Hi!
I noticed that the usdViewportPurpose intrinsic attribute is an array of the USD purpose of an usd imported geometry using the SOP Modify LOP. The thing is that I think that maybe this should be an string attribute instead with the primitive purpose because right now the usdViewportPurpose intrinsic attribute is the same array for Proxy or Render geometries as you can see here:
On that example is very easy to see which prim has a Proxy purpose or the Render purpose because it is created with the Component Builder setup so the purposes are also on the primpath, but on a non-component builder prims, it can be more difficult to check which is the purpose from each one:
So, there is another method to select in SOP the purpose of the prims?
Thanks!
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Solaris and Karma » SOP Intrinsic: usdViewportPurpose
- cdordelly
- 123 posts
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Technical Discussion » Static Point Deform for Simulated FEM Mesh ?
- _Christopher_
- 766 posts
- Offline
I have this scene that when I play the simulation the attributeWrangler19 within the dopnet > sopSolver I want it to keep it's point deform. Instead it moves; I know in this wrangler I'm applying the variable two to the point position @P so because it's within a SOPSolver it will move but what I want it to do is keep its position but just deform based on the parameters I set in this wrangler ?
I've tried applying it to the fiberstiffness attribute and removing the @P += two.y but that doesn't fix this issue either. As well, the back of the mesh when simulating collapses within itself and the back points of the mesh are not effected by the point deform parameters ?
I've tried applying it to the fiberstiffness attribute and removing the @P += two.y but that doesn't fix this issue either. As well, the back of the mesh when simulating collapses within itself and the back points of the mesh are not effected by the point deform parameters ?
Technical Discussion » Saving filecache operators in HDAs problem
- TubeSmokeGuy
- 21 posts
- Offline
Hi!
Whenever I make a new HDA from a subnet with a bunch of ops inside, with at least one filecache op, the HDA brings up a pop-up message on pressing the "apply" or "accept" button in the type-properties window.
The only solution to get rid of this is to delete the filecache ops from the HDA after it is created and replace them with newly created filecache ops and relink the files.
I think this shouldn't be, because nothing is wrong with the original filecache ops. I assume this is just an annoying bug or at least a misfunctionality?
Or is here something to set what I don't see?
Thank you!
Whenever I make a new HDA from a subnet with a bunch of ops inside, with at least one filecache op, the HDA brings up a pop-up message on pressing the "apply" or "accept" button in the type-properties window.
The only solution to get rid of this is to delete the filecache ops from the HDA after it is created and replace them with newly created filecache ops and relink the files.
I think this shouldn't be, because nothing is wrong with the original filecache ops. I assume this is just an annoying bug or at least a misfunctionality?
Or is here something to set what I don't see?
Thank you!
Houdini Lounge » How to create Different Rotation each uv tile?
- habernir
- 85 posts
- Offline
Hello
I have tiled uv
But I want to create different Rotation each uv tile in vop , how do I do it?
I have tiled uv
But I want to create different Rotation each uv tile in vop , how do I do it?
Solaris and Karma » How to layer anim in a couple variations in the sametime?
- MarcelloPC
- 1 posts
- Offline
Hi all,
I have a issue and I need some help, I'm using component builder to publish some trees variation with some wind animation, the problem is the animation is not going thru. Anyone knows the best way to make that happen?
I have a issue and I need some help, I'm using component builder to publish some trees variation with some wind animation, the problem is the animation is not going thru. Anyone knows the best way to make that happen?
Edited by MarcelloPC - April 23, 2024 14:16:44
Solaris and Karma » Maya-like image plane - NOT for the usual purpose
- fbb
- 39 posts
- Offline
In Maya, an image plane that is attached to a camera will not only follow the camera as it moves around but its size will change as the focal length changes so that the image plane is always perfectly fitted to the resolution gate. Also, if you change the proportions of the resolution gate (make the image long in the vertical instead of in the horizontal for example), you can refit the image plane to match the new resolution gate. I want to make a polygonal grid in Houdini do the same thing (though, ideally, the image plane will automatically fit to the resolution gate without the user needing to push a button as in maya).
NOTE: I will not be using this as an actual image plane. Instead, I will be attaching other objects to the grid so that their position, scale, and proportions within the frame of the camera remain fixed.
NOTE: this needs to work in a lops context.
NOTE: I have posted another question with similar but different goals (link below). I expect that the solutions for these two scenarios may have some overlapping features.
https://www.sidefx.com/forum/topic/95625/?page=1#post-420359 [www.sidefx.com]
NOTE: I will not be using this as an actual image plane. Instead, I will be attaching other objects to the grid so that their position, scale, and proportions within the frame of the camera remain fixed.
