If for eg. You need to loop throw list of nodes and perform some operation then you will have to use python.
If for eg. you need quick access to bounding box of the object, it will be easier and quicker to use hscript.
Yes, when you want to use python on some node, you will have to swich from hscript so you will have python icon in the corner
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Technical Discussion » Is the expression language in Houdini Hscript?
- tmdag
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Technical Discussion » python shelf tool doubt
- tmdag
- 168 posts
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something like this?
obj = hou.node('/obj')
creategeo=obj.createNode('geo','geo1')
s=obj.collapseIntoSubnet((creategeo, )).moveToGoodPosition()
obj = hou.node('/obj')
creategeo=obj.createNode('geo','geo1')
s=obj.collapseIntoSubnet((creategeo, )).moveToGoodPosition()
Technical Discussion » Is the expression language in Houdini Hscript?
- tmdag
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You have
boundingBox(self) → hou.BoundingBox
Return an axis-aligned 3D bounding box that is sized and positioned to be large enough to hold this geometry.
and Pythons command:
math.ceil()
boundingBox(self) → hou.BoundingBox
Return an axis-aligned 3D bounding box that is sized and positioned to be large enough to hold this geometry.
and Pythons command:
math.ceil()
Technical Discussion » python shelf tool doubt
- tmdag
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but when You ctrl click on point light, you get 2 point lights and in Your code You are collapsing every children of /obj/ into one subnet
so what exactly You want to have in subnet and what you want to collapse ?
you want to have one subnet with one geo inside on every click ?
so what exactly You want to have in subnet and what you want to collapse ?
you want to have one subnet with one geo inside on every click ?
Houdini Indie and Apprentice » Help with freezing point IDs?
- tmdag
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I know that you are not trying to skip point numbers but if for eg. point number “0” is deleted, then other point need to get that “0” number - that is why point numbers changes. So I have suggested creating some attribute where you could store your point numbers.
after your scatter, put ‘add attribute’ node, name it for eg. “my_id” (could be anything, it doesn't matter at this stage), in value put $PT.
After your delete sop you can still access your “my_id” attribute with original point numbers and based on that attribute perform other operations.
after your scatter, put ‘add attribute’ node, name it for eg. “my_id” (could be anything, it doesn't matter at this stage), in value put $PT.
After your delete sop you can still access your “my_id” attribute with original point numbers and based on that attribute perform other operations.
Technical Discussion » About particle's instance fall down
- tmdag
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I haven't checked your file but I would suggest using wires for this kind of animation
in pops.. first that pops in my mind is that you could check distance to ground and using vops change animation/position if leaf is closer.
in pops.. first that pops in my mind is that you could check distance to ground and using vops change animation/position if leaf is closer.
Technical Discussion » python shelf tool doubt
- tmdag
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I'm not sure if I understood You correctly but you should also properly provide new subnet name to make it work
for eg
subnet=hou.node('/obj/' + str(s))
for eg
subnet=hou.node('/obj/' + str(s))
Houdini Indie and Apprentice » Help with freezing point IDs?
- tmdag
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You cannot maintain point numbers (You cannot have point no. 0, 2, 4 without 1, 3 etc) but You could create an attribute let say ‘id’ where you would copy your initial point numbers $PT and then operate with id attribute
Technical Discussion » mantra: Singular Matrix warning (particles)
- tmdag
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Work in Progress » Flood The City
- tmdag
- 168 posts
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Technical Discussion » Realflow 5 > Houdini 11 OSX
- tmdag
- 168 posts
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Technical Discussion » Realflow 5 > Houdini 11 OSX
- tmdag
- 168 posts
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news from today - there is a plugin for H11
The updated Houdini plug-in is available from the download area in the customer gateway at https://portal.nextlimit.com [portal.nextlimit.com] using your personal login data.
The updated Houdini plug-in is available from the download area in the customer gateway at https://portal.nextlimit.com [portal.nextlimit.com] using your personal login data.
Houdini Lounge » Fur Render Enhancement
- tmdag
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Houdini Lounge » Fur Render Enhancement
- tmdag
- 168 posts
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I am wondering if there might be any change in a future to not have to rewind pop sim
Interactive workflow in ice also is getting more interesting..
Interactive workflow in ice also is getting more interesting..
Houdini Lounge » Fur Render Enhancement
- tmdag
- 168 posts
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It is not about feelings, I am just a normal user of this tool same as others. (I am also user of Maya, 3dmax). Problem was that u got here with compliments about software after 5minutes of work. Other users showed you that this is possible to achieve without any ‘high tech’ knowledge of a tool.
My personal opinion is that success is in good research and not with presets.
My personal opinion is that success is in good research and not with presets.
Edited by - July 30, 2010 17:41:10
Houdini Lounge » Fur Render Enhancement
- tmdag
- 168 posts
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cool beer is what i need
Friday evening here, tired after whole day of working. But really, we all learn and I agree that all 3d apps need some enhancements, that is true, but you cannot just try to create something within 5 minutes and complain that company should change its tool because you cannot get a good result.
It is a problem of a user but not software in this case. As other users showed - there is no problem to create a nice fur look in reasonable time.
And like I have said before, after different package, you probably expect same approach, but it is not like that.
If You can create nice object in 10 minutes using Lightwave, but after 10 minutes with Zbrush u cannot get even a box, that doesn't mean that Zbrush should be changed.
If You need out of box result with easy setup, I think that poser and bryce is your way. In all other cases you just need to spend some time on that, this is quite complex software that comes with big user manual.
