Hello,
So I have built myself a loop in a network and for every iteration I would like to change a parameter. I do this by adding a python node in the network that changes the parameter per iteration. But there is a problem, the parameter change takes effect only the next iteration... The way I solve this now is to have a dummy iteration to set the parameter up then start the "real" iterations.
This feels rather stupid. I could not find any topics on python nodes in network loops so here I am asking you:
How do you design your loops if you need a parameter change per iteration?
Found 10 posts.
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Houdini Engine for Unity » Python nodes in network loops
- swSharkBoy_02
- 10 posts
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Houdini Engine for Unity » Can't dirty and cook, PDG for Unity Terrain 2020.3.34f1
- swSharkBoy_02
- 10 posts
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Ill answer my own post, this was because the splatmap layers was not power of two. It's only the height that needs power of 2 +1
Houdini for Realtime » Houdini 19 Mapbox not functioning
- swSharkBoy_02
- 10 posts
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Hello,
I think the mapbox api for downloading heightmaps has hanged. when I type in the url:
"https://api.mapbox.com/v4/mapbox.terrain-rgb/ [api.mapbox.com]" + str(lon) +"," + str(lat) + "," + str((zoom+1)) + "/1024x1024@2x.png?access_token=" + API_KEY
into my browser I get:
{"message":
"Legacy Static Image requests are no longer supported. To continue
making Static Image requests, please use the modern Static Images API.
See https://docs.mapbox.com/api/maps/static-images/ [docs.mapbox.com]
for more information"}
when I check the: https://docs.mapbox.com/data/tilesets/guides/access-elevation-data/ [docs.mapbox.com]
(which is where I assume the node wants to retrieve height data based on it calling "mapbox.terrain-rgb")
It says the tile can now only be 256 or 512 "request 512×512 tiles instead of the default 256×256 tiles."
The api also now wants to have a tile number instead of long/lat in the heightmap call.
"{x} and {y} are tilename values, not geographic longitude and latitude coordinates. If you need to convert geographic coordinates to the tile coordinate names used in Slippy Map tilenames, you can use one of the libraries listed here."
so a new call looks like this:
https://api.mapbox.com/v4/mapbox.terrain-rgb/10/165/400,1024@2x.pngraw?access_token= + API_KEY
I install the mercantile package, convert long/lat to "tilename values" and add it to the call. But no.. I can only get 512X512 heightmaps to download just like the documentation said...
I feel lost. Has anyone gotten this to work? The color and OSM data works just fine. The api for heightmaps must have changed between today and March 26, 2023 based on previous posts. What the heck is going on?
I think the mapbox api for downloading heightmaps has hanged. when I type in the url:
"https://api.mapbox.com/v4/mapbox.terrain-rgb/ [api.mapbox.com]" + str(lon) +"," + str(lat) + "," + str((zoom+1)) + "/1024x1024@2x.png?access_token=" + API_KEY
into my browser I get:
{"message":
"Legacy Static Image requests are no longer supported. To continue
making Static Image requests, please use the modern Static Images API.
See https://docs.mapbox.com/api/maps/static-images/ [docs.mapbox.com]
for more information"}
when I check the: https://docs.mapbox.com/data/tilesets/guides/access-elevation-data/ [docs.mapbox.com]
(which is where I assume the node wants to retrieve height data based on it calling "mapbox.terrain-rgb")
It says the tile can now only be 256 or 512 "request 512×512 tiles instead of the default 256×256 tiles."
The api also now wants to have a tile number instead of long/lat in the heightmap call.
"{x} and {y} are tilename values, not geographic longitude and latitude coordinates. If you need to convert geographic coordinates to the tile coordinate names used in Slippy Map tilenames, you can use one of the libraries listed here."
so a new call looks like this:
https://api.mapbox.com/v4/mapbox.terrain-rgb/10/165/400,1024@2x.pngraw?access_token= + API_KEY
I install the mercantile package, convert long/lat to "tilename values" and add it to the call. But no.. I can only get 512X512 heightmaps to download just like the documentation said...
