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Technical Discussion » melting an animated object
- MrReedSmith
- 49 posts
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Technical Discussion » L system delete by gen
- MrReedSmith
- 49 posts
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I just made a quick example but there are many other ways to approach this
Have a look, hopefully it helps
Cheers!
Have a look, hopefully it helps
Cheers!
Technical Discussion » Importing external Python modules into Houdini
- MrReedSmith
- 49 posts
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Thanks a lot for the reply guys, but the problem does not seem to be iim importing the module “googlemaps”, the problem is that the class “GoogleMaps” in the module “googlemaps” is not callable
So when I say:
>> import googlemaps
it imports the module, since there is no traceback error for that statement
but when i do the following:
>> from googlemaps import GoogleMaps
it gives an error:
Traceback (most recent call last):
File “<console>”, line 1, in <module>
ImportError: cannot import name GoogleMaps
Do you guys know what could be the reason for this??
Thanks again!
So when I say:
>> import googlemaps
it imports the module, since there is no traceback error for that statement
but when i do the following:
>> from googlemaps import GoogleMaps
it gives an error:
Traceback (most recent call last):
File “<console>”, line 1, in <module>
ImportError: cannot import name GoogleMaps
Do you guys know what could be the reason for this??
Thanks again!
Technical Discussion » Importing external Python modules into Houdini
- MrReedSmith
- 49 posts
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Hello everyone, I am trying to import the googlemaps module into Houdini, but having no luck so far.
Has anyone ever tried to import external Python Modules into Houdini, any sort of help would be great.
Thanks a lot!
Has anyone ever tried to import external Python Modules into Houdini, any sort of help would be great.
Thanks a lot!
Technical Discussion » vector field from pops
- MrReedSmith
- 49 posts
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Check the attached file
I am just making a simple particles sim and then using its velocity to create a vel filed and then importing that into DOPS and afftecting a smoke sim, hope that helps!
I am just making a simple particles sim and then using its velocity to create a vel filed and then importing that into DOPS and afftecting a smoke sim, hope that helps!
Technical Discussion » Avoid repeating an expression three times for a vector?
- MrReedSmith
- 49 posts
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What eactly do you need matrices for? Because there are matriix ops that take a vector in insted of you loading the xyz component seperately
Technical Discussion » Add Null Node shortcut/script?
- MrReedSmith
- 49 posts
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Sorry i forgot to mention, if you want a quicker shortcut comapred to selecting the node and then pressing the shelf tool button,
in the shelf tool where you have this script, right click on the tool>edit tool>hotkeys>global>edit
here you can assign any shortcut you want for executing the script for eg: mine is Ctrl+Enter, you can type in whatever you are comfortable with
So now when you assign the hotkey, just select the node or nodes you want to create nulls for and hit the hotkey, it will execute the script as coded!!
Cheers!
-Yash
in the shelf tool where you have this script, right click on the tool>edit tool>hotkeys>global>edit
here you can assign any shortcut you want for executing the script for eg: mine is Ctrl+Enter, you can type in whatever you are comfortable with
So now when you assign the hotkey, just select the node or nodes you want to create nulls for and hit the hotkey, it will execute the script as coded!!
Cheers!
-Yash
Technical Discussion » Add Null Node shortcut/script?
- MrReedSmith
- 49 posts
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Hey sessionbeer,
just saw your post and this is something I had been working on a long while ago and following is the scriot i came up with:
node = hou.pwd()
for i in hou.selectedNodes():
if hou.nodeTypeCategories().keys():
### Above function lets you call this function on any context ###
dir = i.parent().path() + ‘/’
selNodeName = i.name()
nodeinfo = i.type().name()
otherName = hou.ui.readInput('Name the null', buttons'OK', ‘CANCEL’), initial_contents='_')
nullnode = hou.node('/%s'%dir).createNode('null', ‘OUTPUT%s’%otherName)
selNodePos = i.position()
nullnode.setColor(hou.Color( ))
### Setting node position ###
nullnode.setPosition(hou.Vector2(selNodePos,selNodePos-1))
nullnode.setInput(0,i)
i.setSelected(False)
nullnode.setSelected(True)
### Setting render and display flags for respective contexts ###
try:
nullnode.setDisplayFlag(True)
nullnode.setRenderFlag(True)
except:
nullnode.setDisplayFlag(True)
This will let you create nulls with the default name set to OUTPUT, and you can drop down nulls in any context you wish to, like sops, vops, cops, chops, etc except shops and selected as many nodes as you want at once to drop down nulls
but this a littlte fancy as it brings a liitle ui dialogue box where you can enter the name you want for the node.
Hope this helps!
Cheers!
-Yash
just saw your post and this is something I had been working on a long while ago and following is the scriot i came up with:
node = hou.pwd()
for i in hou.selectedNodes():
if hou.nodeTypeCategories().keys():
### Above function lets you call this function on any context ###
dir = i.parent().path() + ‘/’
selNodeName = i.name()
nodeinfo = i.type().name()
otherName = hou.ui.readInput('Name the null', buttons'OK', ‘CANCEL’), initial_contents='_')
nullnode = hou.node('/%s'%dir).createNode('null', ‘OUTPUT%s’%otherName)
selNodePos = i.position()
nullnode.setColor(hou.Color( ))
### Setting node position ###
nullnode.setPosition(hou.Vector2(selNodePos,selNodePos-1))
nullnode.setInput(0,i)
i.setSelected(False)
nullnode.setSelected(True)
### Setting render and display flags for respective contexts ###
try:
nullnode.setDisplayFlag(True)
nullnode.setRenderFlag(True)
except:
nullnode.setDisplayFlag(True)
This will let you create nulls with the default name set to OUTPUT, and you can drop down nulls in any context you wish to, like sops, vops, cops, chops, etc except shops and selected as many nodes as you want at once to drop down nulls
but this a littlte fancy as it brings a liitle ui dialogue box where you can enter the name you want for the node.
Hope this helps!
Cheers!
-Yash
Technical Discussion » pscale
- MrReedSmith
- 49 posts
- Offline
Hey stinkylando,
I just looked at your file, you have almost the right idea.
Just instead of addattribute inside your attrvop node , use bind_export and name the attribute pscale and then you should be fine.
You can also add a power node after your fit range node to get more fine control over your sizing.
The other method is really simple too,
Just drop down a point wrangle node below your grid object
type in the following snippet:
@pscale = fit01(pow(rand(@ptnum),1,0.1,0.8);
like all other nodes you can add parameters to this too:
so you can go to edit parameter interface and add 3 parameters namely, “power”, “pscale_min”, “pscale_max”
then the above expression will become:
@pscale = fit01(pow(rand(@ptnum), ch(“power”), ch(“pscale_min”), ch(“pscale_max”)));
Now you have control over all parameters and you adjust your pscale the way you want to!
Cheers!
-Yash
I just looked at your file, you have almost the right idea.
Just instead of addattribute inside your attrvop node , use bind_export and name the attribute pscale and then you should be fine.
You can also add a power node after your fit range node to get more fine control over your sizing.
The other method is really simple too,
Just drop down a point wrangle node below your grid object
type in the following snippet:
@pscale = fit01(pow(rand(@ptnum),1,0.1,0.8);
like all other nodes you can add parameters to this too:
so you can go to edit parameter interface and add 3 parameters namely, “power”, “pscale_min”, “pscale_max”
then the above expression will become:
@pscale = fit01(pow(rand(@ptnum), ch(“power”), ch(“pscale_min”), ch(“pscale_max”)));
Now you have control over all parameters and you adjust your pscale the way you want to!
Cheers!
-Yash
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