I tried to convert the image… is this what you are looking for?
If so, that's not optimized version. Probably could be tweaked here and there.
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SI Users » Primitive attribute VOP and array
- Anonymous
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SI Users » Primitive attribute VOP and array
- Anonymous
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There are couple array operators in VOPS, for example GetElementVOP.
Maybe you can extract interesting you data with some of them?
How your array looks like? Something like {{U, V}, {X, Y, Z}}?
Maybe you can extract interesting you data with some of them?
How your array looks like? Something like {{U, V}, {X, Y, Z}}?
Technical Discussion » Python Expression on Button Running Twice
- Anonymous
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Probably because you put keyframe on string field. You don't have to put it if you just want to store text there.
Work in Progress » 3D Sketchbook
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ragupasta
Well as the title says, just any ongoing work to be popped in here.
First is a small still image. The idea was a 2hr deadline to model, simulate, render and composite an image, with as much realism as possible. I ran out of time, as if I don't stick to the rules, there is not much point.
All upto the raw render in Houdini, compositing done in Fusion 8 Beta.
It must be really small because I can't see shit.
EDIT: Hmm, strange. I can see it in post Preview mode, but not in normal view.
EDIT2: OK, I see it in normal view now too.
Houdini Indie and Apprentice » append editnodes while modelling
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Technical Discussion » Transfer Point Positions based on attribute
- Anonymous
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AttribWrangle in Point mode:
int numpt2 = npoints(@OpInput2);
for (int i = 0; i < numpt2; i++)
{
int ID;
getattribute(@OpInput2, ID, “point”, “id”, i, 0);
if (i@ptnum == ID)
{
vector newPos;
getattribute(@OpInput2, newPos, “point”, “P”, i, 0);
v@P = newPos;
}
}
You could do the same in Detail mode and loop only thru second input points and modify P of first input point that you find with ID attribute from second input. It could be faster that way.
int numpt2 = npoints(@OpInput2);
for (int i = 0; i < numpt2; i++)
{
int ID;
getattribute(@OpInput2, ID, “point”, “id”, i, 0);
if (i@ptnum == ID)
{
vector newPos;
getattribute(@OpInput2, newPos, “point”, “P”, i, 0);
v@P = newPos;
}
}
You could do the same in Detail mode and loop only thru second input points and modify P of first input point that you find with ID attribute from second input. It could be faster that way.
Technical Discussion » Python Expression on Button Running Twice
- Anonymous
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Maybe store script in node userData
http://www.sidefx.com/docs/houdini14.0/hom/nodeuserdata [sidefx.com]
as string and then extract it in callback and exec().
This way you could write whole multiline function with loops.
http://www.sidefx.com/docs/houdini14.0/hom/nodeuserdata [sidefx.com]
as string and then extract it in callback and exec().
This way you could write whole multiline function with loops.
Houdini Engine for Unreal » can we create BP nodes with Houdini Engine ?
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Taki maly Quote zeby ostudzic twoj zapal troszeczke:
Wiec zapomnij o uzywaniu HEngine w trybie Play do czegokolwiek. I chyba tak bedzie do co najmniej wersji 3.0 lub dluzej.
Poza tym Blueprintow nowych nie zrobisz. Za dobrze by bylo. Musialoby to przeciez jechac na Houdym, a jak nie dziala w trybie Play to po co? Chyba Fabric Engine z tym moze byc szybszy i pozwalac na tworzenie wlasnych BP. Ale oni jeszcze nawet wersji 2.0 nie wypuscili, wiec temat takze zamkniety.
ttvdsfx
… Unreal static mesh generation does not work in Game mode - only in Editor, that code lives in the engine itself, not the plugin…
Wiec zapomnij o uzywaniu HEngine w trybie Play do czegokolwiek. I chyba tak bedzie do co najmniej wersji 3.0 lub dluzej.
Poza tym Blueprintow nowych nie zrobisz. Za dobrze by bylo. Musialoby to przeciez jechac na Houdym, a jak nie dziala w trybie Play to po co? Chyba Fabric Engine z tym moze byc szybszy i pozwalac na tworzenie wlasnych BP. Ale oni jeszcze nawet wersji 2.0 nie wypuscili, wiec temat takze zamkniety.
Technical Discussion » acceleration blur?
- Anonymous
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jkunz07
There was this procedural which does something similar, however it no longer seems to be updated.
https://code.google.com/p/timeblender/ [code.google.com]
This is author of the project => http://forums.odforce.net/user/744-symek/ [forums.odforce.net].
Technical Discussion » How make selection to circle?(analog Geopoly in 3dsmax)
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Technical Discussion » array attributes to python
- Anonymous
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Have you solved this?
I'm facing the same problem. floatAttribValue() is for attribs of size 1, floatListAttribValue() should in theory return tuple, but it looks that it's only for vectors and such, not when you have array.
Let's say you have on each point, anyone knows how to access array attribute per point in Python?
I'm facing the same problem. floatAttribValue() is for attribs of size 1, floatListAttribValue() should in theory return tuple, but it looks that it's only for vectors and such, not when you have array.
