weird to respawn such thread but I'm bumping into the same issue.
I'm trying to add a site-wise directory containing my custom otl I want to be accessible from my workstations .. and if I set the HOUDINI_OTL_SCAN_PATH in my shell (is that the right place?) I loose all the default olts and get the “binding handles” error in my shell …
I went through the whole help but I'm confused, and I'd like not to go with the old opLibrary method as it seems now deprecated…
any help would be appreciated
thanks!
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Houdini Lounge » missing operators / missing parameters
- VisualCortexLab
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Technical Discussion » hou.hipFile
- VisualCortexLab
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Technical Discussion » hou.hipFile
- VisualCortexLab
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heya,
I'm trying to build an OTL that I want to use as a “scene setup”.
I'm trying to create a “save hip file” buttons that will save an hip file with specific name and in specific path, although I'm having hard time with python.
from the help:
name() → str
Return the name of the current hip file.
This function may or may not return a full path. If you need to always get a full path, use hou.hipFile.path instead.
wait.. “may or may not”? … how do I get the path only, or the name only for the current hip file?
I could only get the complete filename including path with either hipFile.name() or hipFile.path() … both return same output here.
thanks!
I'm trying to build an OTL that I want to use as a “scene setup”.
I'm trying to create a “save hip file” buttons that will save an hip file with specific name and in specific path, although I'm having hard time with python.
from the help:
name() → str
Return the name of the current hip file.
This function may or may not return a full path. If you need to always get a full path, use hou.hipFile.path instead.
wait.. “may or may not”? … how do I get the path only, or the name only for the current hip file?
I could only get the complete filename including path with either hipFile.name() or hipFile.path() … both return same output here.
thanks!
Technical Discussion » USABILITY: Dot node for network layout
- VisualCortexLab
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I agree with the request but I'd say that a null node should be laid down instead of that dot node?, that's probably the main use for null nodes afterall?
Technical Discussion » particles fluid surfacing issues.
- VisualCortexLab
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I'm trying other approaches and I just found out that the _previous_sim_position attribute has the same exact coordinates as the current point positions, shouldn't that attribute contain .. erm, the previous simulation frame positions? that's what I'd assumed.
Technical Discussion » particles fluid surfacing issues.
- VisualCortexLab
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Thanks,
yeah I'm peaking my surface using a custom sop that consider the curvature of the mesh, work pretty well for creating thin surface … but that doesn't make those overlapping sampled geometry disappear, actually they look even worst if I peak my geometry, unfortunately.
In the screenshot I posted there are yellow dots that would represent particles position.. the geometry created between “streams” of particles is the problem I'm talking about.
EDIT: it seems the problem lays in the “filtering” tab.
yeah I'm peaking my surface using a custom sop that consider the curvature of the mesh, work pretty well for creating thin surface … but that doesn't make those overlapping sampled geometry disappear, actually they look even worst if I peak my geometry, unfortunately.
In the screenshot I posted there are yellow dots that would represent particles position.. the geometry created between “streams” of particles is the problem I'm talking about.
EDIT: it seems the problem lays in the “filtering” tab.
Edited by - Sept. 11, 2012 08:11:05
Technical Discussion » particles fluid surfacing issues.
- VisualCortexLab
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hey Jeff,
thanks for your reply.
I tried calculating the density of surrounding points but I'm not getting easy results, I either loose lot of surface or get back the overlapping radius surface.
Metaball method seems pretty much giving me a similar results in fact, where instead I either have no surface (cause of lack of density) or too buly one ..
basically I'm very happy when surfacing “gluey” style liquids but what's the best advices/experiences tips for “water sheets”/flats type of fluids surfaces? i mean, thin type of sheets …
I guess I will submit a bug, but as you said, its a challenging problem.
thanks for your reply.
I tried calculating the density of surrounding points but I'm not getting easy results, I either loose lot of surface or get back the overlapping radius surface.
