that decides how objects react to the fluid . So I turned this value down to 0.1 but in my opinion 0.5 works better and gives interesting motion and your blueberries dont fly away!
Sometimes the solution is more simple than you think, saying that hopefully this is what you are looking for.
On the flip solver, in the Volume Motion tab>>Solver Tab, there is a parameter called Feedback Scale, by default I think it is set at 1. This is the parameter that decides how objects react to the fluid . So I turned this value down to 0.1 but in my opinion 0.5 works better and gives interesting motion and your blueberries dont fly away!
Technical Discussion » Pyro Solver Preset vs Microsolvers
- MrReedSmith
- 49 posts
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http://forums.odforce.net/topic/13748-learning-microsolvers/ [forums.odforce.net]
This thread might get you started!
This thread might get you started!
Technical Discussion » Attribute transfer lag problem
- MrReedSmith
- 49 posts
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So, someone at odforum helped me out, and a big thank you to that person!
So if anyone was looking at this post as well and wondering how it was solved, here is the soloution
So what I was doing in the wrangle was filtering out the Cd attrib and using the pcfilter func, so i open the point cloud using pcopen func and then use the snippet :
int mypc = pcopen( `op of the colour attrib`, “P”, @P, dist, maxpts );
@Cd = pcfilter( mypc, “Cd” );
so the correction was to make the second statement as follows:
@Cd += pcfilter( mypc, “Cd” )
Since I wasnt adding the Cd attrib to the transferred Cd attrib, it wouldn't add the lag of the colour
So if anyone was looking at this post as well and wondering how it was solved, here is the soloution
So what I was doing in the wrangle was filtering out the Cd attrib and using the pcfilter func, so i open the point cloud using pcopen func and then use the snippet :
int mypc = pcopen( `op of the colour attrib`, “P”, @P, dist, maxpts );
@Cd = pcfilter( mypc, “Cd” );
so the correction was to make the second statement as follows:
@Cd += pcfilter( mypc, “Cd” )
Since I wasnt adding the Cd attrib to the transferred Cd attrib, it wouldn't add the lag of the colour
Technical Discussion » how do you save a ramp?
- MrReedSmith
- 49 posts
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After creating your ramp and promoting it, click on the little gear icon on the top right corner of the node. You will see an option called Save Preset, click on it and give it any name, eg: Ramp, and save it.
Thats pretty much it!
Thats pretty much it!
Technical Discussion » Volume VOP & noise
- MrReedSmith
- 49 posts
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You could just make a grad attrib on the curve which will give you a 0(white) to 1(red) value and based on the grad you could limit the noise and then just use grad to make density, hopefully that helps, I have a also attached a screenshot of my scene, maybe that'll make it a little more clear
Technical Discussion » Attribute transfer lag problem
- MrReedSmith
- 49 posts
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Hello all!
So, I am animating a sphere with red colour and transferring that colour to a black grid. Using a solver I then create a lag of the colour value on the grid.
The first method I use is ofcourse the Attribute Transfer SOP. This method works great and is perfect
The second method I use is a wrangle and I do a pcfilter by Cd and transfer the colour
Now the problem using this method is that when I do this transfer of attrib in the solver, it does not create a lag as I expect it to, like the attrib transfer SOP and I am curious as to why that is happening
Hopefully someone has the answer to this, any help would be greatly appreciated!
-Yash
So, I am animating a sphere with red colour and transferring that colour to a black grid. Using a solver I then create a lag of the colour value on the grid.
The first method I use is ofcourse the Attribute Transfer SOP. This method works great and is perfect
The second method I use is a wrangle and I do a pcfilter by Cd and transfer the colour
Now the problem using this method is that when I do this transfer of attrib in the solver, it does not create a lag as I expect it to, like the attrib transfer SOP and I am curious as to why that is happening
Hopefully someone has the answer to this, any help would be greatly appreciated!
-Yash
Technical Discussion » Bend by color attribute?
- MrReedSmith
- 49 posts
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Inside the bend sop there is a deformation wrangle, and by looking at the code inside it seems “lambda” is the main factor for deformation. So if you replace lambda by say…@Cd.r (provided you have red colour on your geo) it should work, hopefully this is what you are looking for
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