node = kwargs['node'] subnetTransform = node.localTransform() print subnetTransform
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Technical Discussion » On deleted pyhon script everytime returns only identity matrix.
- Garry_cg
- 7 posts
- Offline
On deleted pyhon script every time returns only identity matrix.
But i need to return current local transform matrix of asset.
Houdini Engine for Unity » FBX wrong Axis in Unity
- firefly9000
- 169 posts
- Offline
Can someone please explain to me why this simple test bones with geo exported as FBX, change Axis in Unity.
I'm talking about the Thigh_bone.
When I bring it into unity it spins around the Z axis even though I'm moving it around the X axis. Also, the Z axis is spinning around the Y axis.
It's like some weird gimbal lock. I don't understand it.
If I remove the hip bone, I can bring it in Okay into unity. My reasoning is that there seems to be some problem with the parenting of the Thigh_bone to the Hip_bone (which is flat).
I'm not sure what's happening here so any opinions would help.
Thanks.
I'm talking about the Thigh_bone.
When I bring it into unity it spins around the Z axis even though I'm moving it around the X axis. Also, the Z axis is spinning around the Y axis.
It's like some weird gimbal lock. I don't understand it.
If I remove the hip bone, I can bring it in Okay into unity. My reasoning is that there seems to be some problem with the parenting of the Thigh_bone to the Hip_bone (which is flat).
I'm not sure what's happening here so any opinions would help.
Thanks.
Edited by firefly9000 - Oct. 10, 2018 17:11:17
Houdini Indie and Apprentice » Multiple Capture Regions For A Single Bone?
- HongMao
- 63 posts
- Offline
Hey, I've recently discovered that bone capture/deform SOPs accept extra cregion SOPs that are contained in the same bone object's subnet. Has anyone else found this to be useful?
Houdini Indie and Apprentice » How to bake point (not vertex) colors to a texture?
- fhouton
- 1 posts
- Offline
Hello all,
I'm trying (unsuccessfully) to bake point colors to a texture. I have a grid with UVs and points scattered onto that grid. I've added color to the points using noise inside an Attribute Wrangle node. I want to bake those colors onto the grid's texture.
I tried using the GameDev tools baker, and assigning the grid to the Target mesh and the points to the Source mesh, but I get an error – “Error rendering child: /out/rop_games_baker1/pre_bake0”
I tried using the Bake Texture node. I am able to get a the points baked onto the grid's texture, but not the color. I only see them as white dots. I can vary the size of the dots by changing the pscale.
What can I do to get the colors to show in the renders?
I'm trying (unsuccessfully) to bake point colors to a texture. I have a grid with UVs and points scattered onto that grid. I've added color to the points using noise inside an Attribute Wrangle node. I want to bake those colors onto the grid's texture.
I tried using the GameDev tools baker, and assigning the grid to the Target mesh and the points to the Source mesh, but I get an error – “Error rendering child: /out/rop_games_baker1/pre_bake0”
I tried using the Bake Texture node. I am able to get a the points baked onto the grid's texture, but not the color. I only see them as white dots. I can vary the size of the dots by changing the pscale.
What can I do to get the colors to show in the renders?
Edited by fhouton - Oct. 10, 2018 19:11:26
Technical Discussion » Problems with surfsect node.
- trapciril1ae4408332d24740
- 1 posts
- Offline
Hello, please tell me. When using surfsect I'm having problems. I connected the geometry of the ball to the input, and the second object that you want to cut out of the ball to the b settings: leave the external part of the object, and the internal part of the object. The idea is that the balloon just has to be the recess of a given shape, but for some reason the rest of the globe begins to disappear. Help please.
Technical Discussion » Using unity prefab in digital asset instead of geo
- genaralskar
- 10 posts
- Offline
I've create a digital asset that I want to place Unity prefabs. I want to do this with multiple prefab inputs, basically using switches and a copy to point node to determine which object to place and where to place it. I've used boxes as placeholders for these just to get the tool to work how I want, how would I go about replacing the boxes with the prefabs?
Technical Discussion » Bad translucency effect. Who can give advice?
- Priest_kod
- 6 posts
- Offline
Hello every one!
I try to make sail material with good translucent effect. But when i apply shader , translucent return bad grided effect.
I try use classic shader core refractions with GGX and translucency. All give bad view. (
I try to make sail material with good translucent effect. But when i apply shader , translucent return bad grided effect.