Let's say you have on each point, anyone knows how to access array attribute per point in Python?
Houdini Lounge » vopsop H14?
- Anonymous
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It's not wrapper. It's exactly attribWrangleSOP. Go to $HFS/houdini/toolbar/ExtraTools.shelf, and search for pointwrangle or vertexwrangle. They all just call attribwrangle and python is executed to set mode and name on each of them.
You can do the same and customize other nodes like this. Just add ExtraTools.shelf in your $HOME/houdiniXX.X/toolbar and insert into it some custom presets.
You can do the same and customize other nodes like this. Just add ExtraTools.shelf in your $HOME/houdiniXX.X/toolbar and insert into it some custom presets.
Houdini Learning Materials » Complete Houdini pipeline tutorial
- Anonymous
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That's like 2 years (optimistically looking at this) off of your life to prepare and record everything. How much one should charge for something like this? I think that we are talking about price waaaaa….y off the $30-$400 range. Even $1000 for this, if there will be like 10 people interested, for 2 years of someones life will be quite low. The higher the price and more elitist topic, the less people interested.
3dbuzz made Unity MMO course, where they go full out with making pipeline and project. They started it like 2-3 years ago, and I think it's still didn't ended. So yeah. Nice dream, but without involvement of more than couple people to prepare it, it's only a dream.
3dbuzz made Unity MMO course, where they go full out with making pipeline and project. They started it like 2-3 years ago, and I think it's still didn't ended. So yeah. Nice dream, but without involvement of more than couple people to prepare it, it's only a dream.
mandrake0
some examples for some parts:
- Project Folders Structure for Multiple Shots (local and Network)
- Asset Management (Naming, Nodes Layout in Network view, Node Color Definition)
- Managing Revisions / Version Control (Subversion, Git, Perforce)
- External Data Driven Process (example: csv File with Mesh Filename, Shader,some Parameters, Render Resolution, Final Filename)
- Pipeline for Architecture
- Pipeline for Games
- Pipeline for Small Company's
- Pipeline for Lightning and Rendering
- Pipeline Integration with other DCC Apps
- Pipeline Integration with shotgun or ftrack or what ever…..
- Pipeline Customizing
…
hope i could give some inputs :-)
EDIT:
Found something useful :-)
http://www.andrew-whitehurst.net/pipeline.html [andrew-whitehurst.net]
Houdini Indie and Apprentice » H15 Indie on DVD
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Technical Discussion » Edge artifact rendering smoke
- Anonymous
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Hi everyone,
One of the image attached is rendered all at once and comped over the blue background. The other is rendered in two, the debris and the smoke.
Any idea why I get this edge artifact around the debris when I render separately? Or am I just not able to comp properly? I simply did an over in Nuke but I don't know how else I could comp it.
Thanks
Francois
One of the image attached is rendered all at once and comped over the blue background. The other is rendered in two, the debris and the smoke.
Any idea why I get this edge artifact around the debris when I render separately? Or am I just not able to comp properly? I simply did an over in Nuke but I don't know how else I could comp it.
Thanks
Francois
Technical Discussion » How make selection to circle?(analog Geopoly in 3dsmax)
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vux
mantragora Roundify HDA is a procedural asset…
I wrote this before you answered in Toolbox topic.
Technical Discussion » Can we control ramp parameters via script?
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DASD
This would allow to make scripts that set ramp parameters to different (randomized) presets. Which sounds pretty cool to me.
Something like presets in this (at around 3:00) => https://vimeo.com/136122536 [vimeo.com]?
Also, have you checked this => http://www.sidefx.com/docs/houdini14.0/hom/hou/Ramp [sidefx.com] page for info on how to access ramp from Python?
Technical Discussion » How make selection to circle?(analog Geopoly in 3dsmax)
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You can keep an eye on this => https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=186157#186157 [sidefx.com]
<= topic, I'm sure VUX will intoduce something like this in his toolset.
Or, if you are looking for more node based and less destructive solution (HDA), keep an eye on my Vimeo => https://vimeo.com/mantragora [vimeo.com] <= because I have this tool in the works right now and will also introduce it at some point.
<= topic, I'm sure VUX will intoduce something like this in his toolset.
Or, if you are looking for more node based and less destructive solution (HDA), keep an eye on my Vimeo => https://vimeo.com/mantragora [vimeo.com] <= because I have this tool in the works right now and will also introduce it at some point.
Edited by - Sept. 11, 2015 16:50:27
Houdini Lounge » Modeling Toolbox
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Cool, can't wait for PyQT part of this. A little sad that it's based on simple nodes, not on assets, because it means it's destructive, like Polygon Tool which you can't reselect. And this menu… can we turn it off?
Thumbs up!
Thumbs up!
Houdini Lounge » Houdini 15 Wishlist
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pusat
RFE: Attribute creation SOPs should show the name of the attribute created under the node tile (Descriptive Parm)
What's the problem with making extended HDA from them with this option added?
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