I thank you for your help.
Now i have ran into a problem i can`t seem to wrap my head around.
Im trying to check what the privar testing is in my vex code.
I can clearly c it exists with usd_isprimvar.
But the vex code always prints 0
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Solaris and Karma » selecting varient based on logic.
- NicTanghe
- 193 posts
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Work in Progress » Export and import node sets (help wanted)
- NicTanghe
- 193 posts
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Houdini Lounge » Help browser
- NicTanghe
- 193 posts
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Hello I gues ill just zombie this thread.
A while ago i noticed a bug somewhere stopping using your default browser as the help browser automatically and after it got fixed it worked again on my system.
After a resinstall of my system i seem to have fergotten what i changed to have this be the default behaviour though.
Does annyone know ?
A while ago i noticed a bug somewhere stopping using your default browser as the help browser automatically and after it got fixed it worked again on my system.
After a resinstall of my system i seem to have fergotten what i changed to have this be the default behaviour though.
Does annyone know ?
Solaris and Karma » Component Neseted instances on varients.
- NicTanghe
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Greetings traveler.
It seems i can get isntances referancing a usd file stored somewhere else without anny problems. |
When using the component builder.
However when i try to add instances with the component builder that vary with the variations,
It doesn't seem to work.
It seems i can get isntances referancing a usd file stored somewhere else without anny problems. |
When using the component builder.
However when i try to add instances with the component builder that vary with the variations,
It doesn't seem to work.
Edited by NicTanghe - 2024年4月14日 16:58:05
Solaris and Karma » selecting varient based on logic.
- NicTanghe
- 193 posts
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Hello I`d like to edit variants programatically.
my apttemts are failing.
Vex:
In vex there aren`t even any prints happening
Python:
It seems however that my python script isn`t working.
(ive also tried @TESTING wich didn`t work)
here is my script.
from pxr import UsdGeom
it returns 0 indicating that it cant find the attrib
although sometimes its all 2.
I`m at a loss here as it seems like this is a good workflow.
my apttemts are failing.
Vex:
In vex there aren`t even any prints happening
string @primpath; // Debugging message for variable definition printf("Variables defined."); // Retrieve variants string models[] = usd_variants(0, @primpath, "model"); // Debugging message to check if variants are retrieved printf("Number of variants: %d", len(models)); // Check if at least one variant is available if (len(models) > 0) { // Set the desired variant usd_setvariantselection(0, @primpath, "model", models[1]); // Debugging message for variant selection printf("Variant selection set."); // Apply API to the variant usd_applyapi(0, @primpath, "GeomModelAPI"); // Debugging message for API application printf("API applied."); } else { // Debugging message if no variants are available printf("No variants available."); }
Python:
It seems however that my python script isn`t working.
(ive also tried @TESTING wich didn`t work)
here is my script.
from pxr import UsdGeom
from pxr import UsdGeom try: lopNode = hou.pwd().inputs()[0] stage = lopNode.stage() print(stage) node_base = "/instanced_variants1/Instance" variable_value = hou.node(".").parm("primnr").eval() node_base += str(variable_value) prim = stage.GetPrimAtPath(node_base) testing = prim.GetAttribute("primvars:TESTING").Get() pvAPI = UsdGeom.PrimvarsAPI(prim) primvar = pvAPI.FindPrimvarWithInheritance("TESTING") primvarValue = primvar.ComputeFlattened() return testing except Exception as e: return 2
it returns 0 indicating that it cant find the attrib
although sometimes its all 2.
I`m at a loss here as it seems like this is a good workflow.
Edited by NicTanghe - 2024年4月12日 06:45:50
Technical Discussion » Dreamworks opensource renderer
- NicTanghe
- 193 posts
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someone made this guide for a docker build but can`t seem to get xpu working.
https://github.com/adro79/openmoonray/discussions/2 [github.com]
If annyone could help withthat that`d be gr8
https://github.com/adro79/openmoonray/discussions/2 [github.com]
If annyone could help withthat that`d be gr8
Work in Progress » VS Code in Houdini
- NicTanghe
- 193 posts
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Awsome ! I realy like the ez library making.
have you messed about with the type properties window scripts tab aswell ?
have you messed about with the type properties window scripts tab aswell ?
Houdini Indie and Apprentice » Apex smoothik broken ?
- NicTanghe
- 193 posts
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Houdini Indie and Apprentice » Apex smoothik broken ?
- NicTanghe
- 193 posts
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Hello.
I have double-checked all my names 9 times.
I don't c anything wrong with my setup.
