Answer:
Find the stranded panel under the Task Bar icon,
right click,
select move,
move with arrow keys!
source [forums.creativecow.net]
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Houdini Lounge » Windows are placed outside the desktop area
- Rebus B
- 80 posts
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Houdini Lounge » Windows are placed outside the desktop area
- Rebus B
- 80 posts
- Offline
returning to this topic… the link above is broken*
So how do you retrieve a window whose handle is outside of screen area?
just did “tear off pane tab copy” and Houdini (15.0) dropped the window on the upper right with the window bar off screen. No access!
*which is why link only answers are problematic. link and explain if you want your answer to last!
So how do you retrieve a window whose handle is outside of screen area?
just did “tear off pane tab copy” and Houdini (15.0) dropped the window on the upper right with the window bar off screen. No access!
*which is why link only answers are problematic. link and explain if you want your answer to last!
Edited by Rebus B - July 20, 2016 15:25:54
Houdini Indie and Apprentice » Lagging Detail
- Rebus B
- 80 posts
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So this seems strange to me:
In the solver1 op, where a reference sphere connected to @height shows the proper fading, I pipe the set_max_height_and_fade attribute wrangle to a null and make that the active output. Then I copy the sphere and its wrangler up a level and connect it to the solver1 output. Now the new sphere loses the fade and just jumps to the current highest particle.
Why does @height parameter lose the fading behavior outside of the solver? Shouldn't it be the value connected to the null out?
In the solver1 op, where a reference sphere connected to @height shows the proper fading, I pipe the set_max_height_and_fade attribute wrangle to a null and make that the active output. Then I copy the sphere and its wrangler up a level and connect it to the solver1 output. Now the new sphere loses the fade and just jumps to the current highest particle.
Why does @height parameter lose the fading behavior outside of the solver? Shouldn't it be the value connected to the null out?
Houdini Indie and Apprentice » Lagging Detail
- Rebus B
- 80 posts
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Tokeru to the rescue! [tokeru.com]
looks like @opinput1_height is a little bit of Houdini magic that wires vex to the node (“op” that is) inputs.
looks like @opinput1_height is a little bit of Houdini magic that wires vex to the node (“op” that is) inputs.
Houdini Indie and Apprentice » Lagging Detail
- Rebus B
- 80 posts
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Thanks mestela, circusmonkey! Will check them out and report back.
(btw Tokeru.com is a great site, love its clarity.)
edit:
The fading_max_height does what I am looking for. I suspected a 2nd solver would be needed but repeating the set_height, attribute_promote_height in the solver looks like the key. Going to apply that method to my file.
There is one thing though… where does the @opinput1_height parameter in the set_max_height_and_fade Attribute Wrangle come from? I think it would be from the Input_1 node but cannot find anything that directly references that value in the file or in the documentation.
The pops_sopsolver is an interesting set up, will look into SOP solvers. Wouldn't a point wrangle do something similar?
(btw Tokeru.com is a great site, love its clarity.)
edit:
The fading_max_height does what I am looking for. I suspected a 2nd solver would be needed but repeating the set_height, attribute_promote_height in the solver looks like the key. Going to apply that method to my file.
There is one thing though… where does the @opinput1_height parameter in the set_max_height_and_fade Attribute Wrangle come from? I think it would be from the Input_1 node but cannot find anything that directly references that value in the file or in the documentation.
The pops_sopsolver is an interesting set up, will look into SOP solvers. Wouldn't a point wrangle do something similar?
Edited by Rebus B - July 13, 2016 14:17:38
Houdini Indie and Apprentice » Lagging Detail
- Rebus B
- 80 posts
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Using only age may not give the effect that I would like which has the potential to map color (or do other things) based on location relative to the entire particle set which could be useful. Suppose some particles move slower than others, then they will not map to the color properly.
What I am really trying to do is figure out how Houdini works with little tests. In this case I would like to know how to have an attribute that each frame: 1) is tested against another dynamically set value, used and then 2) is set to a new value for use in the next frame.
In a Maya expression I would simply test a variable, step 1, then set it to a new value depending on the result, step 2. The order the statements appear in the expression code is all that is needed to make it work. When I tried to do that with VEX it would set the value along the entire data network, there is no before (step 1) and after (step 2) even if I test/use the value higher in the network chain and then set it after those nodes. Seems like it should work but it didn't and I am wondering what I am missing regarding how the data flow is working.