I feel lost. Has anyone gotten this to work? The color and OSM data works just fine. The api for heightmaps must have changed between today and March 26, 2023 based on previous posts. What the heck is going on?
Edited by swSharkBoy_02 - 2023年4月5日 02:33:02
Technical Discussion » Unable to open a single channel tif in photoshop
- swSharkBoy_02
- 10 posts
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Houdini Engine for Unity » Can't dirty and cook, PDG for Unity Terrain 2020.3.34f1
- swSharkBoy_02
- 10 posts
- Offline
I also have this problem, I only include layers I need for texturing:
I get the same error:
Assertion failed on expression: 'spResult == PixelAccessReturnCode::kOk'
I get the same error:
Assertion failed on expression: 'spResult == PixelAccessReturnCode::kOk'
Edited by swSharkBoy_02 - 2023年3月19日 06:37:53
Houdini Engine for Unity » Unity terrain detail layers prefabs instance
- swSharkBoy_02
- 10 posts
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Hello, have you checked that you fill in the unity_hf_tree_prototype + index? By the sounds of it they all might end with at 0.
I haven’t built anything with a grid pattern jet so can’t help you there
I haven’t built anything with a grid pattern jet so can’t help you there
Edited by swSharkBoy_02 - 2023年3月15日 03:16:55
Technical Discussion » mimic "paste copied channels" behavior in python
- swSharkBoy_02
- 10 posts
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Hello,
I have an additional question about copy-pasting ramps:
if I copy-paste a ramp in the editor all key/values get automatically referenced, if I create new key/values in the pasted-in ramp they appear in the target ramp.
But if I do the same thing in python I need to manually loop over every key/value and paste in a reference, if there is a new value in the pasted-in ramp a new reference needs to be created in python.
How does Houdini do this under the hood in the editor? must I also create a callback and then trigger the key/value reference every time a new one is created?
I have an additional question about copy-pasting ramps:
if I copy-paste a ramp in the editor all key/values get automatically referenced, if I create new key/values in the pasted-in ramp they appear in the target ramp.
But if I do the same thing in python I need to manually loop over every key/value and paste in a reference, if there is a new value in the pasted-in ramp a new reference needs to be created in python.
How does Houdini do this under the hood in the editor? must I also create a callback and then trigger the key/value reference every time a new one is created?
Edited by swSharkBoy_02 - 2023年1月13日 03:11:12
Houdini Indie and Apprentice » Edge padding for ray misses in height field projection node
- swSharkBoy_02
- 10 posts
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Houdini Indie and Apprentice » Edge padding for ray misses in height field projection node
- swSharkBoy_02
- 10 posts
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I have found a node (extrapolate boundaries) inside of COP that does the trick, I could feed it an opacity bake and the heightmap from the maps baker node inside of my SOP network.
But when I try to reference the baker(op:'../../OUT/') with a file node inside of COP I get an error. Is there another way to reference textures coming out of a baker to get them into COP network? or is there coding to be done here?
But when I try to reference the baker(op:'../../OUT/') with a file node inside of COP I get an error. Is there another way to reference textures coming out of a baker to get them into COP network? or is there coding to be done here?
Houdini Indie and Apprentice » Edge padding for ray misses in height field projection node
- swSharkBoy_02
- 10 posts
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Hello,
I'm trying to project a heightfield based on a mesh, but there are some holes in the mesh, and where the ray misses the heightmap projection node writes a default value. I would like to "fill" these ray miss pixels with an interpolation of some kind.
Is there some similar node/feature in Houdini for "edge padding" as is found in other bakers, or is it possible to mask out the ray missed pixels and interpolate its values based on the rim of the holes?
Thanks in advance
I'm trying to project a heightfield based on a mesh, but there are some holes in the mesh, and where the ray misses the heightmap projection node writes a default value. I would like to "fill" these ray miss pixels with an interpolation of some kind.
Is there some similar node/feature in Houdini for "edge padding" as is found in other bakers, or is it possible to mask out the ray missed pixels and interpolate its values based on the rim of the holes?
Thanks in advance
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