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Found 49 posts.

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Technical Discussion » Water mesh penetrating ground

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benC
49 posts
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 2021年11月27日 21:11:14
Midphase
Make your ground plane a solid.
I can't believe this is the solution. Thanks a lot!
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Technical Discussion » Water mesh penetrating ground

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benC
49 posts
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 2021年11月27日 15:29:42
Hi All!

I am working on a water sim on a beach and the water mesh is penetrating the ground plane and causing some artifacts in rendering. I wonder if anyone has fixed this problem before.

Thanks!
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PDG/TOPs » Screenshot model library in TOPs

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benC
49 posts
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 2021年11月6日 17:33:49
OpenGL would be closer to the viewport screenshot but they are not exactly the same. Just fetch the node to the TOP from a ROP network.
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PDG/TOPs » Screenshot model library in TOPs

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benC
49 posts
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 2021年11月5日 21:05:38
I don't know how's the sop part of the file looks like so I could be wrong, but I could think of two things that could be causing problems:
  1. The geometry file name attribute didn't pass it to the file node in sop correctly
  2. Flipbook could have problems working with pdg since it's integrated with the viewport, use Opengl or mantra instead
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PDG/TOPs » Echo messages from the Nuke RPC server back to Hou/PilotPDG

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benC
49 posts
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 2021年11月5日 20:48:44
I haven't tried nuke command chain but I am working on maya command chain. For Maya and probably with an old syntax, it's reportResultData(data,datatype)
https://www.sidefx.com/docs/houdini/nodes/top/sendcommand.html [www.sidefx.com]
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PDG/TOPs » Loading a Houdini File via TOPs

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benC
49 posts
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 2021年11月5日 20:28:26
tpetrick
You can't load a .hip file into the same process that's actively cooking nodes. For the Python Script TOP, you'll need to have the Python Script running out of process in order safely load the file by setting the "Evaluate Script During" parameter to "Cook (Out of Process)".
Oh, didn't know it can be done this way. I always thought I have to start a Houdini command chain.
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PDG/TOPs » Export Animated gif with Image Magick and FFMPEG TOP nodes

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benC
49 posts
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 2021年11月5日 20:24:03
Naga Pavan
BrandonA
I've attached a .hip file that demonstrates how to configure the FFmpeg node to create a gif from a series of images. You will need a more recent version of Houdini 18.0 as it uses the updated FFmpeg nodes. I will file an RFE to add a preset to the FFmpeg node for creating a gif.

Let me know if you have any other questions.
Hi I am trying to export gif from flipbooks using the FFmpeg mp4 output so by wirting extension as .gif, output is giving lower quality and lower size gif with jpeg option while
with png option it is output full quality as filp book but far large size gifs like 60mb for 120 frames,
any suggestions to reduce the size while keeping the quality

https://www.tokeru.com/cgwiki/index.php?title=GeneralUtilties#Gifs [www.tokeru.com]
https://engineering.giphy.com/how-to-make-gifs-with-ffmpeg/ [engineering.giphy.com]
These are good guides on reducing the gif sizes
This process involes generating a palatte before the gif so it only keeps minimal number of color in the gif. I haven't try it in TOPS before but it should work with custom commands in two ffmpeg nodes.
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PDG/TOPs » Caching work item data in TOP network

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benC
49 posts
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 2021年11月5日 19:54:35
Hi All!

I am using the pdg network to fetch data from Maya, the process works but it takes a while. Is it possible to cache out the data so it doesn't reset every time I change something upstream?

Thanks!
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Technical Discussion » [Flip] Hidding mesh near collider underwater

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benC
49 posts
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 2020年11月19日 18:56:57
I changed the collision transparency to 1 so the water will pass through the collider, it helps a lot with shape, however it cause a dip in the surface of the flat tank. I keep the particles to move outside collision so I guess it still have some kind of interaction. I will try turning that off as well in next pass.
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Technical Discussion » [Flip] Hidding mesh near collider underwater

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benC
49 posts
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 2020年11月18日 16:28:32
Hi All!

