I think not possible. I would set minimum input to 1 and maximum inputs to 2 if Im in your suituation so that it behaves like other sops.
Still Curious to know if there is a way to do that.
Found 130 posts.
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Technical Discussion » HDA Minimum Inputs Based on Menu Parameter
- Mohanpugaz
- 130 posts
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Technical Discussion » different results by location of dopnetwork node (smoke sim)
- Mohanpugaz
- 130 posts
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Hip file would be helpful to check but My guess by seeing your images are
- try delete/turnoff the lights in the scene and then compare
(i can see light and shadow in first image)
- check the pyro/smoke object visualisation in both
The results should be same.
Thanks
- try delete/turnoff the lights in the scene and then compare
(i can see light and shadow in first image)
- check the pyro/smoke object visualisation in both
The results should be same.
Thanks
Technical Discussion » How to I extrude points to make edges ?
- Mohanpugaz
- 130 posts
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Even simpler if you copy lines ⚟ on points. You can have lot more control on the direction and length of the lines.
Technical Discussion » Issue with transforming UV from a geometry, to same geo...
- Mohanpugaz
- 130 posts
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Hi Masoud,
Your uv project is set to vertex and the attribute transfer is set to points, so the uvs are not transfering,
you can simply set uv project to points or attribute transfer to vertex to get the same result
Your uv project is set to vertex and the attribute transfer is set to points, so the uvs are not transfering,
you can simply set uv project to points or attribute transfer to vertex to get the same result
Technical Discussion » Houdini Packages user dir
- Mohanpugaz
- 130 posts
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Hi There is another thread im following about the same issue im facing. no one answered yet.
https://forums.odforce.net/topic/44520-installing-qlib-package-method/?tab=comments#comment-209794 [forums.odforce.net]
https://forums.odforce.net/topic/44520-installing-qlib-package-method/?tab=comments#comment-209794 [forums.odforce.net]
Edited by Mohanpugaz - Jan. 5, 2020 05:30:21
Technical Discussion » Houdini Packages user dir
- Mohanpugaz
- 130 posts
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Hi IL,
It works for me I am trying to install qLib tools,I think you have to use HOUDINI_PATH variable, here in this case “path” is shortcut for HOUDINI_PATH as per documentation.
But when I add the HOUDINI_OTLSCAN_PATH, otls are not loading in, and i tried to echo the HOUDINI_OTLSCAN_PATH that doesnt shows up the new variable in the package file , below is the json file content
Thanks for opening this thread I was also about to do so at the same time, please someone help
It works for me I am trying to install qLib tools,I think you have to use HOUDINI_PATH variable, here in this case “path” is shortcut for HOUDINI_PATH as per documentation.
The path top-level key is a convenience for manipulating the $HOUDINI_PATH variable
{ "env": [ { "QLIB": "C:/Users/mohan/Documents/GitHub/qLib", }, ], "path": "$QLIB", }
But when I add the HOUDINI_OTLSCAN_PATH, otls are not loading in, and i tried to echo the HOUDINI_OTLSCAN_PATH that doesnt shows up the new variable in the package file , below is the json file content
{ "env": [ { "QLIB": "C:/Users/mohan/Documents/GitHub/qLib", }, { "QOTL": "$QLIB/otls", }, { "HOUDINI_OTLSCAN_PATH": "$QOTL/base", }, ], "path": "$QLIB", }
Thanks for opening this thread I was also about to do so at the same time, please someone help
Technical Discussion » Animation Transfer from one rig to another
- Mohanpugaz
- 130 posts
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Hi Guys,
I have a custom human rig which I use all the time, I would like to use mixamo animation for some crowd RND, but the problem is my rig is not same as the mixamo rig mine has few extra joints in the joint chain.
So what I was thinking is to somehow setup a scene where i can transfer mixamo animations to my rig and export them to use.
Is it possible to do so , if yes how?
I have tried searching in google but not found any ideas.
Please let me know if someone have any ideas.