NOTE: this needs to work in a lops context.
NOTE: I have posted another question with similar but different goals (link below). I expect that the solutions for these two scenarios may have some overlapping features.
https://www.sidefx.com/forum/topic/95625/?page=1#post-420359 [www.sidefx.com]
Edited by fbb - April 22, 2024 15:26:25
Solaris and Karma » keep framing of object in camera as settings change
- fbb
- 39 posts
- Offline
I'm trying to setup a system for automatically framing a camera to a given object. One of the things I'm stuck on is how to adjust the camera's distance from the object when the focal distance and/or aspect ratio and/or aperture's change so that the framing of the object remains effectively the same. Changes to aspect ratio/aperture will of course require compromises in the framing.
Any suggestions?
NOTE: this needs to work in a lops context.
NOTE: I have posted another question with similar but different goals (link below). I expect that the solutions for these two scenarios may have some overlapping features.
https://www.sidefx.com/forum/topic/95627/?page=1#post-420362 [www.sidefx.com]
Any suggestions?
NOTE: this needs to work in a lops context.
NOTE: I have posted another question with similar but different goals (link below). I expect that the solutions for these two scenarios may have some overlapping features.
https://www.sidefx.com/forum/topic/95627/?page=1#post-420362 [www.sidefx.com]
Edited by fbb - April 22, 2024 15:21:09
Work in Progress » 95% Procedural soft enamel pin.
- Lior_Schwarts
- 1 posts
- Offline
Hi everyone!
This is my recent work. It is almost fully procedural except the textures which are needed to construct the shape of the pin as well as color and mask.
Hope you'll like it
This is my recent work. It is almost fully procedural except the textures which are needed to construct the shape of the pin as well as color and mask.
Hope you'll like it
Technical Discussion » Prevent Squashing overlap of Geometry ?
- _Christopher_
- 766 posts
- Offline
vector PBend = -@P.x*chf("Pselect"); vector RampAngle = chramp("TAngle",PBend.x); f@SelectPoints = PBend.x; @P += (@P-@N)*@SelectPoints-RampAngle;
In the above code with the parameter PSelect I'm getting this result.
How can I prevent this so that when adjusting the parameter it squashes the geometry but not so that it overlaps other geometry ?
Also when adjusting the parameter when the parameter goes to a maximum value of 1 by default with all parameters the overlapping of polygons doesn't occur. One could just adjust the parameter value but is there a way based on the previous question that I can connect it to whatever is suggested in the first question with the parameter without having to actually adjusting the parameter values ?
Edited by _Christopher_ - April 21, 2024 10:16:45
PDG/TOPs » Optimizing Python Script Execution in Houdini TOPs for Large Ranges
- Soothsayer
- 859 posts
- Offline
I'm working with a very large range of frames (tens of thousands), where a simple Python script processes each frame. I've noticed that running the script for each frame individually is much faster than processing multiple frames in parallel. This seems to be due to the overhead of loading Python libraries for each work item, which significantly adds up over time.
I'd like to optimize the workflow by running a chunk of work items sequentially within a single work item so that Python modules load only once, and then the script processes several frames before loading the modules again. However, I'm having trouble setting this up.
I would like to group, say, 10 work items together and run them sequentially as if they were one. So far, attempts at partitioning work items either end up processing chunks in sequence (with the loading overhead for each) or treating each work item separately, which brings me back to the original performance issue.
How do I approach this?
I'd like to optimize the workflow by running a chunk of work items sequentially within a single work item so that Python modules load only once, and then the script processes several frames before loading the modules again. However, I'm having trouble setting this up.
I would like to group, say, 10 work items together and run them sequentially as if they were one. So far, attempts at partitioning work items either end up processing chunks in sequence (with the loading overhead for each) or treating each work item separately, which brings me back to the original performance issue.
How do I approach this?
Edited by Soothsayer - April 21, 2024 04:30:29
Technical Discussion » Viewport Reflection Issue
- NNNenov
- 36 posts
- Offline
Ello,
I'd like to get a clean looking reflection in my viewport, I can get close if I set the quality to normal, but the HDRI (using environment light with hdri) seems to be low resolution, so I have a couple of issues I couldn't resolve:
1 - How do I set the viewport HDRI texture resolution/quality?
2 - How can I get accurate, or at least not plain noise reflections in high quality lighting mode in my viewport?
