Hi,
I finally got to put my hands on Vellum and I also found that @w doesn't seem to be taken into the sim as it used to be. Any clue on how to add initial angular velocity now ? Did that change ?
Thanks
Chris
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Technical Discussion » vellum and angular velocity
- chistof
- 52 posts
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Technical Discussion » flip distributed sim stuck
- chistof
- 52 posts
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Thanks Aleksei for your answer,
I did many things I could find in documentation, forums and tutorials. Checking the tracker was one of them though even though I can see it stops during the syncing, it does not help me much finding what I can do to sort it out.
I wonder if it could be a network issue where the router receives a flood of request on some port and ends up blocking it. The route does not seem to give any warning about that though.
I attached a screenshot of the tracker page, this time it went up to frame 26.
I did many things I could find in documentation, forums and tutorials. Checking the tracker was one of them though even though I can see it stops during the syncing, it does not help me much finding what I can do to sort it out.
I wonder if it could be a network issue where the router receives a flood of request on some port and ends up blocking it. The route does not seem to give any warning about that though.
I attached a screenshot of the tracker page, this time it went up to frame 26.
Technical Discussion » flip distributed sim stuck
- chistof
- 52 posts
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Hi,
trying to sim FLIP slices through HQueue with two machines to start. The simulation starts then get stuck after sometimes 1, sometimes 10 and more rarely about 30 frames. Most of the time it stops at 10, the result is exactly what I would expect so I wonder what could be happening that makes Houdini get stuck like this.
I found a few similar posts online but with no answer, any element of debugging will be more than welcome.
Cheers
Chris
trying to sim FLIP slices through HQueue with two machines to start. The simulation starts then get stuck after sometimes 1, sometimes 10 and more rarely about 30 frames. Most of the time it stops at 10, the result is exactly what I would expect so I wonder what could be happening that makes Houdini get stuck like this.
I found a few similar posts online but with no answer, any element of debugging will be more than welcome.
Cheers
Chris
Houdini Learning Materials » Export PRT
- chistof
- 52 posts
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For example you can make a filecache, then write the path where you want to export it like this :
/mypath/myfiles
with no frame number and no prt extension
then in the pre-frame script, switch the language to Python and just paste this :
import Krakatoa; import hou; Krakatoa.exportParticles(hou.node('`opinputpath(“.”,0)`'), ‘{}.{:04d}.prt’.format('`chs(“file”)`', `$F`))
Connect the filecache input to what you want to export then you should be set. There is many way to make this better but that at least should help you exporting your frames
/mypath/myfiles
with no frame number and no prt extension
then in the pre-frame script, switch the language to Python and just paste this :
import Krakatoa; import hou; Krakatoa.exportParticles(hou.node('`opinputpath(“.”,0)`'), ‘{}.{:04d}.prt’.format('`chs(“file”)`', `$F`))
Connect the filecache input to what you want to export then you should be set. There is many way to make this better but that at least should help you exporting your frames
Technical Discussion » Mplay default filename
- chistof
- 52 posts
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Hi,
Any idea if it's customizable ? Currently it is $HIP/untitled$F.pic
I can't find an environment variable which contains this string.
Of course there is the openGL Rop but we would like to make mplay fitting to our workflow as well. Render first in ip then if necessary use the path preset to save our images. If we could call the menu action mplay.saveseq with an argument or at least after overriding the default path it would so useful
Thanks
Chris
Any idea if it's customizable ? Currently it is $HIP/untitled$F.pic
I can't find an environment variable which contains this string.
Of course there is the openGL Rop but we would like to make mplay fitting to our workflow as well. Render first in ip then if necessary use the path preset to save our images. If we could call the menu action mplay.saveseq with an argument or at least after overriding the default path it would so useful
Thanks
Chris
Houdini Engine for Maya » Use input mesh vertex colour but don't create colour set
- chistof
- 52 posts
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Hi Mike,
It seems like it's the vertex attribute N which is converted to color set somehow, if you add an Attribute Delete SOP and remove N from the vertex attributes then no color set should be created.
From my experience using Maya/Vray/Abc/Houdini combination, I have the feeling that it's a natural behavior with Maya to convert vertex attributes to Color Set to be able to use then in shaders like UVs for example but I might be wrong on that.
Hope that helps
Chris
It seems like it's the vertex attribute N which is converted to color set somehow, if you add an Attribute Delete SOP and remove N from the vertex attributes then no color set should be created.