Thank you.
I have a custom human rig which I use all the time, I would like to use mixamo animation for some crowd RND, but the problem is my rig is not same as the mixamo rig mine has few extra joints in the joint chain.
So what I was thinking is to somehow setup a scene where i can transfer mixamo animations to my rig and export them to use.
Is it possible to do so , if yes how?
I have tried searching in google but not found any ideas.
Please let me know if someone have any ideas.
Thank you.
Technical Discussion » FLIP - Reseeding - Attribute interpolation
- Mohanpugaz
- 130 posts
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Hi Guys,
While using reseeding in flip, the Newly created particles are not getting the color or any other attributes interpolated.
I trying to do sim with a initial color applied to the particles, the newly created particles are created in white color, but what i want is the color should inherit from the interpolation,
I tried rest attribute as well to apply my color post sim, it seems even the rest attribute dosent seems like interpolated while reseeding enabled. Please some one let me know what would be the workaround to apply colors on a reseeding flip sim.
Sorry I cants share a file currently
Thanks
While using reseeding in flip, the Newly created particles are not getting the color or any other attributes interpolated.
I trying to do sim with a initial color applied to the particles, the newly created particles are created in white color, but what i want is the color should inherit from the interpolation,
I tried rest attribute as well to apply my color post sim, it seems even the rest attribute dosent seems like interpolated while reseeding enabled. Please some one let me know what would be the workaround to apply colors on a reseeding flip sim.
Sorry I cants share a file currently
Thanks
Edited by Mohanpugaz - Oct. 21, 2019 03:39:17
Technical Discussion » how to hide pyro sim source volume?
- Mohanpugaz
- 130 posts
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Hey EmamFX
yeah sometimes you might need to hide the source as it might appear very dense and visually look bad. in that case you can use VDBcombine SOP and subtract the source volume from your simed volume, but prepare your source volume before subtracting to have a nice fall off other wise you might end up having a harsh edge.
Best,
Mohan Pugaz
yeah sometimes you might need to hide the source as it might appear very dense and visually look bad. in that case you can use VDBcombine SOP and subtract the source volume from your simed volume, but prepare your source volume before subtracting to have a nice fall off other wise you might end up having a harsh edge.
Best,
Mohan Pugaz
Edited by Mohanpugaz - July 24, 2019 06:16:53
Technical Discussion » How to create UV on VDB converted polygon mesh
- Mohanpugaz
- 130 posts
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Hey Dude,
I think there is no way u can create perfect uvs for this, but here is a cheat, u can create a grid with uvs and deform it along with the vellum wires and then transfer the uvs from the animated grid to the vdb mesh, I have attached a hip file, I Hope that might help.
Best,
I think there is no way u can create perfect uvs for this, but here is a cheat, u can create a grid with uvs and deform it along with the vellum wires and then transfer the uvs from the animated grid to the vdb mesh, I have attached a hip file, I Hope that might help.
Best,
Edited by Mohanpugaz - July 24, 2019 04:55:04
Technical Discussion » Focusing simulation in FLIP tank on one area/hiding boundaries of tank?
- Mohanpugaz
- 130 posts
- Offline
Hey Bentway,
You can reduce the bounds of the sim to the area where action is happening and then you can extend it while meshing the surface using particle fluid surface SOP, also there are options to blend the edges with the sim. I guess thats what you are after..
You can reduce the bounds of the sim to the area where action is happening and then you can extend it while meshing the surface using particle fluid surface SOP, also there are options to blend the edges with the sim. I guess thats what you are after..
Edited by Mohanpugaz - July 24, 2019 03:48:45
Technical Discussion » Separation of different submeshes
- Mohanpugaz
- 130 posts
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Hey Buddy,
If Im understanding your question properly, I think Objectmerge SOP is what you need.
Please check the attached hip file
If Im understanding your question properly, I think Objectmerge SOP is what you need.