I have tried various settings in the display options, the Reflections section under the Lights tab seems to have no effect at all when altering any of the options.
I can increase light sampling but it doesnt clean up the reflections at all, it seems especially bad with solid surfaces, at least with a sphere I can make out a little detail, which is really confusing.
Even though my material is set to 0 roughness, full reflection, full metalic (principled shader), it still looks really noisy/rough
I'd like to get a clean looking reflection in my viewport, I can get close if I set the quality to normal, but the HDRI (using environment light with hdri) seems to be low resolution, so I have a couple of issues I couldn't resolve:
1 - How do I set the viewport HDRI texture resolution/quality?
2 - How can I get accurate, or at least not plain noise reflections in high quality lighting mode in my viewport?
I have tried various settings in the display options, the Reflections section under the Lights tab seems to have no effect at all when altering any of the options.
I can increase light sampling but it doesnt clean up the reflections at all, it seems especially bad with solid surfaces, at least with a sphere I can make out a little detail, which is really confusing.
Even though my material is set to 0 roughness, full reflection, full metalic (principled shader), it still looks really noisy/rough
Edited by NNNenov - April 20, 2024 19:48:44
Technical Discussion » Volumes Stick on Collision
- TheDude123
- 64 posts
- Offline
Hi, I'm trying to get a volume to stick to a collider. I've seen this done in the Flip solver, but can't seem to get it to work with volumes. I'm using the gasstickoncollision node, but no dice so far.
Any ideas where I'm going wrong?
Thanks!
File:
Any ideas where I'm going wrong?
Thanks!
File:
Edited by TheDude123 - April 20, 2024 15:54:42
Houdini Lounge » Polymathic AI as foundation model for simulations in Houdin?
- oldteapot7
- 54 posts
- Offline
Polymathic AI is open source, open science pretrained foundation AI model for physics and math.
Imagine it as huge LLM but instead of languages its trained on math, science, physics datasets and rules. In universe many phenomenons share common rules and principles that can be transfered to new systems. Lates say waves and turbulances can be used in different phycic simulations.
It looks very cool and since its open source i thought that ill share it here becouse i think it can be greatly used in Houdini
I think it can be finetuned for all sorts of simulations and also it could be "guided" by traditional simulation methods and tools in Houdini (art direction) for huuuge upscaling and stuff.
And since its based on so many scientific dataset it can be used for everything basicy f.e. for neural rendering.
Iam artist so its a bit black magic for me but i feel that it can have great future in Houdini
Heres more info. Mayby somone with better english can describe what it really is
https://polymathic-ai.org/blog/mpp/ [polymathic-ai.org]
Your text to link here... [polymathic-ai.org]
.
Edited by oldteapot7 - April 20, 2024 15:55:35
Solaris and Karma » Karma Render Vars
- matt_johnson45
- 3 posts
- Offline
I'm wondering if anyone knows of or where I might find information in regards to Render Var Data Types. When setting this up I can see a bunch of different options under the "Data Type" drop down and then even more under the "Format" drop down. How do you know which to choose for both? Is there somewhere I can go to get information on these lists? I saw nothing in the SideFX docs.
Houdini Lounge » Houdini in Ubuntu 24.04 ?
- habernir
- 85 posts
- Offline
ubuntu 24.04 will be released soon soo anyone try houdini in ubuntu 24.04?
i'm asking because it crashing all the time
i'm asking because it crashing all the time
Edited by habernir - April 20, 2024 04:59:38
Technical Discussion » How to dynamically create a radial menu in viewer state
- evianaive
- 10 posts
- Offline
I know self.scene_viewer.displayRadialMenu('name of an registered radial menu') can show menu on the screen
What I want is dynamically bind action callback for the items in an exist radial menu or make an temp radial menu.
I have noticed that I can get radial menu by rm = hou.ui.radialMenu('menu name'). Then get item on top by top_it=rm.root().item(hou.radialItemLocation.Top). But it looks like that top_it.setActionCallback(func) don't work. In the document it says setActionCallback only works on temporary items created via hou.ui.createRadialItem, which mean I have to create temporary radial menu.
The document also mentioned about hou.ui.injectRadialItem and hou.ui.injectRadialMenu. I may need to create a temporary radial menu by these methods. However I tried those methods and nothing happens. I guess maybe they have been deprecated now.
Is there anyone knows how to use these methods?
What I want is dynamically bind action callback for the items in an exist radial menu or make an temp radial menu.