I try use classic shader core refractions with GGX and translucency. All give bad view. (
Edited by Priest_kod - Oct. 9, 2018 18:57:41
Houdini Jobs » Lead Tech Artist for Open World game, Paris Based. Relocation. AAA veterans team.
- lobachevscki
- 10 posts
- Offline
Hi people!
We're growing our team and seeking Lead Tech Artist experienced in Real Time Houdini workflows specially for UE4. Competitive salary, visa sponsorship, relocation assistance - plus living in Paris and working with a stellar team.
In any case, if you feel you can fit the task wherever your background is, just hit us in the webpage or message me.
Interested? We'd love to hear from you. Apply on our website!
http://www.darewise.com/ [www.darewise.com]
We're growing our team and seeking Lead Tech Artist experienced in Real Time Houdini workflows specially for UE4. Competitive salary, visa sponsorship, relocation assistance - plus living in Paris and working with a stellar team.
In any case, if you feel you can fit the task wherever your background is, just hit us in the webpage or message me.
Interested? We'd love to hear from you. Apply on our website!
http://www.darewise.com/ [www.darewise.com]
Edited by lobachevscki - Oct. 9, 2018 09:23:41
Houdini Indie and Apprentice » smoke from destruction of column
- benfen
- 6 posts
- Offline
hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini.
Technical Discussion » Blend Point Clouds
- samh
- 1 posts
- Offline
We are trying to combine two point clouds and wondering what the best way would be to do this. We have two parts of a tree, and want to merge the trunks together as points. Is there a method to blend the points from each object so they would move towards each other to meet a middle point between them?
Technical Discussion » Particles RDB Collision erractic explosion motion strange movements behaviour
- henrythejedi
- 61 posts
- Offline
Hi everyone
I have a Houdini scene where a simple pop particles are supposed to collide
with an rdb mesh object, I have attached the scene file
Here is the video of what is happening:
So what I have is an RBD mesh called “Activator”
and I am emitting particles from this activator object using Source Particle Emitter
What happens is that this mesh activator just falls downwards into the cylinder
and as it comes down, it emits particles after certain frames
As you can see, when this activator falls down and comes close to the cylinder, it seems as if the particles explode or jump crazily when they come into contact with the cylinder mesh
and the motion of the activator itself becomes weird it flies out of the cylinder link a bomb
and yet when i turn off the particle emission, the activator mesh falls well and lands inside the cylinder
So I wonder, is there a setting where I can control the behaviour of the particles
when they collide with the cylinder
so that they do not seem to explode like you see in the video
The particles must just emit from the activator mesh and land inside the tank like sand
Thank you
I have a Houdini scene where a simple pop particles are supposed to collide
with an rdb mesh object, I have attached the scene file
Here is the video of what is happening:
So what I have is an RBD mesh called “Activator”
and I am emitting particles from this activator object using Source Particle Emitter
What happens is that this mesh activator just falls downwards into the cylinder
and as it comes down, it emits particles after certain frames
As you can see, when this activator falls down and comes close to the cylinder, it seems as if the particles explode or jump crazily when they come into contact with the cylinder mesh
and the motion of the activator itself becomes weird it flies out of the cylinder link a bomb
and yet when i turn off the particle emission, the activator mesh falls well and lands inside the cylinder
So I wonder, is there a setting where I can control the behaviour of the particles
when they collide with the cylinder
so that they do not seem to explode like you see in the video
The particles must just emit from the activator mesh and land inside the tank like sand
Thank you
Technical Discussion » Heightfield tile split node with shared edges
- andcesaro
- 9 posts
- Offline
Hi,
I'm wondering if it's possible to make the HF tiles share the edge vertices when the tile split node is used. Currently if I use 1 for tile upper overlap, the tiles are on top of each other along the edges, this causes seams when I import the HF into the game engine.
I'm wondering if it's possible to make the HF tiles share the edge vertices when the tile split node is used. Currently if I use 1 for tile upper overlap, the tiles are on top of each other along the edges, this causes seams when I import the HF into the game engine.
Technical Discussion » Gait speed animation in crowds
- aaryanguna
- 27 posts
- Offline
Hi All,
I am trying to move crowd along a curve path.I want the crowd to slow down, stop and then start moving again along the curve.I tried keying the gait speed parameter but it doesn't work.
Can anyone help me on this?
Thanks in advance.
I am trying to move crowd along a curve path.I want the crowd to slow down, stop and then start moving again along the curve.I tried keying the gait speed parameter but it doesn't work.
