Ok answering my own question, maybe someone will find it useful: place python sop in foreach block, and in there:
your_cop_node.parm('execute').pressButton()
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Houdini Lounge » [COPS] ROP File Output processed on network change
- arturmandas
- 33 posts
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Houdini Lounge » [COPS] ROP File Output processed on network change
- arturmandas
- 33 posts
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Ok looks like I can do this with a python script, using render() method on a rop node. Is there a simplier way?
Houdini Lounge » [COPS] ROP File Output processed on network change
- arturmandas
- 33 posts
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How do I force the ROP File Output to render a COP image matrix to a file when the network changes instead of manually pressing a button? I run operations in for-each loop and the COP is updated each iteration. Thank you in advance.
Houdini Learning Materials » Procedural UV mapping
- arturmandas
- 33 posts
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Hi there,
necro-joining the thread. I am looking for resources pertaining to procedural UV mapping of variable-topology meshes. Any ideas/links? Not a popular subject.
necro-joining the thread. I am looking for resources pertaining to procedural UV mapping of variable-topology meshes. Any ideas/links? Not a popular subject.
Technical Discussion » Multichannel EXR -> AE problem
- arturmandas
- 33 posts
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Welcome,
I have a problem trying to read multi channel EXR files from Houdini into After Effects. The eXtractor plugin in AE does not see any image planes, regardless the setting I try. Changing compression modes of EXR files does not help either. It is a pretty basic functionality. How can I remedy this? Thank you in advance
I have a problem trying to read multi channel EXR files from Houdini into After Effects. The eXtractor plugin in AE does not see any image planes, regardless the setting I try. Changing compression modes of EXR files does not help either. It is a pretty basic functionality. How can I remedy this? Thank you in advance
Technical Discussion » Op_Id - extract image plane
- arturmandas
- 33 posts
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mandrake0arturmandas
Anything similar on a per material basis? Shop_Id?
you can do it manually.
add to the shop networks (each shader must be modified) a bind export give it a name this case: Shop_Id set a value or export the parameter.
make in mantra a new image plane with the Shop_Id and hit render.
Thank you, yes I know how to do this manually, the reason I wrote is that I am looking for a way to do this automatically…
Technical Discussion » AO pass problem
- arturmandas
- 33 posts
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I have a problem with AO pass. I created it using envilight set to AO mode and as solo light to a separate mantra ROP (following Peter Quint tutorial):
https://vimeo.com/48977445 [vimeo.com]
and it does not work. The reason is I have one material SOP with 5 materials applied, and I use overrides there to apply different textures depending on the UV tile (human body, color and displacement maps are there). Now, my problem is that these textures somehow manage to get through into the AO pass (regardless the parameter Disable Surface Shader Rendering being on). I tried adding a parameter called Surface Shader (I think it is general surface shader ovverride for the whole scene), but it does not seem to work right - I had to switch to non PBR mode, but still result are not what I would like them to be. Any idea?
https://vimeo.com/48977445 [vimeo.com]
and it does not work. The reason is I have one material SOP with 5 materials applied, and I use overrides there to apply different textures depending on the UV tile (human body, color and displacement maps are there). Now, my problem is that these textures somehow manage to get through into the AO pass (regardless the parameter Disable Surface Shader Rendering being on). I tried adding a parameter called Surface Shader (I think it is general surface shader ovverride for the whole scene), but it does not seem to work right - I had to switch to non PBR mode, but still result are not what I would like them to be. Any idea?
Technical Discussion » Op_Id - extract image plane
- arturmandas
- 33 posts
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Houdini Learning Materials » Variables in flipbook
- arturmandas
- 33 posts
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Hello,
I can't seem $CAM variable to get working in flipbook output path. How to get a camera, or a specific node in general, to appear in the saved filename from flipbook? ($OS does not work, but expression like $HIPNAME:r certailny does).
Best wishes
I can't seem $CAM variable to get working in flipbook output path. How to get a camera, or a specific node in general, to appear in the saved filename from flipbook? ($OS does not work, but expression like $HIPNAME:r certailny does).
Best wishes
Technical Discussion » containg active camera name in flipbook file name
- arturmandas
- 33 posts
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Hello,
how do I contain the active camera name (the one I render flipbook with) in the filename created by flipbook?
So far I have this (example):
../$HIPNAME:r_$F4.png
and I want something like this:
../$HIPNAME:r_$ACTIVECAMERA_$F4.png
Thank you in advance
how do I contain the active camera name (the one I render flipbook with) in the filename created by flipbook?