What I am really trying to do is figure out how Houdini works with little tests. In this case I would like to know how to have an attribute that each frame: 1) is tested against another dynamically set value, used and then 2) is set to a new value for use in the next frame.
In a Maya expression I would simply test a variable, step 1, then set it to a new value depending on the result, step 2. The order the statements appear in the expression code is all that is needed to make it work. When I tried to do that with VEX it would set the value along the entire data network, there is no before (step 1) and after (step 2) even if I test/use the value higher in the network chain and then set it after those nodes. Seems like it should work but it didn't and I am wondering what I am missing regarding how the data flow is working.
Edited by Rebus B - July 12, 2016 19:15:12
Houdini Indie and Apprentice » Lagging Detail
- Rebus B
- 80 posts
- Offline
Hi. I have built a simple particle test where particles emit from geo, float up with some noise and then die with some randomness to life span. I then take the source_particles (with the import_source from the AutoDopNetwork) and apply color based on height of particles.
To do this I added two Attribute Promote nodes that store the max and min point values as detail data, and then use a Point VOP to look up the color based on P.y relative to the max and min Y. That works great and was a real “Aha!” moment when I got it hooked up.
The problem is, when the highest particle dies, the colors pop as the range shrinks down to the next highest point. What I would like to do is add a lagging value but I have been unable to get it to work with the data flow. What I would like to do is have a bit of data on the source particles (as a detail parameter) that compares with the current max Y, gets the new current max if it is less than the max, or drops in value by a certain amount every frame until it is again lower than the max value. I could then use that lagging max value for looking up the color value.
I cannot find a way to add an attribute that gets compared at the beginning of the operations and then set to a new value at the end of the SOP network, after the comparison. The new value gets set “instantly” and shows up the same everywhere no matter where I put the VOP/VEX add/set attribute nodes in the network. I have seen that CHOPs are good for this but that adds a whole new branch of OP in/out's to learn.
Any suggestions on how to work with a (Detail) parameter at the start of the frame, and then set its new value for use in the next frame?
(I attached the file but it is not showing up…)
To do this I added two Attribute Promote nodes that store the max and min point values as detail data, and then use a Point VOP to look up the color based on P.y relative to the max and min Y. That works great and was a real “Aha!” moment when I got it hooked up.
The problem is, when the highest particle dies, the colors pop as the range shrinks down to the next highest point. What I would like to do is add a lagging value but I have been unable to get it to work with the data flow. What I would like to do is have a bit of data on the source particles (as a detail parameter) that compares with the current max Y, gets the new current max if it is less than the max, or drops in value by a certain amount every frame until it is again lower than the max value. I could then use that lagging max value for looking up the color value.
I cannot find a way to add an attribute that gets compared at the beginning of the operations and then set to a new value at the end of the SOP network, after the comparison. The new value gets set “instantly” and shows up the same everywhere no matter where I put the VOP/VEX add/set attribute nodes in the network. I have seen that CHOPs are good for this but that adds a whole new branch of OP in/out's to learn.
Any suggestions on how to work with a (Detail) parameter at the start of the frame, and then set its new value for use in the next frame?
(I attached the file but it is not showing up…)
Edited by Rebus B - July 12, 2016 15:41:22
Houdini Indie and Apprentice » wacom issues
- Rebus B
- 80 posts
- Offline
Upgrading the Wacom driver fixed this for me.
Win10, H15.0, Wacom6.3.15-2 (older PTZ tablet)
Win10, H15.0, Wacom6.3.15-2 (older PTZ tablet)
Houdini Lounge » New Website: Post Feedback Here
- Rebus B
- 80 posts
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Probably been said before but I don't see a link to my profile, or that I am even logged in, when browsing the forum||site.
Houdini Lounge » New Website: Post Feedback Here
- Rebus B
- 80 posts
- Offline
This may not have anything to do with the new site but Google searches are returning topics that look like this:
which makes finding information very inefficient since you have to open each result to see what the actually topic is. We need to see the entire title not just the beginning of it.
Camera Pr… | Forums | SideFX - Houdini
depth-map… | Forums | SideFX - Houdini
which makes finding information very inefficient since you have to open each result to see what the actually topic is. We need to see the entire title not just the beginning of it.
Houdini Indie and Apprentice » PartitionSOP problem
- Rebus B
- 80 posts
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Probably? Sorry, getting up to speed again with Houdini. Seems like there have been some major changes in this area so the tutorial I was using is probably outdated.
The method was to generate particles emitting from an object (well, from points on the object) and then make curves by connecting them. Wasn't able to get the Partition node to recognize the particle source attribute. It works with the DOP POP though.
