apparently, when the waterline option in Flipsolver is off, the water level is at Y=0 by default.
It is reasonable to think that when I move the domain up ( Y+), the ocean evaluates which is connected to it, moves up then Flipsolver solves the simulation wherever the water is, but that doesn't occur here.
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Technical Discussion » Flip container, moving up the domain, 4th input connected
- MirHadi
- 147 posts
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Technical Discussion » Flip container, moving up the domain, 4th input connected
- MirHadi
- 147 posts
- Offline
Hello
This is a very simplified question and I need help to understand it.
a straightforward scene, a tube, a container ... almost default.
when the transform node is at its origin, I see particles moving with the ocean spectrum. but when I move the tube up the particles disappear.
this is what I understand when the domain is going up ( and the waterline option is off) the source is coming from 4th input where It gets its transform from tr3. In other words, everything should work, but they don't.
what am I doing wrong?
I appreciate any help you can provide.
This is a very simplified question and I need help to understand it.
a straightforward scene, a tube, a container ... almost default.
when the transform node is at its origin, I see particles moving with the ocean spectrum. but when I move the tube up the particles disappear.
this is what I understand when the domain is going up ( and the waterline option is off) the source is coming from 4th input where It gets its transform from tr3. In other words, everything should work, but they don't.
what am I doing wrong?
I appreciate any help you can provide.
Technical Discussion » polyextrude along a curve
- MirHadi
- 147 posts
- Offline
thank you Mike!
I know about this workflow and I use it.
but I believe the old workflow was like this:
- set extrusion to 1
- Set Spline shape to: Curve from second input
- Set divisions high enough to follow your curve.
more manageable right?
I'm trying to do a procedural extrusion with different curve lengths, so It is more convenient to do it this way. otherwise, I have to loop the curves and snap the transform to the tip of the curve.
I know about this workflow and I use it.
but I believe the old workflow was like this:
- set extrusion to 1
- Set Spline shape to: Curve from second input
- Set divisions high enough to follow your curve.
more manageable right?
I'm trying to do a procedural extrusion with different curve lengths, so It is more convenient to do it this way. otherwise, I have to loop the curves and snap the transform to the tip of the curve.
Technical Discussion » polyextrude along a curve
- MirHadi
- 147 posts
- Offline
Hello
Sorry for this simple question, I've searched a lot and can't figure it out how It works.
a simple box, a simple face selection, and extrude along a curve, but the extrusion doesn't go along the curve and the Distance factor should be 1 but I need to crank it up to 3 and more.
please look at the picture.
Sorry for this simple question, I've searched a lot and can't figure it out how It works.
a simple box, a simple face selection, and extrude along a curve, but the extrusion doesn't go along the curve and the Distance factor should be 1 but I need to crank it up to 3 and more.
please look at the picture.
Edited by MirHadi - 2024年5月18日 08:25:51
Technical Discussion » H 20 , viewport washed out , OCIO config
- MirHadi
- 147 posts
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Hello
I used the new Ocio setting and set it to the default "Revert To Factory". However, the viewport appeared too bright compared to H 19.5 which I had set to ACES v1.03 config inside Houdini.env.
I set the view Transorm to ACES. 1.0 but not much change.
am I doing something wrong?
thank you
I used the new Ocio setting and set it to the default "Revert To Factory". However, the viewport appeared too bright compared to H 19.5 which I had set to ACES v1.03 config inside Houdini.env.
I set the view Transorm to ACES. 1.0 but not much change.
am I doing something wrong?
thank you
Technical Discussion » Custom marking menu, python 3.7 lib to python 3.10 lib
- MirHadi
- 147 posts
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Jacquesf
There is nothing to compile, just rename the Python3.7libs folder to Python3.10libs and hope for the best.
Yes, I renamed it but something's wrong with it, It simply doesn't work!
a lot of research ahead!
Technical Discussion » Custom marking menu, python 3.7 lib to python 3.10 lib
- MirHadi
- 147 posts
- Offline
Hello masters!
I'm using a gorgeous custom menu, from Github user "dchow1992"
https://github.com/dchow1992/houdini_markingmenu [github.com]
It speeds up reaching out to nodes and I love it!
unfortunately, the developer no longer has a plan for updating it to the latest Python 3.10 I guess.
the package is far beyond my Python skills and I desperately need it in Houdini 20. do you guys have a way to compile all libs from 3.7 to 3.10?
Thank you in advance
I'm using a gorgeous custom menu, from Github user "dchow1992"
https://github.com/dchow1992/houdini_markingmenu [github.com]
It speeds up reaching out to nodes and I love it!
unfortunately, the developer no longer has a plan for updating it to the latest Python 3.10 I guess.
the package is far beyond my Python skills and I desperately need it in Houdini 20. do you guys have a way to compile all libs from 3.7 to 3.10?
Thank you in advance
Technical Discussion » Open Recent File, Python method
- MirHadi
- 147 posts
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Alexey_Vanzhula
And a more elegant way of selection from a Qt menu
Thank you very much for your precious time.
This is reachable and highly organized!
Edited by MirHadi - 2023年11月16日 08:22:10
Technical Discussion » Open Recent File, Python method
- MirHadi
- 147 posts
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SWest
While testing the python keyboard modules I did a mistake and had to redo this quickly. Feel free to update and improve. I'm out of time for now.
Thank you very much for your time.
It actually look fantastic so far, let's see what can be done to make it complete.
