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Technical Discussion » Vellum Source - initial rotation
- skoora
- 17 posts
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Correct me if I'm wrong, but I don't think You will get any angular velocities out of Vellum. It solves only points positions. If You want them the easiest way would be to use Bullet or build something out with a pop solver.
Technical Discussion » SHOP - how to get wire boolean?
- skoora
- 17 posts
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I'm not sure about Arnold shading networks, but usually there is some kind of switch node, like
btw, the title is a little bit confusing
I think what you meant is something similar to
"switch"
or "two way switch"
where You can plug color from parameter and color from texture and select one or another based on toggle parameter.btw, the title is a little bit confusing
I think what you meant is something similar to
"is bound"
node output that is available on some sops vops, but It would not work as You expect, cause texture nodes will always provide some color, even if no image is found (pink usually?) and constantly checking if files exist in the filesystem is probably not the best way to go.
Edited by skoora - 2019年11月27日 13:23:31
Technical Discussion » Writing documentation referencing to versioned hda's
- skoora
- 17 posts
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Hey,
this might be wrong subforum but I'm not sure in which one exactly this should be posted.
I'm writing a documentation for some hdas that I created, which I've put in
Those assets are versioned and may be under further development by other people.
How to ensure proper references in the documentation to the newest versions of other assets?
For example, this doesn't work:
but this does:
The problem is, this way, to maintain proper linking, I would need to update every asset that reference to this node, just to keep links in documentation up to date.
I would like it to pick by the default the help page for newest version available (similarly to when You create a new node it by default create the newest version of that node).
Is there a way to ensure links to the newest versions of other assets help pages without massive headaches and tedious work?
Cheers,
Tom
this might be wrong subforum but I'm not sure in which one exactly this should be posted.
I'm writing a documentation for some hdas that I created, which I've put in
Operator Type Properties -> Help tab
.Those assets are versioned and may be under further development by other people.
How to ensure proper references in the documentation to the newest versions of other assets?
For example, this doesn't work:
@related
- [Node:sop/my_hda]
@related
- [Node:sop/my_hda::1.0]
The problem is, this way, to maintain proper linking, I would need to update every asset that reference to this node, just to keep links in documentation up to date.
I would like it to pick by the default the help page for newest version available (similarly to when You create a new node it by default create the newest version of that node).
Is there a way to ensure links to the newest versions of other assets help pages without massive headaches and tedious work?
Cheers,
Tom
Technical Discussion » @elemnum in volume wrangles
- skoora
- 17 posts
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Hi,
is there some equivalent for @elemnum/@ptnum/@primnum/@vtxnum in volume wrangles?
So for example I can read some primitive attributes or sample volumes from other inputs corresponding to the one that is being processed?
Thanks,
Tom
is there some equivalent for @elemnum/@ptnum/@primnum/@vtxnum in volume wrangles?
So for example I can read some primitive attributes or sample volumes from other inputs corresponding to the one that is being processed?
Thanks,
Tom
Technical Discussion » Copy to Points with random scale in each direction
- skoora
- 17 posts
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You have to randomize v@scale attribute on points that You want to copy You geo to.
You can use rand(float seed) function, and use different value for seed argument for each or use some kind of noise, like
v@scale = fit(vector(anoise(v@P)), set(0,0,0), set(1,1,1), set(0.2,0.2,0.2), set(1.8,1.8,1.8));
You can use rand(float seed) function, and use different value for seed argument for each or use some kind of noise, like
v@scale = fit(vector(anoise(v@P)), set(0,0,0), set(1,1,1), set(0.2,0.2,0.2), set(1.8,1.8,1.8));
Technical Discussion » Multiple UVs
- skoora
- 17 posts
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You can always rename attributes back and forth. And you can use any attribute in rendering - bind them in shader and use however You want.
Technical Discussion » Manual Collision Shape Control
- skoora
- 17 posts
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You can modify bullet data via “Modify Data” DOP node and drive it with values outside of network, but it looks like You cannot point it to SOP solver and drive it that way (probably dependency issues). I doubt that You can modify it purely through VEX.
Technical Discussion » Manual Collision Shape Control
- skoora
- 17 posts
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Hi
If You have Bullet in mind and You want collision geometry to be different than Your final geo, You can just import it to DOP as deforming objects, animate it on the SOP level and replace it afterwards with you second geo.
If You have Bullet in mind and You want collision geometry to be different than Your final geo, You can just import it to DOP as deforming objects, animate it on the SOP level and replace it afterwards with you second geo.
Technical Discussion » Automating rops with python
- skoora
- 17 posts
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You can create mantra rop set to render only curently selected objects with script like this:
if you also want to set output path acording to object selection You have to simply construct it (using ‘hou.selectedObjects()’) and set ‘vm_picture’ parameter on mantra rop
mantraRop = rop = hou.node('/out').createNode('Mantra', node_name="mantra") selectedObjects = ' '.join(list(map(lambda x: x.name(), hou.selectedItems()))) mantraRop.setParms({'vobject': '', 'forceobject': selectedObjects})
if you also want to set output path acording to object selection You have to simply construct it (using ‘hou.selectedObjects()’) and set ‘vm_picture’ parameter on mantra rop
Edited by skoora - 2018年5月14日 18:40:38
Technical Discussion » VEX Primitive @P vs Getbbox_center?