A side note: Using the old POP network it would lay down points in a very regular manner with the right impulse count and substeps settings. With the new DOP POPs the particles are emitting with irregularity even with high substeps. I cannot find a way to get the perfectly regular emission of the old POPs.
The method was to generate particles emitting from an object (well, from points on the object) and then make curves by connecting them. Wasn't able to get the Partition node to recognize the particle source attribute. It works with the DOP POP though.
A side note: Using the old POP network it would lay down points in a very regular manner with the right impulse count and substeps settings. With the new DOP POPs the particles are emitting with irregularity even with high substeps. I cannot find a way to get the perfectly regular emission of the old POPs.
Technical Discussion » H15 - Local Variables in PolyExtrude
- Rebus B
- 80 posts
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Unifying the expression language is great but where do you get information on what attributes are available? There is nothing in the docs now. Did all the local variables just disappear?
For example, doing a simple deform of a grid, can use $PT to identify the point ID and plug it into an expression. What is the new way of doing it and where do you find what attributes are available to work with?
edit: My bad. The locals are associated with the PointSOP and not the gridSOP.
edit2: and the PointSOP is depreciated anyway and I should be using VOPs or Wranglers.
For example, doing a simple deform of a grid, can use $PT to identify the point ID and plug it into an expression. What is the new way of doing it and where do you find what attributes are available to work with?
edit: My bad. The locals are associated with the PointSOP and not the gridSOP.
edit2: and the PointSOP is depreciated anyway and I should be using VOPs or Wranglers.
Edited by Rebus B - July 1, 2016 13:43:09
Houdini Indie and Apprentice » PartitionSOP problem
- Rebus B
- 80 posts
- Offline
Well, I rebuilt the particles using a DOP network (starting with Source Particles from shelf tools) and the Partition -> Add method of creating groups and adding a line per group now works!
The major difference I see now is that with the old POP network I was able to get a consistent number of points in the emitted trails. With the new DOP POPs the emission is not perfectly even like before. Cranking up the substeps in the popsolver helps but it still has gaps.
So why does the new POP source, emitting from points and using the same emit on impulse with the count set to the number of emitting points, not emit consistently one particle per point per frame? I turned off probabilistic emission.
The major difference I see now is that with the old POP network I was able to get a consistent number of points in the emitted trails. With the new DOP POPs the emission is not perfectly even like before. Cranking up the substeps in the popsolver helps but it still has gaps.
So why does the new POP source, emitting from points and using the same emit on impulse with the count set to the number of emitting points, not emit consistently one particle per point per frame? I turned off probabilistic emission.
Edited by Rebus B - June 30, 2016 14:42:53
Houdini Indie and Apprentice » PartitionSOP problem
- Rebus B
- 80 posts
- Offline
That is some cool stuff but a little beyond what I am asking…
What I want to know is more general: How to dynamically create particle groups based on a particle attribute. I have an “origin” attribute that holds the emission source id and I want group those particles based on that “origin” value.
The tutorial, which I guess is outdated, uses old style POP network and a PartitionSOP. That isn't working. What is the best way to dynamically group particles now?
What I want to know is more general: How to dynamically create particle groups based on a particle attribute. I have an “origin” attribute that holds the emission source id and I want group those particles based on that “origin” value.
The tutorial, which I guess is outdated, uses old style POP network and a PartitionSOP. That isn't working. What is the best way to dynamically group particles now?
Houdini Indie and Apprentice » PartitionSOP problem
- Rebus B
- 80 posts
- Offline
I am running through a tutorial (from 2012, so ancient) for making motion trails. It uses (old school) POP network to generate particles that will be connected into curves, and it uses a PartitionSOP to group the particles by their point of origin (set in the SourcePOP.)
The origin attribute exists and has the correct values, but I cannot create a rule that effectively uses the origin attribute in the connected PartitionSOP, even after adding an AttributeCreateSOP to “activate” the attribute outside of the popnet.
I have tried groupname_@origin, groupname_$origin, and groupname_$ORIGIN but none of them do anything, the group is just “groupname_” with all the points in it.
How can I get this to work, or what is the “new” way of doing this. Basically there should be a group of points for each emitting point that can be dropped into an AddSOP to make the lines.
The origin attribute exists and has the correct values, but I cannot create a rule that effectively uses the origin attribute in the connected PartitionSOP, even after adding an AttributeCreateSOP to “activate” the attribute outside of the popnet.