Thank you again
Technical Discussion » Open Recent File, Python method
- MirHadi
- 147 posts
- Offline
Hello
I was trying to find a method to open the most recent file with a hotkey, I didn't find it of course.
but thought about something like a little window populated with all other recent files, sorted out from top to bottom and then I can choose one to open.
I'll be grateful to let me know if there is such a thing possible with Python in Houdini.
I was trying to find a method to open the most recent file with a hotkey, I didn't find it of course.
but thought about something like a little window populated with all other recent files, sorted out from top to bottom and then I can choose one to open.
I'll be grateful to let me know if there is such a thing possible with Python in Houdini.
Technical Discussion » Python command to toggle viewport visualizer
- MirHadi
- 147 posts
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same question.
I did something lame like this, and of course It doesn't work!
desktop = hou.ui.curDesktop()
pane = desktop.paneTabOfType(hou.paneTabType.SceneViewer)
view = pane.curViewport()
dispSet = hou.viewportVisualizers(view)
if dispSet.isActive()==0:
dispSet.setIsActive(1, view)
else:
dispSet.setIsActive(0, view)
I did something lame like this, and of course It doesn't work!
desktop = hou.ui.curDesktop()
pane = desktop.paneTabOfType(hou.paneTabType.SceneViewer)
view = pane.curViewport()
dispSet = hou.viewportVisualizers(view)
if dispSet.isActive()==0:
dispSet.setIsActive(1, view)
else:
dispSet.setIsActive(0, view)
Technical Discussion » Foor loop, acsess the Nth 'merge' iteration
- MirHadi
- 147 posts
- Offline
Tomas, you're a true savior, never thought of this clever usage of Switch-if node!
Thank you veeeeeeeeery much.
Thank you veeeeeeeeery much.
Technical Discussion » Foor loop, acsess the Nth 'merge' iteration
- MirHadi
- 147 posts
- Offline
Theoretically, I could use a Solver sop node inside the loop to accumulate every feedback if I set it to.
but couldn't get a solution for that!
but couldn't get a solution for that!
Technical Discussion » Foor loop, acsess the Nth 'merge' iteration
- MirHadi
- 147 posts
- Offline
Hello guys
I have a for loop with a bunch of nodes in it for creating curves.
but I need each curve to look at the merged result of the previous iteration and check if there are more shared points than a threshold or not and if yes, delete this created curve and move on to the next iteration.
I need you geniuses to help me how I can get this data.
for this example, copying the Block Begin node and setting it to "fetch feedback" doesn't work because It returns just the last iteration result not the merged result to that point.
thank you in advance
I have a for loop with a bunch of nodes in it for creating curves.
but I need each curve to look at the merged result of the previous iteration and check if there are more shared points than a threshold or not and if yes, delete this created curve and move on to the next iteration.
I need you geniuses to help me how I can get this data.
for this example, copying the Block Begin node and setting it to "fetch feedback" doesn't work because It returns just the last iteration result not the merged result to that point.
thank you in advance
Technical Discussion » New node created, 0 instead of 1
- MirHadi
- 147 posts
- Offline
Hello
sometimes I'm really into some aspects of my personal preferences, and one of them appears to be this one.
I just wanted to know if is there anything in the settings that I can change so that newly created nodes (whatever It is) start at 0, not 1?
like this:
"null0" instead of "null1"
I know It is weird .. but It's me
Thank you so much
sometimes I'm really into some aspects of my personal preferences, and one of them appears to be this one.
I just wanted to know if is there anything in the settings that I can change so that newly created nodes (whatever It is) start at 0, not 1?
like this:
"null0" instead of "null1"
I know It is weird .. but It's me
Thank you so much
Technical Discussion » flip collision exclusion
- MirHadi
- 147 posts
- Offline
Technical Discussion » flip collision exclusion
- MirHadi
- 147 posts
- Offline
I found a not quite trusty way to do this.
but It works strangely.
using just surface collision instead of volume...
"popcollisionignor" did the job.
but It works strangely.
using just surface collision instead of volume...
"popcollisionignor" did the job.
Technical Discussion » flip collision exclusion
- MirHadi
- 147 posts
- Offline
Hello
I have a very simplified sim to show you what my problem is.
two simple flip volume sources, I want one of them to ignore the collision plane.
I couldn't do it in flip sop as well, yeah more good news.
I really appreciate any help you can provide.
I have a very simplified sim to show you what my problem is.
two simple flip volume sources, I want one of them to ignore the collision plane.
I couldn't do it in flip sop as well, yeah more good news.
I really appreciate any help you can provide.
Technical Discussion » Objet level geometry name, get or set
- MirHadi
- 147 posts
- Offline
well, I couldn't find a way
but for now, I created a spare parameter on geometry containers, set them, and read them back at the Sop level.
but for now, I created a spare parameter on geometry containers, set them, and read them back at the Sop level.
Technical Discussion » Objet level geometry name, get or set
- MirHadi
- 147 posts
- Offline
Hello
I have a scene with multiple objects at the object level like the image I've attached.
a couple of questions please:
- can I get the parent (object level) name ( the integer part, red line) in their Sop level?
- Can I get the number from the comment box text to insert it in the geometry name ( yellow line)?
Thank you for your time.
I have a scene with multiple objects at the object level like the image I've attached.
a couple of questions please:
- can I get the parent (object level) name ( the integer part, red line) in their Sop level?
- Can I get the number from the comment box text to insert it in the geometry name ( yellow line)?
Thank you for your time.
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