I am working on a ocean sim using the flat tank from the shelf, I have a whale moving around to disturb the water surface. The end result I am looking for is just the surface of the ocean, however the surface near the collider is always generated as well. The simulation is not high enough to match the collider details so I have to find a way to remove it. Anyone know a way to remove the surface generated near the collider?

Thanks!
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HOULY Daily Challenge » Day 6 | Motion: Swing

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benC
49 posts
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 2020年7月6日 15:37:39
Tiny flip riding on long grass, enjoying a moment in the sunset after a long exhausting day.
Everything except the background image was generated in Houdini. The grass was procedurally modeled and instanced, the motion was driven by vellum simulation. Rendered in Redshift.
Edited by benC - 2020年7月6日 16:15:55
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HOULY Daily Challenge » Day 5 | Motion: Wave

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benC
49 posts
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 2020年7月6日 15:17:28
Flip in a dream
https://vimeo.com/435855666 [vimeo.com]
Edited by benC - 2020年7月6日 15:31:09
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HOULY Daily Challenge » Day 3 | Elements: Water

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benC
49 posts
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 2020年7月6日 02:38:24
Flip underwater
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HOULY Daily Challenge » Day 2 | Elements: Wind

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benC
49 posts
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 2020年7月5日 23:37:22
Flip rolling in the wind.
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HOULY Daily Challenge » Day 1 | Elements: Earth

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benC
49 posts
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 2020年7月2日 12:38:37
The earth gives us shelter, food, life and flip
Edited by benC - 2020年7月2日 12:43:50
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PDG/TOPs » Redshift setup with pdg

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benC
49 posts
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 2020年6月24日 03:00:16
I just started learning PDG and got into a problem with redshift in the file.
I wasn't rendering with it, just trying to run some files with a cop network and it's giving me errors like redshift node type not found. How should I set up the graph so the task can run with redshift nodes on it?

OS: Linux Centos 7
Houdini Version: 18.0.348

Thanks,
Ben
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Technical Discussion » Integrating pycharm and Houdini

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benC
49 posts
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 2020年3月18日 21:21:07
No, haven't find a solution yet
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Technical Discussion » [Python] HDA namespace and version

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benC
49 posts
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 2020年3月10日 15:01:38
rafal
The version described in the documentation of the namespaces is different than version returned by hou.HDADefinition.version() function. See https://www.sidefx.com/docs/houdini17.0/assets/versioning_systems.html [www.sidefx.com]

Btw, for parsing the namespaced operator name, you can use
node.type().nameComponents()
or
hou.hda.componentsFromFullNodeTypeName()
This explains everything, thanks for the quick response!
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Technical Discussion » [Python] HDA namespace and version

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benC
49 posts
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 2020年3月9日 22:23:23
https://www.sidefx.com/docs/houdini17.0/assets/namespaces.html [www.sidefx.com]
From this HDA documentation it mentioned that the version number of the asset should be formatted as : node_name
https://www.sidefx.com/docs/houdini17.0/hom/hou/HDADefinition.html [www.sidefx.com]
So I am assuming if I use the version()function it should returns from the name.
However this is not the case, it only return the version field in the type definition. Did I missed any internal function I can use?

Here is my helper function to fetch the version number.
def get_version(node):
    """
    Returns the version number of HDA if found
    Args:
        node: Houdini Node Object
    Returns:
        version Number
        None when no version number was found
    """
    name_split = node.type().definition().nodeTypeName().split("::")
    split_length = len(name_split)
    if split_length == 1:
        return None
    elif split_length == 2:
        if name_split[1].isdigit():
            return float(name_split[1])
        else:
            return None
    elif split_length == 3:
        if name_split[2].isdigit():
            return float(name_split[2])
    return None
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Technical Discussion » [Python] Control Parameters in Ramp UI

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benC
49 posts
Online
 2020年2月19日 20:54:48
That's what I need. Thanks!
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