Hello!
I'm kind of new to Karma, Solaris and the whole LOP context so please forgive any lack of knowledge.
I'm trying to transition from using Mantra to Karma and stage on a project I am working on and I've come across the first hurdle I haven't been able to solve by reading up on the documentation. I am rendering very thin curve geometry and I was looking for a setting in Karma that would be equivalent to the "vm_geometryfilterwidth" parameter you can add for Mantra so that when geometry approaches sub-pixel the renderer always keeps the geometry x amount of pixel in width but compensates by lowering the alpha value instead. Doing this so that I won't have to increase the pixel samples to un-godly amounts just to cleanly render a constant shaded spline without having the thinnest parts flicker in and out of existence.
Any advice on this is greatly appreciated, thank you so much for the read!
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Solaris and Karma » Karma - Render properties for rendering thin splines
- underscoreus
- 24 posts
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Technical Discussion » Crowd ragdoll inherit velocity from previous crowd state
- underscoreus
- 24 posts
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Ah, thank you for the reply!
The shelf tool did indeed hold the answer! Apparently, I needed to set my running states "RBD Ragdoll" option to "Animated Static" for the ragdoll state to properly inherit the running velocity. I only thought that parameter was meant to configure if the ragdoll would be able to collide with the agents in that state but apparently not!
The shelf tool did indeed hold the answer! Apparently, I needed to set my running states "RBD Ragdoll" option to "Animated Static" for the ragdoll state to properly inherit the running velocity. I only thought that parameter was meant to configure if the ragdoll would be able to collide with the agents in that state but apparently not!
Technical Discussion » Crowd ragdoll inherit velocity from previous crowd state
- underscoreus
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Heyo!
Currently doing a crowd setup where the agents are supposed to first be in a crowd state of running, then transition into the ragdoll state and fall over. So far I've been able to make this work without too many issues. However, when the agents fall over they do so more or less in place, they don't seem to carry with them any of the velocity/inertia they had gained when running in the previous state. I've had a look at the attributes and the velocity seems to transition normally and I've also tried to change the "inheritvelocity" attribute to 1 without it seeming to do much for me.
Is there something obvious I am missing or some troubleshooting step I could try to solve this issue?
Thanks for the read
Currently doing a crowd setup where the agents are supposed to first be in a crowd state of running, then transition into the ragdoll state and fall over. So far I've been able to make this work without too many issues. However, when the agents fall over they do so more or less in place, they don't seem to carry with them any of the velocity/inertia they had gained when running in the previous state. I've had a look at the attributes and the velocity seems to transition normally and I've also tried to change the "inheritvelocity" attribute to 1 without it seeming to do much for me.
Is there something obvious I am missing or some troubleshooting step I could try to solve this issue?
Thanks for the read
PDG/TOPs » TOPS Stops working with more than 3 Geometry Output nodes
- underscoreus
- 24 posts
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tpetrick
There shouldn't be any limitation on the number of nodes. I tried to reproduce the issue using eight ROP Geo/wait for all pairs set up like your screenshot, each with 1000 frames, and it cooks without issue.
Are using the latest production build (17.5.460)? If you have the Task Graph Table open, try cooking with that closed instead. In older builds that may have caused a slow down when initially creating a large number of work items.
Hey tpetrick,
I am using the 17.5.173 build on a work machine. I might be able to update but not entirely up to me.
I also don't run my TOPS sims with the task graph table open, just the TOP net.
Thanks for the reply!
PDG/TOPs » TOPS Stops working with more than 3 Geometry Output nodes
- underscoreus
- 24 posts
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Hey guys,
I've run into an issue in houdini 17.5 where if I have more than three “ROP Geometry Output” nodes hooked up in series with a “wait for all” node between each my TOPNET does not run. Every TOP node gets the gray line symbol next to it and does not seem to process at all. However if I am to simply run with only three of them connected together then it works just as you'd expect.
If there some limit in TOPS I don't know about or is there some kind of setting to get around this? I'd really love to be able to setup all my caches to run one after another.
Thanks for the read!
I've run into an issue in houdini 17.5 where if I have more than three “ROP Geometry Output” nodes hooked up in series with a “wait for all” node between each my TOPNET does not run. Every TOP node gets the gray line symbol next to it and does not seem to process at all. However if I am to simply run with only three of them connected together then it works just as you'd expect.