When I enter my root my leg disappears.
Am i hitting a bug or did i forget to check something ?
I have double-checked all my names 9 times.
I don't c anything wrong with my setup.
When I enter my root my leg disappears.
Am i hitting a bug or did i forget to check something ?
Edited by NicTanghe - 2024年3月15日 18:05:12
Technical Discussion » Sesi_temporary null replacing null ?
- NicTanghe
- 193 posts
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Technical Discussion » Sesi_temporary null replacing null ?
- NicTanghe
- 193 posts
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Also i t seems now my attribute cleanup node is broken as the null REFERENCE node inside throws the error invalid source 0
(wich doesn`t make anny sense)
(wich doesn`t make anny sense)
Technical Discussion » Sesi_temporary null replacing null ?
- NicTanghe
- 193 posts
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Hello i accidentally replaced the defined sop/null with sesi_temporary::null
wich shows up above Sop/null wich is now in only to be found in the current Hip file.
This happend when i wanted to test what whould happen if i tried to add a scipt to a default node.
Does annyone know how to restore the default null ?
as well as remove the sesi_temporary::Sop/null (in tge internally defined operators.
(its shape and color changed icon stil the same and is listed in tab menu as null(digital asset)
wich shows up above Sop/null wich is now in only to be found in the current Hip file.
This happend when i wanted to test what whould happen if i tried to add a scipt to a default node.
Does annyone know how to restore the default null ?
as well as remove the sesi_temporary::Sop/null (in tge internally defined operators.
(its shape and color changed icon stil the same and is listed in tab menu as null(digital asset)
Houdini Indie and Apprentice » simple vop node script seemingly not working ?
- NicTanghe
- 193 posts
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Hello i have these scripts for in houdini20.0/scipts/vop
where i intend to change node color and pol for a name input.
It seems however that is not even printing its own name.
I am at a loss.
names: (space added to prevent linking)
null_OnCreated .py
null_OnLoaded .py
where i intend to change node color and pol for a name input.
It seems however that is not even printing its own name.
I am at a loss.
names: (space added to prevent linking)
null_OnCreated .py
null_OnLoaded .py
import hou import traceback def test(node, event_type, **kwargs): try: print(node.name()) print("reached") #node.setColor(hcolor) except: # the node is probably locked. just ignore it. pass try: me = kwargs['node'] if me is not None: # print("creating callback") me.addEventCallback((hou.nodeEventType.InputRewired, ), test) except: print(traceback.format_exc())
Edited by NicTanghe - 2024年3月13日 08:13:43
Houdini Indie and Apprentice » Most grains nocolide each other even with 12 substeps.
- NicTanghe
- 193 posts
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Houdini Indie and Apprentice » Most grains nocolide each other even with 12 substeps.
- NicTanghe
- 193 posts
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Hello, I am unable to use the vellum grains in anny useful way since 90% of my grains just dont selfcolide.
Vellumbrush seems to work in some cases but also not after merging and unpacking setup
.
I cant figure out what the problem is. I'm quite sure the setup should work.
Vellumbrush seems to work in some cases but also not after merging and unpacking setup
.
I cant figure out what the problem is. I'm quite sure the setup should work.
Mardini 2024 » Day 11 | VFX | Vellum Brush | Animation
- NicTanghe
- 193 posts
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Mardini 2024 » Day 9 | Lookdev | Background Plate | Animation
- NicTanghe
- 193 posts
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Hello if my backplate exists out of multiple objects and instances it seems to self shadow witch is not a wanted result. ( only the tiny sphere is not a backplate )
although its not really self shadow, I hope you get what I mean.
(lightlinker also did not help)
1st one is shadowmatte.
last one is c.
ps. please add both the possibility to add a roughness map as wel as the possibility to easily add the roughness attribute(or any other one) to our render vars.
although its not really self shadow, I hope you get what I mean.
(lightlinker also did not help)
1st one is shadowmatte.
last one is c.
ps. please add both the possibility to add a roughness map as wel as the possibility to easily add the roughness attribute(or any other one) to our render vars.
Edited by NicTanghe - 2024年3月9日 18:10:17
Technical Discussion » Karma Gold . pyro geo light
- NicTanghe
- 193 posts
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The question is not is it supported, the question is will it be and if so not why not.
Mardini 2024 » Day 8 | Lookdev | Karma Fog Box | Image
- NicTanghe
- 193 posts
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Mardini 2024 » Day 6 | Lookdev | Material Linker | Animation
- NicTanghe
- 193 posts
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