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Technical Discussion » Pcfind works differently
- shadesoforange
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If you don't get an answer, stuff like this is a case for support@sidefx.com
Edited by shadesoforange - Oct. 14, 2020 13:03:23
Houdini Indie and Apprentice » Question in regards to export options in Houdini Apprentice.
- shadesoforange
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Yes, but keep in mind you can only export .obj and Houdini internal geometry file formats. More here [www.sidefx.com].
Try putting down a Geometry ROP under the node that holds the geometry you want to export. Put in the path in the File Path parameter of the Geometry ROP and press Render.
This is a more Houdini-esque workflow.
Try putting down a Geometry ROP under the node that holds the geometry you want to export. Put in the path in the File Path parameter of the Geometry ROP and press Render.
This is a more Houdini-esque workflow.
Technical Discussion » Building a neural network model: Technical artists/animator
- shadesoforange
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Technical Discussion » How to get and set attribute immediately in vex
- shadesoforange
- 201 posts
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You can't read any changes from the geometry that you're applying from the same code.
Hope that makes sense.
Hope that makes sense.
Technical Discussion » Python coding VSCode or Eclipse and USD
- shadesoforange
- 201 posts
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You need Animal Logic's VS ode Usd extension for code completion to work.
https://marketplace.visualstudio.com/items?itemName=AnimalLogic.vscode-usda-syntax [marketplace.visualstudio.com]
https://marketplace.visualstudio.com/items?itemName=AnimalLogic.vscode-usda-syntax [marketplace.visualstudio.com]
Technical Discussion » OpenCL Error Issue with Nvidia RTX 2060 Super
- shadesoforange
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Shoot a message to support@sidefx.com. This sounds like some Nvidia Ampere GPU + OpenCL issue. I've heard Nvidia recently fixed something in that area, so it might be worth updating your drivers to the newest version, too.
Technical Discussion » Get temperature MAX/MIN values for SHOPs
- shadesoforange
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Technical Discussion » Copy to points with random 90 degree rotations
- shadesoforange
- 201 posts
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These are all the attributes you can use to transform your Instances with the Copy to Points node: LINK [www.sidefx.com]
One convenient way for you would be to create a static up vector and a varying normal vector attribute with different normalized directions.
Matt Estela's cgwiki [www.tokeru.com] should help you out as always.
Also look at the Custom Discrete option of the Attribute Randomize SOP [www.sidefx.com] which you can use to create an attribute to split your points into parts. You can then use that attribute to assign different directions to your Normal attribute.
One convenient way for you would be to create a static up vector and a varying normal vector attribute with different normalized directions.
Matt Estela's cgwiki [www.tokeru.com] should help you out as always.
Also look at the Custom Discrete option of the Attribute Randomize SOP [www.sidefx.com] which you can use to create an attribute to split your points into parts. You can then use that attribute to assign different directions to your Normal attribute.
Edited by shadesoforange - Oct. 8, 2020 10:18:43
Houdini Learning Materials » SideFX Labs Building Generator for Organic Shapes
- shadesoforange
- 201 posts
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What output from the Labs House Generator are you expecting here?
The House Generator is more about distributing modules with a set of rules on an existing model. I do not see a lot of different modules that could be distributed here.
This looks more like regular model/shading work to me.
The House Generator is more about distributing modules with a set of rules on an existing model. I do not see a lot of different modules that could be distributed here.
This looks more like regular model/shading work to me.
PDG/TOPs » Accessing upstream Result Data without dynamic cooking
- shadesoforange
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Great news, thanks Taylor!
I will revive this thread when the next version ships and I get back to it.
I will revive this thread when the next version ships and I get back to it.
Houdini Indie and Apprentice » Bake Groups (Gamedev Toolset)
- shadesoforange
- 201 posts
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You can use the Exploded View SOP to separate the individual parts of the model from another. Make sure the same offset transform for both the low as well as the high poly.
Also store the initial position of the model in an additional attribute so you can restore it later - something like the Rest SOP will help you there.
Also store the initial position of the model in an additional attribute so you can restore it later - something like the Rest SOP will help you there.
Houdini Lounge » Generate points evenly on facet
- shadesoforange
- 201 posts
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You can use the faces' local coordinate system being the intrinsic primitive UVs.
Using vex you can add points evenly using the primuv [www.sidefx.com] function.
