I'm creating a reusable setup for animated texture rendering. I have a camera that's inside an object network that's buried a few levels under the parent SOP. While I can render to the camera just fine, it's not showing up in the scene view menu so I can look through it (see attached, “spoke camera” is another camera in the scene, I'm trying to look through “cam” as seen in the network viewer). Has anyone had this issue? Can I force “look through” on the camera some other way? Thank you,
-Bob
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Technical Discussion » Unable to tie scene view to camera in Houdini 18.0
- rkopinsky
- 8 posts
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Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- rkopinsky
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peternicolai
hey @rkopinsky,
I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.
That 100% worked, thank you very much!
-Bob
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- rkopinsky
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I'm having trouble with copying and pasting the shader code as well. Several node are not even connected in the graph (most notably Time and all of the texture sample nodes) and it will not compile after making all of the required connections.
This is for a Fluid setup.
This is for a Fluid setup.
Technical Discussion » Can't find near points in POPnet
- rkopinsky
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I realize it's been two years but I was just having the same issue today.
There's two gotcha's here:
First, in the wrangle node, go to the “Inputs” tab and set “Input1” to myself. That will let you use something like
Where Input1 is actually indexed by 0 because of legacy reasons.
BUT, there's a second gotcha here that I haven't seen mentioned yet. If you look on the docs page for the wrangle node it says “Referring to the geometry currently being processed is special as you have to ensure a copy is made so the VEX functions can refer to its original form. This handles that for you.”
So you are getting the nearest points in a copy of the current sim. It's like referring to a different point cloud entirely. So for the above examplebecause the current point is closest to it's copy in the “other” point cloud. The true nearest point is pts.
The only reason I noticed this is because I needed a vector between @P and every point in pts and @P-point(0,“P”,pts) kept returning (0,0,0).
I doubt this is useful two years later but hopefully someone else finds this info handy.
-Bob
There's two gotcha's here:
First, in the wrangle node, go to the “Inputs” tab and set “Input1” to myself. That will let you use something like
int pts[] = nearpoints(0, @P, 0.2, 100);
BUT, there's a second gotcha here that I haven't seen mentioned yet. If you look on the docs page for the wrangle node it says “Referring to the geometry currently being processed is special as you have to ensure a copy is made so the VEX functions can refer to its original form. This handles that for you.”
So you are getting the nearest points in a copy of the current sim. It's like referring to a different point cloud entirely. So for the above example
@ptnum = pts[0]
The only reason I noticed this is because I needed a vector between @P and every point in pts and @P-point(0,“P”,pts) kept returning (0,0,0).
I doubt this is useful two years later but hopefully someone else finds this info handy.
-Bob
Edited by rkopinsky - 2020年6月16日 15:58:29
Technical Discussion » Python States: Guide geometry not updating on change
- rkopinsky
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Thanks for the sanity check, it's really appreciated. I'll look forward to the advertised functionality in a future version then
-Bob
-Bob
Technical Discussion » Python States: Guide geometry not updating on change
- rkopinsky
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That you very much for looking into this.
I guess I'm confused then on how to make the guide geometry live, as per the help. For example if the input curve is animated and I scrub the timeline the arrows do not update appropriately. I don't know where I would call the cook() method to accomplish this.
Actually the code from the help throws an error when pointing to a node, specifically:
hou.Drawable().__init__() takes a hou.Geometry() as it's second input. node.node() returns a hou.Node() so if you follow the sample code it fails.
Is there a way to point the Drawable towards a node rather than a geometry so the guide works for an animated input?
Thank you,
-Bob
I guess I'm confused then on how to make the guide geometry live, as per the help. For example if the input curve is animated and I scrub the timeline the arrows do not update appropriately. I don't know where I would call the cook() method to accomplish this.
Actually the code from the help throws an error when pointing to a node, specifically:
geo = node.node("guide_output") self._guide = hou.Drawable( self.scene_viewer, geo, self.state_name + "_guide" )
hou.Drawable().__init__() takes a hou.Geometry() as it's second input. node.node() returns a hou.Node() so if you follow the sample code it fails.
Is there a way to point the Drawable towards a node rather than a geometry so the guide works for an animated input?
Thank you,
-Bob
Technical Discussion » Python States: Guide geometry not updating on change
- rkopinsky
- 8 posts
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Here you go. It takes any curve as input (a line SOP with several points will work just fine). The UI should produce arrows at every point. Thanks for the assist.
Technical Discussion » Python States: Guide geometry not updating on change
- rkopinsky
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I'm working with a custom python state in H17. I've setup guide geometry in the HDA and reference it in the onEnter method as the docs suggest:
It's practically verbatim from the help: http://www.sidefx.com/docs/houdini/hom/state_guides.html#generating-guide-geometry [www.sidefx.com]
The guide geo does in fact display when I enter the tool. I does not update, however, when the guide geometry changes even though:
I'm not seeing this behavior and was wondering if I was doing something incorrect. My geometry is static and does not update unless I re-enter the tool (or force a re-cook in one of the other events).
I would like the guides to update as the guide geometry updates. Thanks,
-Bob
def onEnter(self, kwargs): node = kwargs["node"] inputs = node.inputs() #setup guide geo = node.node("Guide").geometry() #geo = node.node("Guide") self._guide = hou.Drawable( self.scene_viewer, geo, self.state_name + "_guide" ) self._guide.enable(True) self._guide.show(True)
It's practically verbatim from the help: http://www.sidefx.com/docs/houdini/hom/state_guides.html#generating-guide-geometry [www.sidefx.com]
The guide geo does in fact display when I enter the tool. I does not update, however, when the guide geometry changes even though:
"If you get the geometry from a SOP node using SopNode.geometry, the resulting Geometry object is a live, read-only reference to the node’s output. If the node’s output changes (for example, because it is driven by parameters on your asset), the contents of the Geometry object automatically update.
I'm not seeing this behavior and was wondering if I was doing something incorrect. My geometry is static and does not update unless I re-enter the tool (or force a re-cook in one of the other events).
I would like the guides to update as the guide geometry updates. Thanks,
-Bob
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