Please check the attached hip file
Technical Discussion » transform packedgeo
- Mohanpugaz
- 130 posts
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Technical Discussion » Character animation and voronoifracture issue
- Mohanpugaz
- 130 posts
- Offline
Technical Discussion » Object merge issue in H17
- Mohanpugaz
- 130 posts
- Offline
Hi Fluid Motion,
I had the same suituation that you faced, So I have made a little script to convert relative path to abs path,
Download it and put it in you /houdini17 folder then you can see an extra option in your right click menu
Define a hotkey to speed up a bit.
That might be useful for you so I thouht of sharing it.
I had the same suituation that you faced, So I have made a little script to convert relative path to abs path,
Download it and put it in you /houdini17 folder then you can see an extra option in your right click menu
Define a hotkey to speed up a bit.
That might be useful for you so I thouht of sharing it.
Edited by Mohanpugaz - May 8, 2019 01:33:37
Technical Discussion » VEX - For loop with given range [SOLVED]
- Mohanpugaz
- 130 posts
- Offline
Both of the methods are awesome!.Exactly does what I was looking for. Thanks a lot guys.
Technical Discussion » VEX - For loop with given range [SOLVED]
- Mohanpugaz
- 130 posts
- Offline
Hi Guys,
Can someone please let me know how to loop with range in VEX, similar to the below python code.
Thank you
Can someone please let me know how to loop with range in VEX, similar to the below python code.
for i in range(5, 8): print(i) #Result is # 5 # 6 # 7
Thank you
Edited by Mohanpugaz - April 25, 2019 08:27:38
Technical Discussion » Crowd Agent question - Shape name prefix
- Mohanpugaz
- 130 posts
- Offline
Got a solution just now, keeping this post just in case if anyone face the same situation
The add shape by name toggle does the trick
Please let me know if there is any other way to do the same.
Thanks for the support.
The add shape by name toggle does the trick
Please let me know if there is any other way to do the same.
Thanks for the support.
Technical Discussion » Crowd Agent question - Shape name prefix
- Mohanpugaz
- 130 posts
- Offline
Hi Guys,
Can someone let me know how to add the layer name to the prefix of the shape name
By default the agent node does this, but if I add custom shapes to the shape library my shape names doesn't gets the layer name as prefix.
i want to get the name of my shape to be something like “mylayer.sphere” where currently as you can see “sphere”
all other shapes have names with prefix “default.shapename” (“default” comes from agent sop)
I hope my question is clear, if not please forgive me.
Please have a look at the attached image
Can someone let me know how to add the layer name to the prefix of the shape name
By default the agent node does this, but if I add custom shapes to the shape library my shape names doesn't gets the layer name as prefix.
i want to get the name of my shape to be something like “mylayer.sphere” where currently as you can see “sphere”
all other shapes have names with prefix “default.shapename” (“default” comes from agent sop)
I hope my question is clear, if not please forgive me.
Please have a look at the attached image
Edited by Mohanpugaz - April 24, 2019 08:41:51
Technical Discussion » Parameter Expression to return value of a string attribute
- Mohanpugaz
- 130 posts
- Offline
Hey Marc,
Thanks a lot for the reply!
Sorry! My bad, I had tested with attribute “r” and just copy pasted the code, and totally forgot to edit that.
But anyway you have already solved my problem.
The “details()” function is working nicely.
I tried the same with point attributes,
point() is not working but points() is working
Now I have few queries,
why there is two functions detail() and details()
why detail() and point() function doesn't seems to work for string attribute?
Thanks a lot for the help
Thanks a lot for the reply!
Sorry! My bad, I had tested with attribute “r” and just copy pasted the code, and totally forgot to edit that.
`detail("../mynode","myAttr",0)`
But anyway you have already solved my problem.
The “details()” function is working nicely.
I tried the same with point attributes,
point() is not working but points() is working
Now I have few queries,
why there is two functions detail() and details()
why detail() and point() function doesn't seems to work for string attribute?
Thanks a lot for the help
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