Metaball method seems pretty much giving me a similar results in fact, where instead I either have no surface (cause of lack of density) or too buly one ..
basically I'm very happy when surfacing “gluey” style liquids but what's the best advices/experiences tips for “water sheets”/flats type of fluids surfaces? i mean, thin type of sheets …
I guess I will submit a bug, but as you said, its a challenging problem.
Technical Discussion » Color points by proximity/density?
- VisualCortexLab
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Technical Discussion » particles fluid surfacing issues.
- VisualCortexLab
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heya,
I've been fighting for the last few days with some surfacing of a fluid animation I'm working on.
the animation I'm working on is to archieve an effect very close to this one:
http://vimeo.com/16052801 [vimeo.com]
so you've got a frame of reference.
my main problem now is the surfacing stage.
I can't get rid of the “overlapping sampling radius” (or whatever is it properly called) .. which is shown in the attached png file for a better explaination.
basically once the animation goes on and particles move far away from each other that “in between” geometry will fade off, but I don't want it there in first place.
my simulation has to be very slow, so every problem really pops out. (using time scale 0.1).
any help would be very appreciated! thanks
I've been fighting for the last few days with some surfacing of a fluid animation I'm working on.
the animation I'm working on is to archieve an effect very close to this one:
http://vimeo.com/16052801 [vimeo.com]
so you've got a frame of reference.
my main problem now is the surfacing stage.
I can't get rid of the “overlapping sampling radius” (or whatever is it properly called) .. which is shown in the attached png file for a better explaination.
basically once the animation goes on and particles move far away from each other that “in between” geometry will fade off, but I don't want it there in first place.
my simulation has to be very slow, so every problem really pops out. (using time scale 0.1).
any help would be very appreciated! thanks
Technical Discussion » GPU computing in H12 quadro/Tesla setup question
- VisualCortexLab
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oh yeah, I did some tests on Friday finally and so far I'm still very impressed!
I'm seriously looking forward for some more gpu friendly Houdini features now!
I'm seriously looking forward for some more gpu friendly Houdini features now!
Technical Discussion » GPU computing in H12 quadro/Tesla setup question
- VisualCortexLab
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I'm interested on this thread too … beside I'm now probably late as my Quadro 4000 + Tesla already arrived and now trying to find out how much I'll actually use the Tesla itself …
Houdini Lounge » OSX Mountain Lion released
- VisualCortexLab
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speaking of Mountain Lion, wasn't Mountain Lion supposed to support a more recent version of openGL than 2.1? .. my macBook still sais I have 2.1 .. I remember having a chat with Jeff about it and got all excited..
I'm not trying to hijack the topic but I know you guys have been very close with Apple on this matter, what happened?
I'm not trying to hijack the topic but I know you guys have been very close with Apple on this matter, what happened?
Houdini Lounge » houdini-12.0.666
- VisualCortexLab
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Technical Discussion » Digital Assets parameter labels
- VisualCortexLab
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ahh Thanks Jeff, luckily I was just about to create such asset so deleting them and using those options saved me.. my bad I didn't look more accurately those gear options! I looked around but …
thanks
thanks
Technical Discussion » Digital Assets parameter labels
- VisualCortexLab
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Hi
scenario: mantra node named “mantra_render”, wrapped into a subnet and then turned into a Digital Asset.
type properties for such digital asset and created all the parameters from such mantra render node into my asset.
problem: all my parameters's labels starts with “mantra_render”
question: how do I strip that from all my parameters labels? (and/or parameters names themself)
I tried with a python shell using the description() and replace() methods but that only returned such changes, they didn't actually change my labels ..
any ideas? thanks!
scenario: mantra node named “mantra_render”, wrapped into a subnet and then turned into a Digital Asset.
type properties for such digital asset and created all the parameters from such mantra render node into my asset.
problem: all my parameters's labels starts with “mantra_render”
question: how do I strip that from all my parameters labels? (and/or parameters names themself)
I tried with a python shell using the description() and replace() methods but that only returned such changes, they didn't actually change my labels ..
any ideas? thanks!
