Thanks Brandon,
this is what I was looking for and I also found it extra useful because of the generic approach of the example!
Best regards,
Mate
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PDG/TOPs » Deleting inputs of the upstream work items
- gadfly16
- 65 posts
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PDG/TOPs » Deleting inputs of the upstream work items
- gadfly16
- 65 posts
- Offline
Maybe I wasn't clear enough. My question is stricktly PDG/TOPs related. I'll try to be more specific.
I'm prototyping a wedged FX pipeline, where I generate a bunch of geometry, then a bunch of frames from these geos, then a bunch of videos from those frames. Since these renders are not production quality, there is no point to keep the input dependencies on disk after the videos are ready, so I would like to procedurally delete them. (For me it's enough to know the wedge parameters to render a production quality version of the effect.)
What I don't know is how to tell PDG to delete the disk files that a finished work item was depending on.
I hope it makes more sense now.
Cheers,
Mate
I'm prototyping a wedged FX pipeline, where I generate a bunch of geometry, then a bunch of frames from these geos, then a bunch of videos from those frames. Since these renders are not production quality, there is no point to keep the input dependencies on disk after the videos are ready, so I would like to procedurally delete them. (For me it's enough to know the wedge parameters to render a production quality version of the effect.)
What I don't know is how to tell PDG to delete the disk files that a finished work item was depending on.
I hope it makes more sense now.
Cheers,
Mate
PDG/TOPs » Deleting inputs of the upstream work items
- gadfly16
- 65 posts
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Hi,
I would like to ask what is the idiomatic way to delete the inputs of some finished work items upstream?
For example after I converted image frames into a video, how can I delete the input frames?
Thanks in advance!
Mate
I would like to ask what is the idiomatic way to delete the inputs of some finished work items upstream?
For example after I converted image frames into a video, how can I delete the input frames?
Thanks in advance!
Mate
3rd Party » qLib - an open source asset library for Houdini
- gadfly16
- 65 posts
- Offline
Dear fellow Houdinistas!
We are pleased to announce that after more than two years of tinkering, qLib [github.com] - our open source asset library for Houdini - has reached version 0.1 .
qLib is a library of more than a hundred more or less simple tools [github.com] that we built during and beside production work as Houdini artists. When we started qLib we wanted to have a library that is documented, and actively developed and maintained. Later we wanted version control and decided to embrace the open source development model, so we put the whole library up to github [github.com] and made it public. But now we want even more..
Now we want to invite all of you to test, to comment, to criticize [facebook.com], to report bugs [github.com], to help us to write better docs [github.com], to fix tools that doesn’t work as intended, to share your ideas and to share your assets that you find useful and that you have no problem with others finding it useful too.
We believe that Houdini has a wonderful user community with lots of clever and helpful member, so we hope that a project like qLib can focus that knowledge and wisdom into tools thus making every Houdini user’s life a little bit better. Even better..
The qLib Team
We are pleased to announce that after more than two years of tinkering, qLib [github.com] - our open source asset library for Houdini - has reached version 0.1 .
qLib is a library of more than a hundred more or less simple tools [github.com] that we built during and beside production work as Houdini artists. When we started qLib we wanted to have a library that is documented, and actively developed and maintained. Later we wanted version control and decided to embrace the open source development model, so we put the whole library up to github [github.com] and made it public. But now we want even more..
Now we want to invite all of you to test, to comment, to criticize [facebook.com], to report bugs [github.com], to help us to write better docs [github.com], to fix tools that doesn’t work as intended, to share your ideas and to share your assets that you find useful and that you have no problem with others finding it useful too.
We believe that Houdini has a wonderful user community with lots of clever and helpful member, so we hope that a project like qLib can focus that knowledge and wisdom into tools thus making every Houdini user’s life a little bit better. Even better..
The qLib Team
Technical Discussion » Digital Asset Warning
- gadfly16
- 65 posts
- Offline
Warnings and errors of the nodes listed in ‘Message Nodes’ parameter of the asset's type properties will be propagated upwards. By defining a Python operator you can raise warnings and errors of your own and propagate it upwards this way.
cheers
Mate
cheers
Mate
Technical Discussion » Digital Asset Warning
- gadfly16
- 65 posts
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Hi,
is there a way to set an asset's ‘warning state’ and message? I know how to do it in an asset implemented as a Python operator, but I need this functionality in an ‘ordinary’ asset implemented as a network.
thanks in advance
Mate
is there a way to set an asset's ‘warning state’ and message? I know how to do it in an asset implemented as a Python operator, but I need this functionality in an ‘ordinary’ asset implemented as a network.
thanks in advance
Mate
Technical Discussion » globPoints() treats "" and "*" patterns
- gadfly16
- 65 posts
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You are right. I only tested it with the Group SOP which for whatever reason accepted ‘*’ as a pattern but the majority of the SOPs does not. So it leaves that one has to test only if the pattern is present or not, which is probably not that bad since you may choose an optimized branch that doesn't test and limit the effect of the OP.