Can anyone help me on this?
Thanks in advance.
Edited by aaryanguna - Oct. 8, 2018 02:57:48
Houdini Indie and Apprentice » Houdini 'playback simulation' crash on DOP network
- JThomas
- 1 posts
- Offline
Hi everybody,
I've been encountering a frustrating crash, when I try to tick ‘playback simulation’ on DOP network for a cached pyro sim, houdini crashes with a ‘fatal segmentation’ error and the following crash log:
Crash report from Josh; Houdini FX Version 16.5.614
Uptime 144 seconds
Mon Oct 8 10:47:07 2018
Caught signal 11
Traceback from 5164 ThreadId=0x000039d4
CURRENT THREAD 14804
+0x87be3d29
+0xa5213230
+0xa53e29a0
+0x880467eb
+0x88042a7b
+0x880325db
+0x8800561a
+0x8ebf41ec
+0x8ebee546
+0x8ebee424
+0x8ebf41ec
+0x8ebee546
+0x8ebee424
+0x8ed24100
+0x8ed2b291
+0x8ed2810d
+0x87ff81cf
+0x8ed2ab88
+0x8ecbd81a
+0x8ed05a35
+0x8ecc0734
+0x8ecbd94e
+0x8ecbdf4c
+0xa6885430
+0xa6885c19
+0x89941abf
+0xd9a93034
+0xdc5c1461
I've tried changing/updating drivers, changing builds, changing the TdrDelay value in the registry to no avail.
Does anybody know what the issue is?
Cheers,
Josh
I've been encountering a frustrating crash, when I try to tick ‘playback simulation’ on DOP network for a cached pyro sim, houdini crashes with a ‘fatal segmentation’ error and the following crash log:
Crash report from Josh; Houdini FX Version 16.5.614
Uptime 144 seconds
Mon Oct 8 10:47:07 2018
Caught signal 11
Traceback from 5164 ThreadId=0x000039d4
CURRENT THREAD 14804
+0x87be3d29
+0xa5213230
+0xa53e29a0
+0x880467eb
+0x88042a7b
+0x880325db
+0x8800561a
+0x8ebf41ec
+0x8ebee546
+0x8ebee424
+0x8ebf41ec
+0x8ebee546
+0x8ebee424
+0x8ed24100
+0x8ed2b291
+0x8ed2810d
+0x87ff81cf
+0x8ed2ab88
+0x8ecbd81a
+0x8ed05a35
+0x8ecc0734
+0x8ecbd94e
+0x8ecbdf4c
+0xa6885430
+0xa6885c19
+0x89941abf
+0xd9a93034
+0xdc5c1461
I've tried changing/updating drivers, changing builds, changing the TdrDelay value in the registry to no avail.
Does anybody know what the issue is?
Cheers,
Josh
Houdini Indie and Apprentice » Heightfield Visualize. How do I add more layers?
- soma wheels
- 27 posts
- Offline
How can I add more layers to the landscape visualize node? Currently it is limited to 3.
Edited by soma wheels - Oct. 7, 2018 18:04:33
Technical Discussion » Slow Motion Sim (Via Substeps) Flip Fluid is Flickering
- syntheticperson
- 159 posts
- Offline
I want to do super slow motion of cheerios falling into milk flip fluid.
When I change Scale Time from 1 to 0.1, some of the collisions cause explosive behavior.
Someone suggested I write out the sim files with Scale Time set to 1, but substeps increased.
Then read the sub stepped sim files as if each was a frame.
It appears to work, but I'm getting some flickering in the flip fluid.
https://drive.google.com/file/d/17zJgRw7DtQ3W-gqnCiHXpcvGSQDxORGw/view?usp=sharing [drive.google.com]
Any ideas how to fix?
thanks
When I change Scale Time from 1 to 0.1, some of the collisions cause explosive behavior.
Someone suggested I write out the sim files with Scale Time set to 1, but substeps increased.
Then read the sub stepped sim files as if each was a frame.
It appears to work, but I'm getting some flickering in the flip fluid.
https://drive.google.com/file/d/17zJgRw7DtQ3W-gqnCiHXpcvGSQDxORGw/view?usp=sharing [drive.google.com]
Any ideas how to fix?
thanks
Technical Discussion » Mantra - Visualising vops from inside material
- Michael Battcock
- 30 posts
- Offline
When developing a material at the top level /mat context I really like being able to drag any vop onto the ipr and see it displayed as a temp material on the object. However once you collapse the shader nodes into a material you're no longer able to do this. Unless i'm mistaken?