From my experience using Maya/Vray/Abc/Houdini combination, I have the feeling that it's a natural behavior with Maya to convert vertex attributes to Color Set to be able to use then in shaders like UVs for example but I might be wrong on that.
Hope that helps
Chris
Edited by chistof - 2017年1月29日 08:41:16
Technical Discussion » Particle Surface Camera Cull Node Position
- chistof
- 52 posts
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Hi,
I was delighted to see the new Particle Fluid Surface in Houdini 15, I was just wondering if there was a reason for the camera culling to happen at the very end of the Particle Fluid Surface SOP as it would feel so much more efficient if it was happening before the actually meshing.
Right now it makes open meshes as it culls the points after the mesh was converted, bringing some bugs to software which don't like mesh with holes.
Thanks !
Chris
I was delighted to see the new Particle Fluid Surface in Houdini 15, I was just wondering if there was a reason for the camera culling to happen at the very end of the Particle Fluid Surface SOP as it would feel so much more efficient if it was happening before the actually meshing.
Right now it makes open meshes as it culls the points after the mesh was converted, bringing some bugs to software which don't like mesh with holes.
Thanks !
Chris
Edited by chistof - 2016年12月13日 02:05:57
Technical Discussion » Houdini 15.5 and onCreated.py
- chistof
- 52 posts
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Hi,
sorry to bump this,
I actually tried on Windows and had not problem with the onCreated.py as I was expecting.
I really wonder why on Linux the scripts/onCreated.py containing a simple “print” function would not be picked up when if I renamed the file 456.py it is picked up.
Little edit : I forgot to mention that I can find the script with hou.findFile('scripts/onCreated.py') which makes it even crazier to me that it's not being interpreted.
Any elements of debugging such as a way to list all directories or scripts loaded by Houdini might help. This problem looks crazy to me, might be in front of my eyes but I don't see it yet.
Cheers
Chris
sorry to bump this,
I actually tried on Windows and had not problem with the onCreated.py as I was expecting.
I really wonder why on Linux the scripts/onCreated.py containing a simple “print” function would not be picked up when if I renamed the file 456.py it is picked up.
Little edit : I forgot to mention that I can find the script with hou.findFile('scripts/onCreated.py') which makes it even crazier to me that it's not being interpreted.
Any elements of debugging such as a way to list all directories or scripts loaded by Houdini might help. This problem looks crazy to me, might be in front of my eyes but I don't see it yet.
Cheers
Chris
Edited by chistof - 2016年10月16日 22:13:03
Technical Discussion » Houdini 15.5 and onCreated.py
- chistof
- 52 posts
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Hi everyone,
since I don't find anything about a change I guess there was none but I prefer asking.
I have some code changing node color in a onCreated.py of our houdini15.5/scripts directory but it seems like it's not being used at all though our 456.py is being used (so the scripts folder is definitely set properly when Houdini starts up).
We just started to switch from Houdini 14 so I didn't check if it was fine with Houdini 15. I was wondering if something changed about those events script ?
Thanks
Chris
since I don't find anything about a change I guess there was none but I prefer asking.
I have some code changing node color in a onCreated.py of our houdini15.5/scripts directory but it seems like it's not being used at all though our 456.py is being used (so the scripts folder is definitely set properly when Houdini starts up).
We just started to switch from Houdini 14 so I didn't check if it was fine with Houdini 15. I was wondering if something changed about those events script ?
Thanks
Chris
Technical Discussion » How to do Mystique Transformation in houdini
- chistof
- 52 posts
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Hi,
can you imagine us answering to such a wide question with a 5 hours tutorial ? I think you should try to be more precise, go step by step, send some scene you made. If you can't share your model you can maybe start to work with a tube on which you can start creating the skin pattern you like. From there people might be able to help you giving you some ideas or helping you sorting out some technical issues as that's what is this part of the forum about
Happy to help you once you think about your FX more
Chris
can you imagine us answering to such a wide question with a 5 hours tutorial ? I think you should try to be more precise, go step by step, send some scene you made. If you can't share your model you can maybe start to work with a tube on which you can start creating the skin pattern you like. From there people might be able to help you giving you some ideas or helping you sorting out some technical issues as that's what is this part of the forum about
Happy to help you once you think about your FX more
Chris
Technical Discussion » python function to find output drivers
- chistof
- 52 posts
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Technical Discussion » python function to find output drivers
- chistof
- 52 posts
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Hi,
I can't see to find it, I was wondering if there is a way to check if a node can be used with the render command. So I'd like to make easily a list of the output drivers from each context or at least check if a node is allowed to be rendered with houdini batch.