Technical Discussion » globPoints() treats "" and "*" patterns
- gadfly16
- 65 posts
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I want to use it in an asset where the user supply the pattern string. Now I have to test these special cases explicitly which isn't very nice.
Technical Discussion » globPoints() treats "" and "*" patterns
- gadfly16
- 65 posts
- Offline
Hi,
hou.Geometry.globPoints() and hou.Geometry.globPrims() treat the empty string “” and the “*” pattern as invalid. These patterns are valid in other operators like the group SOP.
should I report a bug, or this is intentional?
thanks in advance
Mate
hou.Geometry.globPoints() and hou.Geometry.globPrims() treat the empty string “” and the “*” pattern as invalid. These patterns are valid in other operators like the group SOP.
should I report a bug, or this is intentional?
thanks in advance
Mate
Technical Discussion » Help on using selectors
- gadfly16
- 65 posts
- Offline
Hi,
can someone tell me how to use selectors properly? I assigned a selector to a SOP node with hou.SopNodeType.addSelector like this:
t.addSelector(“Test Points”,selector_type=“points”,prompt=“Select Test Points! Now!!!”)
(I figured out that the Minimum Inputs parameter of the asset must be more than 0 in order to run my selector, otherwise Houdini thinks that it's a generator and it executes an OBJ level position selector.) So my selector runs, but after selecting some points and pressing Enter it throws a error stating that Nothing Was Selected.
What do I do wrong?
thanks in advance
Mate
can someone tell me how to use selectors properly? I assigned a selector to a SOP node with hou.SopNodeType.addSelector like this:
t.addSelector(“Test Points”,selector_type=“points”,prompt=“Select Test Points! Now!!!”)
(I figured out that the Minimum Inputs parameter of the asset must be more than 0 in order to run my selector, otherwise Houdini thinks that it's a generator and it executes an OBJ level position selector.) So my selector runs, but after selecting some points and pressing Enter it throws a error stating that Nothing Was Selected.
What do I do wrong?
thanks in advance
Mate
Technical Discussion » Point selection to created asset's group field
- gadfly16
- 65 posts
- Offline
Hi,
I would like to ask that which is the preferred way to copy the point selection to an asset's ‘Group’ field during creation. The standard 'Select the points to …" procedure would be a bonus.
thanks in advance
Mate
I would like to ask that which is the preferred way to copy the point selection to an asset's ‘Group’ field during creation. The standard 'Select the points to …" procedure would be a bonus.
thanks in advance
Mate
Houdini Lounge » Encapsulating Animation Data
- gadfly16
- 65 posts
- Offline
Hi,
I was wondering what is the best way to encapsulate animation data in Houdini. For example if I have a character I can encapsulate the geometry, the setup mechanics and the shaders in a Digital Asset, what an animator can import and use as an entity. But after the animator has animated the asset what is the preferred way to export the animation in a format that makes animation data “scene file independent”, so that lighting and rendering artist can use this data independently from the animators?
thanks
Mate
I was wondering what is the best way to encapsulate animation data in Houdini. For example if I have a character I can encapsulate the geometry, the setup mechanics and the shaders in a Digital Asset, what an animator can import and use as an entity. But after the animator has animated the asset what is the preferred way to export the animation in a format that makes animation data “scene file independent”, so that lighting and rendering artist can use this data independently from the animators?
thanks
Mate
Houdini Lounge » Getting context information from a tool script
- gadfly16
- 65 posts
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Houdini Lounge » Getting context information from a tool script
- gadfly16
- 65 posts
- Offline
Hi,
I would like to create an asset which behaves differently if it's created in OBJ context and in SOP context.
The kwargs dict apparently doesn't include information about from which context the tool called, so my question is what is the preffered way to get this information.
I would also like to ask where can I find detailed documentation on scripting assets, and the supporting Python modules like “toolutils” and such.
Thanks in advance
Mate
I would like to create an asset which behaves differently if it's created in OBJ context and in SOP context.