If there some limit in TOPS I don't know about or is there some kind of setting to get around this? I'd really love to be able to setup all my caches to run one after another.
Thanks for the read!
Technical Discussion » Set raw value with python
- underscoreus
- 24 posts
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tamte
try thisval = "\$F4"
however this almost sounds like you are using Python SOP, which would not be a good idea for a tool that sets parameters or interacts with the scene
Ah! I completely forgot about the ‘\’ escape character! Thanks Tomas.
Also, to answer the question you didn't directly make, it's a python script node in TOPS. Its meant to update SOP level file node paths as they are simmed in TOPS so I am always sure I am looking at the latest cache. It can get a little hairy since I have 3 caches that are building on each other. So I need to make sure my constraint cache is the latest version before I sim my RDB and then that my RBD sim is the latest before I sim my secondaries.
I basically just got tired of jumping all around my network updating the file parameters, so now this python node does it for me as the TOP net is making the caches on the go
Thanks again!
Edited by underscoreus - 2020年3月20日 23:12:10
Technical Discussion » Set raw value with python
- underscoreus
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jerry7
If you want set parameter, just set it.hou.parm('/out/mantra1/vm_picture').set("$HIP/$F4.jpg")
If you want get raw value of parameter,print hou.parm('/out/mantra1/vm_picture').rawValue()
Here is the code I am running:
val = "$F4" updateie = hou.node("/obj/geo1/box_in") updateie.parm("file").set(val)
The file path the node gets is:
“0000”
So it seems as though the “$F4” is evaluated to be “0000” instead of the plain text “$F4”.
Technical Discussion » Set raw value with python
- underscoreus
- 24 posts
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Hi everyone!
I am working on a little python tool that sets file node output paths. For this I want to put in the expression $F4 for frames, however, if I try to just naively add the string ‘$F4’ python evaluates the expression before it enters it and puts in the actual static frame number ‘1001’ instead of the expression ‘$F4’.
What would be the syntax to tell python to just paste the raw string into the parameter instead of trying to evaluate the expression?
Thanks for the read!
I am working on a little python tool that sets file node output paths. For this I want to put in the expression $F4 for frames, however, if I try to just naively add the string ‘$F4’ python evaluates the expression before it enters it and puts in the actual static frame number ‘1001’ instead of the expression ‘$F4’.
What would be the syntax to tell python to just paste the raw string into the parameter instead of trying to evaluate the expression?
Thanks for the read!
PDG/TOPs » How to create referance to self in the python script node
- underscoreus
- 24 posts
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PDG/TOPs » How to create referance to self in the python script node
- underscoreus
- 24 posts
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Hi tpetrick, thanks for the reply! And thanks for the tips on how I could use the self and work-item variables!
I'm currently running Houdini 17.5 (been working with a few sub-versions but the screenshots below are from 17.5.327).
So first of all a thing I forgot to add to the original question, is it normal to have to import the hou module into the TOPS python script node? Because if I don't I get the error “name hou is not defined”, whilst in SOP, OBJ and the python shell this is never needed, it automatically has the hou module available.
Over to the issue at hand, I do indeed have the ‘Evaluate in Process’checkbox checked. However when I try to print the result of storing a hou.node('.') call in a variable, all I get shown in the console is a simple ‘/’ as if it did not find anything.
See the images attached.
I'm currently running Houdini 17.5 (been working with a few sub-versions but the screenshots below are from 17.5.327).
So first of all a thing I forgot to add to the original question, is it normal to have to import the hou module into the TOPS python script node? Because if I don't I get the error “name hou is not defined”, whilst in SOP, OBJ and the python shell this is never needed, it automatically has the hou module available.
Over to the issue at hand, I do indeed have the ‘Evaluate in Process’checkbox checked. However when I try to print the result of storing a hou.node('.') call in a variable, all I get shown in the console is a simple ‘/’ as if it did not find anything.
See the images attached.
Edited by underscoreus - 2020年3月16日 22:25:28
PDG/TOPs » How to create referance to self in the python script node
- underscoreus
- 24 posts
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Hey guys!
I've been fooling around with TOPS over the last week and in doing so I've encountered an issue with the python script node. Due note that this is (almost) 100% due to my lack of experience with python as a coding language.