Thanks
Chris
I can't see to find it, I was wondering if there is a way to check if a node can be used with the render command. So I'd like to make easily a list of the output drivers from each context or at least check if a node is allowed to be rendered with houdini batch.
Thanks
Chris
Technical Discussion » Python way to change hda current definition
- chistof
- 52 posts
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In case anybody may meet the same issue, so far this was actually fixed my updating Nvidia graphic drivers to the latest
Technical Discussion » Python way to change hda current definition
- chistof
- 52 posts
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Technical Discussion » Python way to change hda current definition
- chistof
- 52 posts
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Hi again,
so now that this is working, I just wanted to allow editing of contents which works fine and set the version but the setVersion function makes my Houdini crash almost everytimes I ran the script. Am I doing something illegal or there might be a bug ?
Even though it crashes, it does create a new definition and set the version properly.
Using Houdini 15.0.244.16.
################### Increase minor version and allow editing :
import hou
node = hou.selectedNodes() #grab the first selected node
definition = node.type().definition()
hdaFile = definition.libraryFilePath() #find the hda file path
versions =
for d in hou.hda.definitionsInFile(hdaFile) :
versions.append(d.nodeTypeName().split('::')) #I name the definition myAsset::1.4
latestMajorVersion = int(versions.split('.')) # from myAsset::1.4 -> 1
latestMinorVersion = int(versions.split('.')) # from myAsset::1.4 -> 4
hdaNewVersion = ‘%s.%s’ % ( latestMajorVersion, latestMinorVersion+1 )
hdaNewName = ‘%s::%s’ % ( definition.nodeTypeName().split('::'), hdaNewVersion )
newDefinition = definition.copyToHDAFile(hdaFile, new_name=hdaNewName ) #return None no matter what but set for readability
latestDefinition = hou.hda.definitionsInFile(hdaFile)
node = node.changeNodeType(hdaNewName , keep_network_contents=False)
node.allowEditingOfContents()
latestDefinition.setVersion( hdaNewVersion )
Thanks for reading me anyway !
Chris
so now that this is working, I just wanted to allow editing of contents which works fine and set the version but the setVersion function makes my Houdini crash almost everytimes I ran the script. Am I doing something illegal or there might be a bug ?
Even though it crashes, it does create a new definition and set the version properly.
Using Houdini 15.0.244.16.
################### Increase minor version and allow editing :
import hou
node = hou.selectedNodes() #grab the first selected node
definition = node.type().definition()
hdaFile = definition.libraryFilePath() #find the hda file path
versions =
for d in hou.hda.definitionsInFile(hdaFile) :
versions.append(d.nodeTypeName().split('::')) #I name the definition myAsset::1.4
latestMajorVersion = int(versions.split('.')) # from myAsset::1.4 -> 1
latestMinorVersion = int(versions.split('.')) # from myAsset::1.4 -> 4
hdaNewVersion = ‘%s.%s’ % ( latestMajorVersion, latestMinorVersion+1 )
hdaNewName = ‘%s::%s’ % ( definition.nodeTypeName().split('::'), hdaNewVersion )
newDefinition = definition.copyToHDAFile(hdaFile, new_name=hdaNewName ) #return None no matter what but set for readability
latestDefinition = hou.hda.definitionsInFile(hdaFile)
node = node.changeNodeType(hdaNewName , keep_network_contents=False)
node.allowEditingOfContents()
latestDefinition.setVersion( hdaNewVersion )
Thanks for reading me anyway !
Chris
Technical Discussion » Python way to change hda current definition
- chistof
- 52 posts
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Oh thanks Tomas ! Yes that's exactly what I wanted, I've seen this function but didn't think I could use it this way.
Thanks for your advice, this is meant to be used from the vary first time we create an asset so they should all have namespace and version formatted this way. Also this is a first rough version, I will make it smarter later on.
Thank you very much guys !
Chris
Thanks for your advice, this is meant to be used from the vary first time we create an asset so they should all have namespace and version formatted this way. Also this is a first rough version, I will make it smarter later on.
Thank you very much guys !
Chris
Technical Discussion » Python way to change hda current definition
- chistof
- 52 posts
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Thanks Michael,
unfortunately that doesn't do exactly what I want. This function the equivalent of right click / use this definition in the operator manager but it doesn't change the current definition of my asset.