- skoora
- 17 posts
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According to documentation getbbox_center() [www.sidefx.com] gives You center of bounding box for the whole geometry, not for a single primitive.
Beside that, even if You want to run getbbox_center() over every primitive it will give You center of the bounding box (the smallest box aligned to XYZ axis that contain all given geometry).
v@P will give You average position of primitive points - this is often good enough and it's literally just 3 characters to write.
I might get a little bit tricky for concave primitives or for triangles with angle greater than 90 degrees - both methods will give You points “outside” of their surface, so if You want something more accurate You will have to try something more sophisticated.
Beside that, even if You want to run getbbox_center() over every primitive it will give You center of the bounding box (the smallest box aligned to XYZ axis that contain all given geometry).
v@P will give You average position of primitive points - this is often good enough and it's literally just 3 characters to write.
I might get a little bit tricky for concave primitives or for triangles with angle greater than 90 degrees - both methods will give You points “outside” of their surface, so if You want something more accurate You will have to try something more sophisticated.
Technical Discussion » PySide2 not found on Windows
- skoora
- 17 posts
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You can do something like this:
and than make necessary ‘if’s based on ‘found’ to alter code when something is not working in both versions?
import imp try: imp.find_module('PySide') found = True except ImportError: found = False
Technical Discussion » easy way get DOP input/output type in Python?
- skoora
- 17 posts
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in theory You can grab all Objects using something like this:
build lists of nodes that process objects using
and check if Your node is on one of these lists
in theory, because findNodesThatProcessedObject() hangs Houdini (at least on my machine):
hou.node('/obj/wavetank_sim').simulation().objects()
hou.Node.findNodesThatProcessedObject()
in theory, because findNodesThatProcessedObject() hangs Houdini (at least on my machine):
hou.node('/obj/wavetank_fluid').findNodesThatProcessedObject(hou.node('/obj/wavetank_sim').simulation().objects()[0])
Edited by skoora - 2018年3月2日 07:03:03
Houdini Engine for Maya » export particles to maya
- skoora
- 17 posts
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Ok, just figured out, that it's nCache problem - just need to create every attribute that I want to be connected before attaching nCache.
Houdini Engine for Maya » export particles to maya
- skoora
- 17 posts
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Hi,
In addition to:
Im trying to make nCache from created nParticle node. After attaching it to new nParticle node positions looks ok, even some custom renderman attributes, but I can't get particles size to work. When loaded through engine pscale works, but after caching connection seems to broken. In cache .xml there is a line
so I'm guessing, that its exported correctly, but do you know how can it be recognized again?
Im using maya 2015 and houdini 14 (quite old, I know, but that's what i have).
In addition to:
awong
You could use Houdini Engine to help importing the particles. The easiest way is probably to:
1. export bgeo files from Houdini
2. make an asset that contains only a file SOP
3. load the file sop asset into Maya, and use the asset to load the Houdini bgeo files
Im trying to make nCache from created nParticle node. After attaching it to new nParticle node positions looks ok, even some custom renderman attributes, but I can't get particles size to work. When loaded through engine pscale works, but after caching connection seems to broken. In cache .xml there is a line
<channel12 ChannelName=“output1_0Shape_radiusPP” ChannelType=“DoubleArray” ChannelInterpretation=“radiusPP” SamplingType=“Regular” SamplingRate=“240” StartTime=“36000” EndTime=“55200”/>
so I'm guessing, that its exported correctly, but do you know how can it be recognized again?
Im using maya 2015 and houdini 14 (quite old, I know, but that's what i have).
Edited by skoora - 2017年1月26日 06:03:40
Technical Discussion » Fluids rendered outside of Houdini
- skoora
- 17 posts
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There are some options to do it - meshed water can be transferred via alembic or fbx or via Houdini Engine. Particles can be imported using houdini engine (They will be shown as nparticles).
Technical Discussion » Problem for channel to recognize a python expression is a script (background stays black)
- skoora
- 17 posts
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Enabling Python expressions is not enough.
You have to set key on that channel and then enter python code to evaluate.
You have to set key on that channel and then enter python code to evaluate.
Technical Discussion » Multiple rotated Alembic primitives as RBD Point Object
- skoora
- 17 posts
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Hey!
I've got alembic archive with dozens of similar looking objects that are rotated in specific way. As I want to use them in dynamics (they need to be influenced by the flip), I want to simplify them for simulation with just boxes. For this purpose RBD Point Object works great except the rotation of instanced boxes. Is there any way to use that archive as RBD Point Object source, so the instanced simplified shape would be rotated correctly (as alembic primitives)?
According to https://www.sidefx.com/forum/topic/27585/ [sidefx.com] it is possible to extract rotation for single packed alembic primitive, but is there an easy way for solving the problem for multiple objects?
P.S. Just in case, I'm using Houdini 14.
I've got alembic archive with dozens of similar looking objects that are rotated in specific way. As I want to use them in dynamics (they need to be influenced by the flip), I want to simplify them for simulation with just boxes. For this purpose RBD Point Object works great except the rotation of instanced boxes. Is there any way to use that archive as RBD Point Object source, so the instanced simplified shape would be rotated correctly (as alembic primitives)?
According to https://www.sidefx.com/forum/topic/27585/ [sidefx.com] it is possible to extract rotation for single packed alembic primitive, but is there an easy way for solving the problem for multiple objects?
P.S. Just in case, I'm using Houdini 14.
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