I have tried groupname_@origin, groupname_$origin, and groupname_$ORIGIN but none of them do anything, the group is just “groupname_” with all the points in it.
How can I get this to work, or what is the “new” way of doing this. Basically there should be a group of points for each emitting point that can be dropped into an AddSOP to make the lines.
Edited by Rebus B - June 29, 2016 21:40:44
Houdini Indie and Apprentice » Renderman Support for Apprentice
- Rebus B
- 80 posts
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I wouldn't hold your breath. Would like to try Arnold with my Apprentice license too. Problem is third party renderers would create a work around to the limitations that let us use it for free.
Maybe Indie allows third party renderers?
Maybe Indie allows third party renderers?
Houdini Indie and Apprentice » Mystery Null
- Rebus B
- 80 posts
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answering my own question… yes:
“Locking nodes is memory efficient for most purposes, and has the convenience of allowing you to unlock the node later for editing. However, you can actually delete history for some node types, collapsing the effects of previous nodes into baked data, by pressing RMB on an object in the viewport and choosing Delete History.” - Houdini Docs
That must be what happened here. Looks like a handy trick.
“Locking nodes is memory efficient for most purposes, and has the convenience of allowing you to unlock the node later for editing. However, you can actually delete history for some node types, collapsing the effects of previous nodes into baked data, by pressing RMB on an object in the viewport and choosing Delete History.” - Houdini Docs
That must be what happened here. Looks like a handy trick.
Edited by - Aug. 26, 2015 11:50:09
Houdini Indie and Apprentice » Mystery Null
- Rebus B
- 80 posts
- Offline
Is it possible to lock the Null node and then delete the input connections, leaving the data cached inside a Null at the end of the chain?
Houdini Indie and Apprentice » Mystery Null
- Rebus B
- 80 posts
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Thanks, that makes sense.
But what I do not see is how the data got into the Null Object to begin with. There are no input connections that are visible, and no tab's containing references to any geo.
But what I do not see is how the data got into the Null Object to begin with. There are no input connections that are visible, and no tab's containing references to any geo.
Houdini Indie and Apprentice » Mystery Null
- Rebus B
- 80 posts
- Offline
How does a Null object manage to have geometry associated with it when there appears to be no connections to it?
I was looking into fluids and floating things on them. In the AutoDopNetwork created after using ‘Embed in Fluid’ shelf tool there is a ‘Fetch Data’ node which somehow made the object float (that is what I was originally trying to figure out.) In the help page for that node there is the BuoyancyForce example which I launched. That is where I found the Mystery Null.
The Buoyancy Force example file's top level is a Digital Asset containing two things, a DOPnet (dopnet1) and a geo object (slug_source). In the dopnet there is a complex slug like geometry that is copied a few times in the form of RBD Objects whose SOP Paths (../../slug_source/SLUG) point to a single Null object. That Null is not connected to anything, and is locked. Unlocking it makes the geo in the RBDs disappear. It is this null which appears to pull a complex bit of geo out of nowhere that is the mystery.
The spreadsheet for the SLUG null shows a bunch of points, which I would assume are the vertices of the slug, but how did they get there? Copy input is checked on the SLUG null, but what input when nothing is plugged into it?
Obviously I am missing something basic in how these things are constructed but I have no idea where to look; help on Null objects has nothing that would suggest this is possible.
Any clues as to what is happening here? tanks…
I was looking into fluids and floating things on them. In the AutoDopNetwork created after using ‘Embed in Fluid’ shelf tool there is a ‘Fetch Data’ node which somehow made the object float (that is what I was originally trying to figure out.) In the help page for that node there is the BuoyancyForce example which I launched. That is where I found the Mystery Null.
The Buoyancy Force example file's top level is a Digital Asset containing two things, a DOPnet (dopnet1) and a geo object (slug_source). In the dopnet there is a complex slug like geometry that is copied a few times in the form of RBD Objects whose SOP Paths (../../slug_source/SLUG) point to a single Null object. That Null is not connected to anything, and is locked. Unlocking it makes the geo in the RBDs disappear. It is this null which appears to pull a complex bit of geo out of nowhere that is the mystery.
The spreadsheet for the SLUG null shows a bunch of points, which I would assume are the vertices of the slug, but how did they get there? Copy input is checked on the SLUG null, but what input when nothing is plugged into it?
Obviously I am missing something basic in how these things are constructed but I have no idea where to look; help on Null objects has nothing that would suggest this is possible.
Any clues as to what is happening here? tanks…
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