To be more precise I want to make a button which will easily duplicate a definition under a new version (major or minor), change the current definition and then allow editing of contents.
If you select a custom otl for which definitions are named ‘myAsset::1.4’ and paste the code below in some python script editor, once you run it it will create a new definition and set it to preferred but as you can see, doesn't make it current.
import hou
node = hou.selectedNodes()
definition = node.type().definition()
hdaFile = definition.libraryFilePath()
versions =
for d in hou.hda.definitionsInFile(hdaFile) :
versions.append(d.nodeTypeName().split('::')) #I name the definition myAsset::1.4
versions = sorted(versions)
latestMajorVersion = int(versions.split('.')) # from myAsset::1.4 -> 1
latestMinorVersion = int(versions.split('.')) # from myAsset::1.4 -> 4
print ‘hda path : %s’ % hdaFile
print ‘versions : %s’ % versions
print ‘latest major version : %s’ % versions.split('.')
print ‘latest minor version : %s’ % versions.split('.')
print ‘current definition : %s’ % definition
### Need to be careful if user is not currently using the latest definition and do some test about it
hdaNameNewVersion = ‘%s::%s.%s’ % ( definition.nodeTypeName().split('::'), latestMajorVersion, latestMinorVersion+1 )
newDefinition = definition.copyToHDAFile(hdaFile, new_name=hdaNameNewVersion) #return None no matter what but set for readability
latestDefinition = hou.hda.definitionsInFile(hdaFile)
latestDefinition.setIsPreferred(True)
Or did I miss something ?
Thanks !
Chris
unfortunately that doesn't do exactly what I want. This function the equivalent of right click / use this definition in the operator manager but it doesn't change the current definition of my asset.
To be more precise I want to make a button which will easily duplicate a definition under a new version (major or minor), change the current definition and then allow editing of contents.
If you select a custom otl for which definitions are named ‘myAsset::1.4’ and paste the code below in some python script editor, once you run it it will create a new definition and set it to preferred but as you can see, doesn't make it current.
import hou
node = hou.selectedNodes()
definition = node.type().definition()
hdaFile = definition.libraryFilePath()
versions =
for d in hou.hda.definitionsInFile(hdaFile) :
versions.append(d.nodeTypeName().split('::')) #I name the definition myAsset::1.4
versions = sorted(versions)
latestMajorVersion = int(versions.split('.')) # from myAsset::1.4 -> 1
latestMinorVersion = int(versions.split('.')) # from myAsset::1.4 -> 4
print ‘hda path : %s’ % hdaFile
print ‘versions : %s’ % versions
print ‘latest major version : %s’ % versions.split('.')
print ‘latest minor version : %s’ % versions.split('.')
print ‘current definition : %s’ % definition
### Need to be careful if user is not currently using the latest definition and do some test about it
hdaNameNewVersion = ‘%s::%s.%s’ % ( definition.nodeTypeName().split('::'), latestMajorVersion, latestMinorVersion+1 )
newDefinition = definition.copyToHDAFile(hdaFile, new_name=hdaNameNewVersion) #return None no matter what but set for readability
latestDefinition = hou.hda.definitionsInFile(hdaFile)
latestDefinition.setIsPreferred(True)
Or did I miss something ?
Thanks !
Chris
Technical Discussion » Python way to change hda current definition
- chistof
- 52 posts
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Hi,
I found my way to copy a new definition of some selected asset but I can't find how I can set the current definition before allowing editing of contents automatically.
Basically I'm looking for the function called when display all definitions menu and we change the Asset Name and Path ordered menu parameter, for example from myOtl::0.6 to myOtl::0.7
Hope I'm clear
Thanks !
Chris
I found my way to copy a new definition of some selected asset but I can't find how I can set the current definition before allowing editing of contents automatically.
Basically I'm looking for the function called when display all definitions menu and we change the Asset Name and Path ordered menu parameter, for example from myOtl::0.6 to myOtl::0.7
Hope I'm clear
Thanks !
Chris
Houdini Engine for Maya » Getting Maya camera information into Houdini Engine
- chistof
- 52 posts
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Thx Andrew for posting this solution. So far I've been creating a camera in my otl and promote parameters to finally use some expression in Maya to apply the camera settings but I'm happy to see an other way.
Thanks again !
Chris
Thanks again !
Chris
Technical Discussion » Rename default 'Spare' folder name from parmTemplateGroup
- chistof
- 52 posts
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