If it should also be dependent on the dimensions of the face, you can add more parameters to your code which are dependent on the lengths of the face's edges.
Using vex you can add points evenly using the primuv [www.sidefx.com] function.
If it should also be dependent on the dimensions of the face, you can add more parameters to your code which are dependent on the lengths of the face's edges.
Houdini Lounge » Isn't it time for some Houdini 18.5 action soon?
- shadesoforange
- 201 posts
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Midphase
I gotta say that after using Blender, nobody even compares when it comes to Transform handles/usage. It's so incredibly well implemented that I wish every other developer would adopt the same exact system.
What in particular do you like?
Houdini Lounge » Naming fbx Exports
- shadesoforange
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Houdini Lounge » Stability issues and Autosave
- shadesoforange
- 201 posts
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This at least should be an option for the user.
I've put in a relatively recent RFE #107810 [www.sidefx.com] for this once again.
Of course it encourages sloppy behaviour, but let the users work how they want to work. It is a setting that they probably know from many different apps, too.
It can be really useful when testing unstable workflows/nodes as well. (I'm looking at you UV nodes)
I've put in a relatively recent RFE #107810 [www.sidefx.com] for this once again.
Of course it encourages sloppy behaviour, but let the users work how they want to work. It is a setting that they probably know from many different apps, too.
It can be really useful when testing unstable workflows/nodes as well. (I'm looking at you UV nodes)
PDG/TOPs » Accessing upstream Result Data without dynamic cooking
- shadesoforange
- 201 posts
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Hey,
everytime I've been creating PDG tools I struggled with accessing upstream result data when cooking a whole graph at once.
Example Python Processor:
This will error out with
To prevent this error when cooking the whole graph at once you can instead access expected result data.
But this won't work if you cook the graph node by node (same errorlog).
Any pointers?
I've attached a hipfile showing the issue.
everytime I've been creating PDG tools I struggled with accessing upstream result data when cooking a whole graph at once.
Example Python Processor:
for upstream_item in upstream_items: print upstream_item.resultData[0]
This will error out with
Traceback (most recent call last):
File "pythonprocessor.generate", line 2, in <module>
IndexError: list index out of range
To prevent this error when cooking the whole graph at once you can instead access expected result data.
for upstream_item in upstream_items: print upstream_item.expectedResultData[0]
But this won't work if you cook the graph node by node (same errorlog).
Any pointers?
I've attached a hipfile showing the issue.
3rd Party » Bezier curve editor
- shadesoforange
- 201 posts
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Technical Discussion » Simple python bullet simulation
- shadesoforange
- 201 posts
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Hey,
I tried to run a simple bullet simulation in python via hou.DopSimulation. My goal was to add one object with gravity and jump to a specific time in the sim.
I took a look at the Edit LOP since it's doing something very similar.
Unfortunately I could not get it to run.
I've attached a file showcasing the issue. The console should print that the dop objects position changes after jumping to a later point in the simulation.
Thanks!
I tried to run a simple bullet simulation in python via hou.DopSimulation. My goal was to add one object with gravity and jump to a specific time in the sim.
I took a look at the Edit LOP since it's doing something very similar.
Unfortunately I could not get it to run.
I've attached a file showcasing the issue. The console should print that the dop objects position changes after jumping to a later point in the simulation.
Thanks!
Technical Discussion » How to access the asset node instance from PythonModule?
- shadesoforange
- 201 posts
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From where are you trying to call the PythonModule?
Of the top of my head I don't know a usecase where you want to access the node object, but don't call the PythonModule from a place where you don't have access to kwargs. It's also available on parameter callback scripts, action button scripts as well as menu scripts.
Of the top of my head I don't know a usecase where you want to access the node object, but don't call the PythonModule from a place where you don't have access to kwargs. It's also available on parameter callback scripts, action button scripts as well as menu scripts.
Technical Discussion » How to access the asset node instance from PythonModule?
- shadesoforange
- 201 posts
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You can use the kwargs dictionary.
If you want the node it is
If call a function from a parameter and need access to the parameter object you can do this IIRC
Depending on where you call your code from the kwargs dict gives you lot's of additional help.
If you want the node it is
kwargs["node"]
If call a function from a parameter and need access to the parameter object you can do this IIRC
kwargs["parm"]
Depending on where you call your code from the kwargs dict gives you lot's of additional help.
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