So far I have this (example):
../$HIPNAME:r_$F4.png
and I want something like this:
../$HIPNAME:r_$ACTIVECAMERA_$F4.png
Thank you in advance
Technical Discussion » houdini crash add sop from pop
- arturmandas
- 33 posts
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Technical Discussion » houdini crash add sop from pop
- arturmandas
- 33 posts
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Hello,
houdini consistently crashes when I try to make 2 point polys out of particle stream using add sop. I tried every option. I achieve the desired effect, but when I go back to frame 1, it crashes. How to remedy this? It's revision 13.0.314.
houdini consistently crashes when I try to make 2 point polys out of particle stream using add sop. I tried every option. I achieve the desired effect, but when I go back to frame 1, it crashes. How to remedy this? It's revision 13.0.314.
Technical Discussion » [houdini fur] updating fur color based on curves
- arturmandas
- 33 posts
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Hello,
When I change the color of guide curves making my fur, the fur color doesn't update accordingly (I use point color) - it takes into account the new color only when I make a new fur system out of the updated curves. I thought it was non-destructive. Am I missing something here?
Thank you in advance
When I change the color of guide curves making my fur, the fur color doesn't update accordingly (I use point color) - it takes into account the new color only when I make a new fur system out of the updated curves. I thought it was non-destructive. Am I missing something here?
Thank you in advance
Technical Discussion » ramp controlling opacity rendering issue
- arturmandas
- 33 posts
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Thank you. Increasing samples helped. Turning off stochastic transparency made the object completely opaque.
Thank you again!
Thank you again!
Technical Discussion » error cooking nodes from rig
- arturmandas
- 33 posts
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Hello,
I have a character walking. In the viewport it looks right. But when I render, some frames are distorted, as if the cooking process went wrong - this error seems “infecting” viewport, because after the rendering the same distortion stay in viewport. How to remedy this? I tried caching, but it cached the distorted version.
Thank you in advance
I have a character walking. In the viewport it looks right. But when I render, some frames are distorted, as if the cooking process went wrong - this error seems “infecting” viewport, because after the rendering the same distortion stay in viewport. How to remedy this? I tried caching, but it cached the distorted version.
Thank you in advance
Technical Discussion » autorig mirror pose
- arturmandas
- 33 posts
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Technical Discussion » ramp controlling opacity rendering issue
- arturmandas
- 33 posts
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Hello,
I made a shader in which a ramp controls opacity of a nurbs sphere (for an eye). There is an issue with rendering - there is a white sort of noise - not entirely smooth transition as the ramp would suggest. Do I need to blur or convert ramp output somewhere? Attached you will find necessary screens. Thank you in advance!
I made a shader in which a ramp controls opacity of a nurbs sphere (for an eye). There is an issue with rendering - there is a white sort of noise - not entirely smooth transition as the ramp would suggest. Do I need to blur or convert ramp output somewhere? Attached you will find necessary screens. Thank you in advance!
Technical Discussion » [animation] Mesh based rig control
- arturmandas
- 33 posts
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Is there any DA that offers something similar to this:
http://www.kinematiclab.com/# [kinematiclab.com]!fast/cokv
http://www.kinematiclab.com/# [kinematiclab.com]!fast/cokv
Technical Discussion » autorig update error
- arturmandas
- 33 posts
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I solved the issue - you have to allow editing of contents on autorig animation node, then refreshing works.
Technical Discussion » autorig update error
- arturmandas
- 33 posts
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Hello,
I have a problem with autorig. I cannot modify it, because when I try to update it, Houdini doesn't update the nodes (Biped_animation_rig and Biped_deform_rig). When I try to Refresh Imports for these two nodes, I get an error:
“Error occures while trying to modify parameters to match the auto-link specifications.”
I tried to remedy this my matching these two nodes current definitions, and got no errors then at refreshing links, but, well, the rig stopped working then. So what I have to do when I want to update my rig is to create a new one, copy paste layer capture weights node to the new network, delete old nodes, and then everything works fine. But then I lose all animations on my animation rig. Could you at least how to store animation rig keys without some magic tricks on CHOPs?
I have a problem with autorig. I cannot modify it, because when I try to update it, Houdini doesn't update the nodes (Biped_animation_rig and Biped_deform_rig). When I try to Refresh Imports for these two nodes, I get an error:
“Error occures while trying to modify parameters to match the auto-link specifications.”
I tried to remedy this my matching these two nodes current definitions, and got no errors then at refreshing links, but, well, the rig stopped working then. So what I have to do when I want to update my rig is to create a new one, copy paste layer capture weights node to the new network, delete old nodes, and then everything works fine. But then I lose all animations on my animation rig. Could you at least how to store animation rig keys without some magic tricks on CHOPs?
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