Technical Discussion » Tkinter module cannot access _tkinter library (Hython)
- Vanderbolt
- 5 posts
- Offline
At my school we're making a tool that will allow a user to browse for a Houdini scene file, and then have all image maps in that
scene file converted to .rat files and re-pathed automatically. Unfortunately, Hython is having troubles with Tkinter. We are using Houdini version 16.5.405, windows 7 and python 2.7.5. Involved code is attached.
As our machines are re-imaged every four months we're trying to not add any environment variables to them.
Here is how it goes:
1. We run a batch file that calls our main line logic in Hython (convertToRat_mainLineLogic_batTest.bat)
2. Main line logic imports all scripts and runs functions from them (convertToRat_mainLineLogic.py)
3. Our file browser imports Tkinter (fileNameGet.py)
4. Tkinter attempts to import _tkinter and fails (Tkinter.py, from Houdini 16.5.405/python27/lib/lib-tk)
5. This error is received:
“N:\PROJECTS\pyClub\convertToRat>cmd /K ”CProgram Files/Side Effects Software/H
oudini 16.5.405/bin/hython2.7.exe“ convertToRat_mainLineLogic.py
Traceback (most recent call last):
File ”convertToRat_mainLineLogic.py“, line 8, in <module>
import fileNameGet
File ”N:\PROJECTS\pyClub\convertToRat\fileNameGet.py“, line 3, in <module>
from Tkinter import *
File ”C:\PROGRA~1\SIDEEF~1\HOUDIN~1.405\python27\lib\lib-tk\Tkinter.py", line
39, in <module>
import _tkinter # If this fails your Python may not be configured for Tk
ImportError: No module named _tkinter
We have attempted to put _tkinter in the houdini library ('…\Houdini 16.5.405\python27\libs) as it is currently missing but it had no effect.
Any help is appreciated, thanks!
scene file converted to .rat files and re-pathed automatically. Unfortunately, Hython is having troubles with Tkinter. We are using Houdini version 16.5.405, windows 7 and python 2.7.5. Involved code is attached.
As our machines are re-imaged every four months we're trying to not add any environment variables to them.
Here is how it goes:
1. We run a batch file that calls our main line logic in Hython (convertToRat_mainLineLogic_batTest.bat)
2. Main line logic imports all scripts and runs functions from them (convertToRat_mainLineLogic.py)
3. Our file browser imports Tkinter (fileNameGet.py)
4. Tkinter attempts to import _tkinter and fails (Tkinter.py, from Houdini 16.5.405/python27/lib/lib-tk)
5. This error is received:
“N:\PROJECTS\pyClub\convertToRat>cmd /K ”CProgram Files/Side Effects Software/H
oudini 16.5.405/bin/hython2.7.exe“ convertToRat_mainLineLogic.py
Traceback (most recent call last):
File ”convertToRat_mainLineLogic.py“, line 8, in <module>
import fileNameGet
File ”N:\PROJECTS\pyClub\convertToRat\fileNameGet.py“, line 3, in <module>
from Tkinter import *
File ”C:\PROGRA~1\SIDEEF~1\HOUDIN~1.405\python27\lib\lib-tk\Tkinter.py", line
39, in <module>
import _tkinter # If this fails your Python may not be configured for Tk
ImportError: No module named _tkinter
We have attempted to put _tkinter in the houdini library ('…\Houdini 16.5.405\python27\libs) as it is currently missing but it had no effect.
Any help is appreciated, thanks!
Technical Discussion » vops translation
- _Christopher_
- 761 posts
- Offline
I'm trying to convert this renderman shading language code to VOP. This is only one line of code so far;
And this is my translation to VOP, except there is no color applied to, in this case a grid; which only renders white ?
color baseColor= color (0.56,0.6,0.41); float baseColorFreq = 2; float label = 0.5;
/* Transform P from "current" to "shader" */ point Pshad = transform("shader", P) * baseColorFreq + label;
And this is my translation to VOP, except there is no color applied to, in this case a grid; which only renders white ?
Technical Discussion » Tile / Loop / Repeat height Fields / Terrains?
- Adriano
- 403 posts
- Offline
Is there a way to procedurally Tile / Loop Terrains created with Heightfields please?
Cheers,
A.
Cheers,
A.
Edited by Adriano - Oct. 5, 2018 17:47:22
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