I have noticed that I can get radial menu by rm = hou.ui.radialMenu('menu name'). Then get item on top by top_it=rm.root().item(hou.radialItemLocation.Top). But it looks like that top_it.setActionCallback(func) don't work. In the document it says setActionCallback only works on temporary items created via hou.ui.createRadialItem, which mean I have to create temporary radial menu.
The document also mentioned about hou.ui.injectRadialItem and hou.ui.injectRadialMenu. I may need to create a temporary radial menu by these methods. However I tried those methods and nothing happens. I guess maybe they have been deprecated now.
Is there anyone knows how to use these methods?
Solaris and Karma » geometrysequence and geoclipsequence
- sugnsu02
- 5 posts
- Offline
What is the difference between geometrysequence and geoclipsequence in LOP?
And is there a sample scene file on how to use it?
And is there a sample scene file on how to use it?
Technical Discussion » Aligning curve start point of multiple curves
- rebila3362
- 1 posts
- Offline
Hello,
I'm working on a custom g-code slicer and one problem I encounter is that I don't know how to align the curve start/end points of vertically stacked closed curves. I want the start points to be close together, to minimize the travel between layer changes and to move the seams to the back of the print. I've attached a simplified example with two curves, one of them rotated. I want to check and rotate each of them so that the start point is the point that has an x-coordinate closest to x=-1. Just for demo purposes here.
I am doing the point sorting in an attribute wrangle which has multiple problems I'm afraid. I hope someone can help me out. I checked these solutions [www.sidefx.com] but they all work with simple shifts, I need to shift each curve differently.
Here's the vex:
I know one problem is mixing absolute point index and index within primpoints but I don't know how to best solve it.
I'm working on a custom g-code slicer and one problem I encounter is that I don't know how to align the curve start/end points of vertically stacked closed curves. I want the start points to be close together, to minimize the travel between layer changes and to move the seams to the back of the print. I've attached a simplified example with two curves, one of them rotated. I want to check and rotate each of them so that the start point is the point that has an x-coordinate closest to x=-1. Just for demo purposes here.
I am doing the point sorting in an attribute wrangle which has multiple problems I'm afraid. I hope someone can help me out. I checked these solutions [www.sidefx.com] but they all work with simple shifts, I need to shift each curve differently.
Here's the vex:
for(int c = 0; c < nprimitives(0); ++c) { float minX = -1; int minIndex = -1; float minDistance = 1e30; int cPoints[] = primpoints(0, c); int numPoints = len(cPoints); for (int i = 0; i < numPoints; ++i) { vector P = cPoints[i]; float distance = abs(P.x - minX); if (distance < minDistance) { minDistance = distance; minIndex = i; } } int newIndexArray[] = array(numPoints, 0); for (int i = 0; i < numPoints; ++i) { newIndexArray[i] = (minIndex + i) % numPoints; // that would break for curves with different point counts: setpointattrib(geoself(), "newindex", i + (c * numPoints), newIndexArray[i], "set"); } }
I know one problem is mixing absolute point index and index within primpoints but I don't know how to best solve it.
Technical Discussion » How do you use the karma uniform volume material preset?
- evanrudefx
- 224 posts
- Online
How do you get this thing working? In what's new in houdini 20 it says there is a preset for rendering constant volumes. It doesn't work for me unless I go inside and change a few things.
Technical Discussion » Vellum Fluid OpenCL error (solved)
- Andrew Furlong
- 5 posts
- Offline
I'm trying to cache a fairly simple vellum fluid sim, and my cache stops prematurely and when I go into the DOPnet to ascertain the issue, I see the following error...
Error
vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints: Error: Invalid source /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints/geometry.
(Error: vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid: Error: /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid/neighborsearchcl1: NaN detected in particle position.).
I have an nVidia RTX 4090 Driver 551.86
Houdini Indie 20.0.672
This is for a deadline, and I'd really love to fix this because vellum fluids are awesome, and the only solution I can think of to get this delivered.
**SOLVED**
updated to the latest nvidia driver, there was one this week.
Error
vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints: Error: Invalid source /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints/geometry.
(Error: vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid: Error: /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid/neighborsearchcl1: NaN detected in particle position.).
I have an nVidia RTX 4090 Driver 551.86
Houdini Indie 20.0.672
This is for a deadline, and I'd really love to fix this because vellum fluids are awesome, and the only solution I can think of to get this delivered.
**SOLVED**
updated to the latest nvidia driver, there was one this week.
Edited by Andrew Furlong - April 20, 2024 02:46:25
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