Friday evening here, tired after whole day of working. But really, we all learn and I agree that all 3d apps need some enhancements, that is true, but you cannot just try to create something within 5 minutes and complain that company should change its tool because you cannot get a good result.
It is a problem of a user but not software in this case. As other users showed - there is no problem to create a nice fur look in reasonable time.
And like I have said before, after different package, you probably expect same approach, but it is not like that.
If You can create nice object in 10 minutes using Lightwave, but after 10 minutes with Zbrush u cannot get even a box, that doesn't mean that Zbrush should be changed.
If You need out of box result with easy setup, I think that poser and bryce is your way. In all other cases you just need to spend some time on that, this is quite complex software that comes with big user manual.
Houdini Lounge » Fur Render Enhancement
- tmdag
- 168 posts
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clumping, frizz, 1 spotlight with shadowmaps 512x512 and that IS all..
Come on! Really this is talk about achieving out of box result.
I mean, ok, it's ok to learn a software but why start from complaining that You cannot get out of box effect?? ….. come on!
Come on! Really this is talk about achieving out of box result.
I mean, ok, it's ok to learn a software but why start from complaining that You cannot get out of box effect?? ….. come on!
Houdini Lounge » Fur Render Enhancement
- tmdag
- 168 posts
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Houdini Lounge » Fur Render Enhancement
- tmdag
- 168 posts
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phrenzy84
Have you seen some of the new tools that in H11. Paint Bend, Paint Bend Noise, Paint Twist, Paint Twist Noise, Paint Thickness, Paint Frizz Frequency, Paint Frizz Roughness. Plus You can now scatter guide hairs across the skin geometry instead of positioning them only on the points.
There is more but i dont want to cut and paste too much.
Yes I have seen it and I have been using for a while on beta but this is not what I was looking for. Like I said I'm not talking about painting weights for bending attribute (that just bends in all directions) but rather comb bending that would bend in direction of your choice, comb that let you shape long hairs (long guides) etc etc.
Houdini Lounge » Fur Render Enhancement
- tmdag
- 168 posts
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I agree that Houdini needs some more tools for ‘visual’ workflow, that helps you shape furs better (I am not talking about painting weights for bending/twisting of guide hair and so on).
But I think that setting up a fur ball in few minutes for comparsion is also not a good way.
Of course, maya might have some more intuitive tools that helps you set this up but personally I never used fur before (just little bit sasquatch on lightwave many years ago that in my opinion was really bad also because of lack of interaction etc). I am also not a hardcore Houdini user and in very short period I was able to get some nice results with Fur:
http://vimeo.com/11593476 [vimeo.com]
http://vimeo.com/11586083 [vimeo.com]
(of course I have decided to recreate fur tool rather then using shelf one - mainly for learning purposes, later or for better control)
After Few fur projects I have done I see the lack of control I would like to have (like I've said in top of this post).
Many tools may be done in-house (as I've called them presets) and some tools should be done by sidefx for more intuitive workflow with fur.
At this moment I could say totally same thing about sasquatch - just fire up Lightwave and set up something cool in few minutes… I think that either the way - you should learn a tool a bit before you say something wrong about it. It's not a toolset with out of box functionality, it is quite complex piece of software delivered with big user manual.
Also without getting into the tool you would probably expect functionality of tool you where using before.
Tell for eg. a Modo user to fire up Zbrush and Maya for first time and ask him to model something. I think that result would be the same. And it doesn't mean that Zbrush needs enhancement, maybe it is just a user that needs different way of thinking than he had before.
maybe Sesi is changing their way of thinking but I always fought that Houdini power is because you CAN DO IT rather then You can get it out of box. I mean, there is nothing bad with having more ‘out of box’ solutions but first, get to know with your tool. I have been using Cinema4D, Lightwave, Maya, Modo within commercial projects for a long time and none of them is a ‘out of box’ solution. It is just a way of thinking that you are getting used to and expect same functionality from other package.
This is just a big thought, my opinion and not a fight.
But I think that setting up a fur ball in few minutes for comparsion is also not a good way.
Of course, maya might have some more intuitive tools that helps you set this up but personally I never used fur before (just little bit sasquatch on lightwave many years ago that in my opinion was really bad also because of lack of interaction etc). I am also not a hardcore Houdini user and in very short period I was able to get some nice results with Fur:
http://vimeo.com/11593476 [vimeo.com]
http://vimeo.com/11586083 [vimeo.com]
(of course I have decided to recreate fur tool rather then using shelf one - mainly for learning purposes, later or for better control)
After Few fur projects I have done I see the lack of control I would like to have (like I've said in top of this post).
Many tools may be done in-house (as I've called them presets) and some tools should be done by sidefx for more intuitive workflow with fur.
At this moment I could say totally same thing about sasquatch - just fire up Lightwave and set up something cool in few minutes… I think that either the way - you should learn a tool a bit before you say something wrong about it. It's not a toolset with out of box functionality, it is quite complex piece of software delivered with big user manual.
Also without getting into the tool you would probably expect functionality of tool you where using before.
Tell for eg. a Modo user to fire up Zbrush and Maya for first time and ask him to model something. I think that result would be the same. And it doesn't mean that Zbrush needs enhancement, maybe it is just a user that needs different way of thinking than he had before.
maybe Sesi is changing their way of thinking but I always fought that Houdini power is because you CAN DO IT rather then You can get it out of box. I mean, there is nothing bad with having more ‘out of box’ solutions but first, get to know with your tool. I have been using Cinema4D, Lightwave, Maya, Modo within commercial projects for a long time and none of them is a ‘out of box’ solution. It is just a way of thinking that you are getting used to and expect same functionality from other package.
This is just a big thought, my opinion and not a fight.
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