Using a group SOP set to edges, find the "unshared edges" option.
Cheers
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Technical Discussion » to select only those edges that are open
- rafaels
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Technical Discussion » How do "sourcing" DOPs know which object to put the data in?
- rafaels
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But if you really want to know, check out this class:
https://www.sidefx.com/tutorials/masterclass-fluid-solvers-from-scratch/ [www.sidefx.com]
It's unrelated except that it gives a good sense, I think, of how things work in DOPs.
Technical Discussion » Deleting first and last point over for each primitive
- rafaels
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Use the group expression SOP on points and pick the "point valence" preset from the dropdown.
A value of 1 should be enough to pick up the extremities of each primitive.
Cheers,
A value of 1 should be enough to pick up the extremities of each primitive.
Cheers,
Technical Discussion » Calculate slope for attribute
- rafaels
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_Christopher_
The scene helps but in my case I'm using a DOPImport and it's not translating this is my node graph hoping it helps as I'm not seeing any results from the dist attribute ?
Switch the order of the nodes going into the Ray SOP. What I sent you was a potential solution for the "ugly" edge artifacts you mentioned here [www.sidefx.com], nothing more.
Cheers,
Technical Discussion » Calculate slope for attribute
- rafaels
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Sorry, I didn't have Houdini near me when I first wrote and then I've been too busy to check back on this.
I'm attaching an example file of what I meant, only I'm using curvature instead. Hope it helps!
Cheers,
I'm attaching an example file of what I meant, only I'm using curvature instead. Hope it helps!
Cheers,
Image Not Found
Edited by rafaels - 2024年4月5日 16:14:52
Technical Discussion » Calculate slope for attribute
- rafaels
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Feed your geo into a bounds SOP;
Group the top and/or bottom faces of the box using the normal direction and delete them;
Use the ray SOP to calculate the distance from your geo to the bounding box's sides;
Attribute remap the distance value to your liking and multiply the resulting attribute by the slope.
OR
attribute paint a mask!
Cheers,
Group the top and/or bottom faces of the box using the normal direction and delete them;
Use the ray SOP to calculate the distance from your geo to the bounding box's sides;
Attribute remap the distance value to your liking and multiply the resulting attribute by the slope.
OR
attribute paint a mask!
Cheers,
Technical Discussion » Calculate slope for attribute
- rafaels
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Those "ugly edges" seem to be consistent with your original data set.
You could paint a mask along the sides to filter them out...
Cheers,
You could paint a mask along the sides to filter them out...
Cheers,
Technical Discussion » Frame Selection after loading items from file
- rafaels
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Problem solved with a timer that offsets the home to selection by a few milliseconds... feels a bit dirty, but it works!
Technical Discussion » Python event for node selection / flag toggle?
- rafaels
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Yeah, I was doing something similar, you just have to make sure you use the most appropriate event handler:
def your_function(node, event_type, **kwargs): print(kwargs) # just to check function is being called hou.ui.displayMessage(f"Node {node.name()} has been changed.") your_node.addEventCallback((hou.nodeEventType.AppearanceChanged, hou.nodeEventType.FlagChanged), your_function)
Edited by rafaels - 2024年3月6日 08:48:16
Technical Discussion » Frame Selection after loading items from file
- rafaels
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Hi,
I have python panel with some presets I'm loading from file into the obj context. I then created a callback function to frame the loaded nodes in the network editor. The call back function runs but the network editor doesn't frame the selected nodes for some reason.
Here's my code:
Both the print and remove callback statements are called and work, though frameSelection doesn't do anything.
Appreciate any pointers!
Cheers,
I have python panel with some presets I'm loading from file into the obj context. I then created a callback function to frame the loaded nodes in the network editor. The call back function runs but the network editor doesn't frame the selected nodes for some reason.
Here's my code:
def read_template(template_file): root = hou.node("/obj") def zoom_selected(node, event_type, **kwargs): print(kwargs) # just to check function is being called hou.ui.paneTabOfType(hou.panetabType.NetworkEditor).frameSelection() root.removeEventCallback((hou.nodeEventType.SelectionChanged, hou.nodeEventType.ChildCreated), zoom_selected) root.addEventCallback((hou.nodeEventType.SelectionChanged, hou.nodeEventType.ChildCreated), zoom_selected) root.loadItemsFromFile(template_file) return 0
Both the print and remove callback statements are called and work, though frameSelection doesn't do anything.
Appreciate any pointers!
Cheers,
Edited by rafaels - 2024年3月6日 08:38:42
Work in Progress » Demo Reel Titles
- rafaels
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Hi there,
Just thought I'd share something I've been doing over a few nights and weekends.
Feel free to comment!
Cheers,
Just thought I'd share something I've been doing over a few nights and weekends.
Feel free to comment!
Cheers,
Technical Discussion » Filling a Volume with custom cubes with different sizes
- rafaels
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Hi,
This is the simplest way I can think of, using vdb to spheres. it only more or less works for cubes so if you want something different you will have to do some post processing.
Cheers,
This is the simplest way I can think of, using vdb to spheres. it only more or less works for cubes so if you want something different you will have to do some post processing.
Cheers,
Technical Discussion » Render Motionblur
- rafaels
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Ok, I also just tested with a scene of mine and got the same issue: wrong or no motion blur with geo instanced to particles (packed primitives). Unless somebody else know the answer, I think this might be a bug or tech support issue.
Cheers,
Cheers,
Technical Discussion » Render Motionblur
- rafaels
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Full disclaimer I also cut down the number of particles a lot while testing, but I'm assuming there's something wrong with the instancing here. Though I haven't done much instancing in LOPs myself...
Technical Discussion » Render Motionblur
- rafaels
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I'm not claiming to know what exactly is going on, but once I unpacked your geometry it rendered fine and fast, without the motion blur LOP and with velocity blur set in the karma render settings LOP.
Technical Discussion » Render Motionblur
- rafaels
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Technical Discussion » Exploring Efficient Fluid Simulations in Houdini
- rafaels
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That's a very broad question. I'd suggest you get to the Learning section of the SideFx site and look for some tutorials to start. Definitely supplement with the docs and finally ask more direct questions in the forum.
Cheers,
Cheers,
Technical Discussion » start frame
Technical Discussion » RBD+FLIP
- rafaels
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Hey deremis, you'll be able to find some help here:
https://www.sidefx.com/tutorials/legoize-geometry-and-rbd-simulation/ [www.sidefx.com]
And here for the vellum fluids part:
https://www.sidefx.com/tutorials/h19-vellum-fluids-starter-pack/ [www.sidefx.com]
Cheers,
https://www.sidefx.com/tutorials/legoize-geometry-and-rbd-simulation/ [www.sidefx.com]
And here for the vellum fluids part:
https://www.sidefx.com/tutorials/h19-vellum-fluids-starter-pack/ [www.sidefx.com]
Cheers,
Technical Discussion » fluid sim question
- rafaels
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skadbone1
Hi Raphael, thank you!-yes, when I raise the resolution of the collision volume, from .04 to .o3, it did work; I'm curious about this "vop" trick, can you please explain how to achieve that,? and is it not advised to do so?, since you did say, "last resort " ; )
It's not a first-hand solution cause it may introduce other artifacts, but basically after meshing I take the points whose normal face the collision surface and are within an arbitrary distance threshold and I move them to the collision. I use the distance and normal angle (xyzdist and dot product) to do a linear interpolation so it feels a bit more natural. It's not perfect but has saved my behind in a few situations when I was running out of time to solve with further simulations.
Cheers,
Rafael
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