The kwargs dict apparently doesn't include information about from which context the tool called, so my question is what is the preffered way to get this information.
I would also like to ask where can I find detailed documentation on scripting assets, and the supporting Python modules like “toolutils” and such.
Thanks in advance
Mate
Houdini Lounge » VOP inline code
- gadfly16
- 65 posts
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Hi Kuba,
unfortunately I have no definitive answer for your questions, but I'm also interested.
Maybe I'm wrong but I guess the ‘VEX builder type’ found in the ‘new operator type..’ window may serve this purpose. Unfortunately it's seems to be completely undocumented.
I don't know what the ‘outer’ and ‘inner’ code sections are for, and I don't know how can you define reusable context agnostic functions in VEX.
Regards
Mate
unfortunately I have no definitive answer for your questions, but I'm also interested.
Maybe I'm wrong but I guess the ‘VEX builder type’ found in the ‘new operator type..’ window may serve this purpose. Unfortunately it's seems to be completely undocumented.
I don't know what the ‘outer’ and ‘inner’ code sections are for, and I don't know how can you define reusable context agnostic functions in VEX.
Regards
Mate
Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
- Offline
Hi Ian,
thanks for the affirmation. This bad assumption was at the root of my problems, and it was a bit hard to track down, since just as you said ‘sometimes’ VEX do things in order.
One have to always keep in mind, that VEX is a shading language, and not a general one. Thanks again for the illuminating conversation!
regards
Mate
thanks for the affirmation. This bad assumption was at the root of my problems, and it was a bit hard to track down, since just as you said ‘sometimes’ VEX do things in order.
One have to always keep in mind, that VEX is a shading language, and not a general one. Thanks again for the illuminating conversation!
regards
Mate
Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
- Offline
Hi Ian,
thanks for the encouragement!
After experimenting further I started to suspect that the reason of my failures lies in the way how I use VEX and not the way how I use point clouds.
I took it granted that the points in a VEX sop are processed in point number order. Now I started to believe that this is not the case.
Am I right?
thanks
Mate
thanks for the encouragement!
After experimenting further I started to suspect that the reason of my failures lies in the way how I use VEX and not the way how I use point clouds.
I took it granted that the points in a VEX sop are processed in point number order. Now I started to believe that this is not the case.
Am I right?
thanks
Mate
Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
- Offline
Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
- Offline
Hi Ian,
thanks for the tip, from physicalsss.h I learned a lot, and probably will for a while. Unfortunately the DT algorithm implemented there is not working for me for several reasons. The main is that it supports only uniform radius darts, one other is that it depends on sample_geometry which is not working in SOPs.
Anyway, after reading that, I restarted from scratch, and since I already suspected a bug behind my misfortunes I started to rigorously test every step I made. The result is the attached hip file.
This is the most simple reproduction of the bug I could come up with. It's fairly simple, and it works perfectly until the point number of the point that has a bigger radius is between 0 and 255. Higher than that one or more pc* function starts to ‘leak’ and random points start to misbehave. At every n*256 n*256-1 boundary the amount of leakage increases with a discreet step. The interesting parameter is the group parameter of point1. Also by bypassing the sort1 node you can see how the leakage is dependent on point numbers.
I posted a bug report under the title: “Point cloud functions leak in SOP context”.
cheers
Mate
thanks for the tip, from physicalsss.h I learned a lot, and probably will for a while. Unfortunately the DT algorithm implemented there is not working for me for several reasons. The main is that it supports only uniform radius darts, one other is that it depends on sample_geometry which is not working in SOPs.
Anyway, after reading that, I restarted from scratch, and since I already suspected a bug behind my misfortunes I started to rigorously test every step I made. The result is the attached hip file.
This is the most simple reproduction of the bug I could come up with. It's fairly simple, and it works perfectly until the point number of the point that has a bigger radius is between 0 and 255. Higher than that one or more pc* function starts to ‘leak’ and random points start to misbehave. At every n*256 n*256-1 boundary the amount of leakage increases with a discreet step. The interesting parameter is the group parameter of point1. Also by bypassing the sort1 node you can see how the leakage is dependent on point numbers.
I posted a bug report under the title: “Point cloud functions leak in SOP context”.
cheers
Mate
Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
- Offline
Thanks Ian for your help!
I will check the Physical SSS shader. Your answers helped me a lot!
Mate
I will check the Physical SSS shader. Your answers helped me a lot!
Mate
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