Technical Discussion » L-system Fern rules
- VisualCortexLab
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thanks guys, hmm … well I think I'll work around it somehow.
took a look at your file Ed and I found it very interesting indeed thanks for sharing.
took a look at your file Ed and I found it very interesting indeed thanks for sharing.
Technical Discussion » L-system Fern rules
- VisualCortexLab
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Technical Discussion » L-system Fern rules
- VisualCortexLab
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Hello!
I've been digging into the L-system help page and various books about l-systems but I can't get few things working.
skipping all the main problem I jump directly into the straight question:
does anyone has the rules to get the famous Barnsley Fern with L-system SOP?
specifically I'd need this one, the very first one shown here:
http://www.home.aone.net.au/~byzantium/ferns/f0.gif [home.aone.net.au]
I tried with the preset “plant D” but that's not exactly the same (or I'm unable to get that exact shape) …
any help would be very welcome! thanks
I've been digging into the L-system help page and various books about l-systems but I can't get few things working.
skipping all the main problem I jump directly into the straight question:
does anyone has the rules to get the famous Barnsley Fern with L-system SOP?
specifically I'd need this one, the very first one shown here:
http://www.home.aone.net.au/~byzantium/ferns/f0.gif [home.aone.net.au]
I tried with the preset “plant D” but that's not exactly the same (or I'm unable to get that exact shape) …
any help would be very welcome! thanks
Technical Discussion » Attribute Transfer behavior I need to explain...
- VisualCortexLab
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…literally.
While trying to explain the attribute transferSOP and simple VOPsop I bumped into a weird behavior I couldn't explain the reasons for.
please see the attached file for reference.
scenario:
want to transfer normals from a circle to a grid.
// the grid goes into two simple VOPs
// in the first vopSop I create a vector attribute N with values (0,1,0) and I leave the Output N unconnected from its output.
Normals are created as expected.
// in the second vopSop I create the same attribute but also connect its output to the Output variable N.
Normals are also created as expected.
// if I then use an attribute transfer to get the normals from the circle I have two behaviors, with the first vopSop I get the blend between the grid and the circle's normals, with the second Vop I only get the circle normals within my sample radius and Zero valued normals on the rest of the geometry.
can someone explain me why that happens?
Thanks!
While trying to explain the attribute transferSOP and simple VOPsop I bumped into a weird behavior I couldn't explain the reasons for.
please see the attached file for reference.
scenario:
want to transfer normals from a circle to a grid.
// the grid goes into two simple VOPs
// in the first vopSop I create a vector attribute N with values (0,1,0) and I leave the Output N unconnected from its output.
Normals are created as expected.
// in the second vopSop I create the same attribute but also connect its output to the Output variable N.
Normals are also created as expected.
// if I then use an attribute transfer to get the normals from the circle I have two behaviors, with the first vopSop I get the blend between the grid and the circle's normals, with the second Vop I only get the circle normals within my sample radius and Zero valued normals on the rest of the geometry.
can someone explain me why that happens?
Thanks!
Technical Discussion » FlipDOP vs FluidObjectDOP
- VisualCortexLab
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ah, I've found what the problem was.
The collision particles separation plays a big role in this.
by default is checked off (in the Flip Object Properties) .. I did checked it on and played with numbers:
// by setting the same separation as the fluid particle separation the ball goes through
// by multiplying it by twice the fluid particle separation, for example, it works.
but then again if I multiply that collision separation by 3 time the fluid particles separation it goes through again …
also, by changing the tank size everything changes again .. of course.
allright, I guess I need to understand better what's that collision separation
Thanks!
The collision particles separation plays a big role in this.
by default is checked off (in the Flip Object Properties) .. I did checked it on and played with numbers:
// by setting the same separation as the fluid particle separation the ball goes through
// by multiplying it by twice the fluid particle separation, for example, it works.
but then again if I multiply that collision separation by 3 time the fluid particles separation it goes through again …
also, by changing the tank size everything changes again .. of course.
allright, I guess I need to understand better what's that collision separation
Thanks!
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