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Found 17 posts.

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Technical Discussion » Copernicus Expression Functions?

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pashakabush
17 posts
オフライン
 2024年7月11日 15:33:57
I need to get the Texture/DataWindow resolution as parameter in Copernicus context.
Anybody has tips/ideas on how to do it?

There is the "res" expression function, but it does not seem to work in the new cop network
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Work in Progress » Substance Designer nodes recreated in Houdini In OpenCL

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pashakabush
17 posts
オフライン
 2024年6月19日 18:30:34
Yeah! New Cop Nodes look great, I've been waiting for a long time for something like that.
Unfortunately made all those SD nodes like 3 days before the houdini 20.5 sneak peek, so yeah
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Work in Progress » Substance Designer nodes recreated in Houdini In OpenCL

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pashakabush
17 posts
オフライン
 2024年6月7日 18:32:35
I've uploaded the repo here:
https://github.com/kabushPasha/HoudiniSD [github.com]
and here:
https://255656530097.gumroad.com/l/bfbqey [255656530097.gumroad.com]

Its still pretty rough, but most of the crucial nodes are in place so i've wanted to share. Ill keep updating it!

There are still some features missing.
Also I want to try to replicate some higher level noises like Grunge maps.
And then i'll have to add better workflows/samples.
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Work in Progress » Substance Designer nodes recreated in Houdini In OpenCL

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pashakabush
17 posts
オフライン
 2024年6月6日 19:57:18
Hopefully pretty soon
Need to add a few more nodes and make some better samples.
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Work in Progress » Substance Designer nodes recreated in Houdini In OpenCL

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pashakabush
17 posts
オフライン
 2024年6月6日 13:13:14
I've recreated some Substance Designer nodes for Houdini in OpenCL, wanted to share a WIP!
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Technical Discussion » Update Packed Disk Primitives created from vex

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pashakabush
17 posts
オフライン
 2020年2月11日 10:06:46
So i have some packed disk primitives created via vex. How do i apdate them if the geometry stored on disk changes.

The file sop has “Reload Geometry” button that does the thing is geometry is loaded as packed disk. Is there a way to replicate this in python?

The note says chech the geocache command, however the docks say “This will clear any cached data, but may not necessarily cause packed primitives in cooked SOPs to be updated.”

So how can I make the “packed primitives in cooked SOPs to be updated”?
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Technical Discussion » Custom Qt-based user interface for the parameter editor

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pashakabush
17 posts
オフライン
 2019年12月5日 14:14:27
Thanks for the answer) Cant wait to play with this feature!
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Technical Discussion » Custom Qt-based user interface for the parameter editor

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pashakabush
17 posts
オフライン
 2019年12月3日 06:06:43
So the Stage Manager has a custom Qt-based user interface that takes over the parameter editor.
Is there any way to implement something similar in hda's?
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Technical Discussion » Python States: how to dynamically show and hide handles?

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pashakabush
17 posts
オフライン
 2018年11月27日 09:00:37
Thanks! Works as a charm!
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Technical Discussion » Python States: how to dynamically show and hide handles?

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pashakabush
17 posts
オフライン
 2018年11月26日 05:30:12
from the documentation
http://www.sidefx.com/docs/houdini/hom/state_handles.html [www.sidefx.com]
However you can dynamically show and hide handles.

However I could not find how. Any suggestions?
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Houdini for Realtime » Create parameters for custom GLSL viewport shaders

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pashakabush
17 posts
オフライン
 2018年9月12日 06:19:30
As far as i understand it currently there are some pre-defined variables in glsl shaders that can be linked to material parameters with ogl Tags.

What I'm looking for is the ablility to link custom parameters to custom values in glsl shader and provide means for controlling them trough parameter interface UI. Similar to game engines.

Is there any way to do so?
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Technical Discussion » Mplay multiple load multiple sequences from command line with -g

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pashakabush
17 posts
オフライン
 2017年12月11日 04:21:48
Grouping multiple sequences based on base name does not seen to work for me(
When i use :
mplay.exe *
it loads all the images in the current folder, however :
mplay.exe -g *
loads none. I've tried nameing images as basename.01.png and as basename_01.png (with apropriate basenames and frame numbers) but with no sucess.
Need advice on what am i doing wrong.
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Technical Discussion » Combining bones animation with blendshapes

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pashakabush
17 posts
オフライン
 2017年10月31日 02:59:01
As far as i know you usually put blendshapes before the bone deformations.
You can look into Simple Male or Simple Female from the shelf, they use both bones and blendshapes.
Edited by pashakabush - 2018年9月12日 06:22:52
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Technical Discussion » Default values for function arguments in vex snippets error

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pashakabush
17 posts
オフライン
 2017年10月31日 02:54:51
Ok, thanks for the answer)
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Technical Discussion » Default values for function arguments in vex snippets error

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pashakabush
17 posts
オフライン
 2017年10月30日 03:19:55
The snippet
int test(int a;int b=2)
{
return a+b;
}

returns invalid default value for parameter b error

Is there a way to have default values for function arguments in vex snippets?
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Technical Discussion » guys any one knows how to edit houdini.env file

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pashakabush
17 posts
オフライン
 2017年10月30日 03:12:51
Locate the .env file which is probably in your C:\Users\Username\Documents\houdini16.0
Open it with the text editor
From this guide(https://support.solidangle.com/display/AFHUG/Installation)

Add the following lines to the houdini.env
PATH = “$PATH;Cpath/to/htoa/htoa-1.0.0_r990_houdini-13.0.509_windows_vc-11/scripts/bin”
HOUDINI_PATH = “Cpath/to/htoa/htoa-1.0.0_r990_houdini-13.0.509_windows_vc-11;&”

or if you already have the PATH and HOUDINI_PATH initialised simply add the arnold paths
the version in the path should be your version of houdini,check the plugin folder if it exists
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Technical Discussion » Change mouse operation via python

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pashakabush
17 posts
オフライン
 2017年10月19日 08:20:10
Hi!
I wanted to make some hotkeys to speed up the weight painting process.
For example making a script to switch the Left mouse button action between paint and reduce.
However the mouse operation seems to live not in the CaptureLayerPaint node parameters, but my guess in the state settings of the SceneViewer.
However i could not find a way to acess thouse settings(only the scenevViewer.currentState()) via python.

When you open the ‘Tool Dialog’ panel, dragging parameters from it to the python console seems to have no effect. And i also coud not find a way to acess them from code.

I know that you can add hotkeys to those operations trougg hotkey manager, which adds a hotkey override command that says something like that ‘h.pane.gview.state.sop.brush.p_reduce’. However i have no idea how can i use this command, as it seems to be simply hotkey editor specific.
Looking trough hscript documentation had no effect either.


Scince you can set this command trough hotkey editor, it can probably also be called from python, the only question is how exactly?
See full post 
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