I am having an issue creating a reference to the current python script node running. When making a python node in SOP I am sued to being able to run hou.node('.') or hou.pwd() to get a reference to the current python script node and from there being able to get to the parent node or any other node in the node tree and their parameters. However if I run hou.node('.') or hou.pwd() all I get in TOPS is a simple ‘/’ when I print it instead of the expected path to the node.
I've noticed that in the python script node there is a built in variable ‘self’ but I have not been able to get that to give me any useful results or use it with any of the hou.Node.TOPNode specific commands in the documentation.
Is there something really obvious I am missing? I noticed that there was multiple python nodes, would a different one be better? All I am looking to do is execute a few lines of python after a cache is done running.
Thanks for the read!
I've been fooling around with TOPS over the last week and in doing so I've encountered an issue with the python script node. Due note that this is (almost) 100% due to my lack of experience with python as a coding language.
I am having an issue creating a reference to the current python script node running. When making a python node in SOP I am sued to being able to run hou.node('.') or hou.pwd() to get a reference to the current python script node and from there being able to get to the parent node or any other node in the node tree and their parameters. However if I run hou.node('.') or hou.pwd() all I get in TOPS is a simple ‘/’ when I print it instead of the expected path to the node.
I've noticed that in the python script node there is a built in variable ‘self’ but I have not been able to get that to give me any useful results or use it with any of the hou.Node.TOPNode specific commands in the documentation.
Is there something really obvious I am missing? I noticed that there was multiple python nodes, would a different one be better? All I am looking to do is execute a few lines of python after a cache is done running.
Thanks for the read!
Technical Discussion » Bullet Soft Constraints Attributes stay 0
- underscoreus
- 24 posts
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Hey Sidefx Forum,
I am currently working on an RBD sim with bullet soft constraints and am using the angle, distance, force and torque attributes to determine when to break the soft constraints. I am facing an issue where a lot of the soft constraints attributes are all 0 and they all stay 0 throughout the sim. Usually they will initialize and update even if the constraint stays relatively still so I don't this think is normal behavior. I've been trying to get it working for the past few days as well as googling around but my google-fu and troubleshooting efforts have turned up very little, so I need some help. The weird thing is that some of the constraints work just fine, but most of them seem to not work properly.
I've added my file if someone wants to donate their time to have a look at it. The sim can be found in /obj/Primary_RBD_Sim
/dopnet1. The constraints responsible for most of the movement is the “brick-mortar” constraints, so I usually add that to the geo spreadsheet's group field. I have tiried to lock the heaviest cooking nodes (hence the file size), but if the scene cook's a lot when opening or if the geo is missing, have a look at the “Lock”-flag here /obj/Create_House_Constraints/OUT_PRIMARY_RDB_SIM_CONSTRAINTS and /obj/Pre_Fracture_House/OUT_PRE-FRACTURED_BUILDING and obj/Create_House_Geometry/OUT. As a final note, there is a few wrangles that are controlling the stiffness of the constraints here /obj/Primary_RDB_Sim/dopnet1/UPDATING_CONSTRAINTS
Another bit to add I guess is that I am using Houdini 17.5.173
Thanks for the read. Any suggestions or any thoughts is very much appreciated.
Link to file [drive.google.com]
I am currently working on an RBD sim with bullet soft constraints and am using the angle, distance, force and torque attributes to determine when to break the soft constraints. I am facing an issue where a lot of the soft constraints attributes are all 0 and they all stay 0 throughout the sim. Usually they will initialize and update even if the constraint stays relatively still so I don't this think is normal behavior. I've been trying to get it working for the past few days as well as googling around but my google-fu and troubleshooting efforts have turned up very little, so I need some help. The weird thing is that some of the constraints work just fine, but most of them seem to not work properly.
I've added my file if someone wants to donate their time to have a look at it. The sim can be found in /obj/Primary_RBD_Sim
/dopnet1. The constraints responsible for most of the movement is the “brick-mortar” constraints, so I usually add that to the geo spreadsheet's group field. I have tiried to lock the heaviest cooking nodes (hence the file size), but if the scene cook's a lot when opening or if the geo is missing, have a look at the “Lock”-flag here /obj/Create_House_Constraints/OUT_PRIMARY_RDB_SIM_CONSTRAINTS and /obj/Pre_Fracture_House/OUT_PRE-FRACTURED_BUILDING and obj/Create_House_Geometry/OUT. As a final note, there is a few wrangles that are controlling the stiffness of the constraints here /obj/Primary_RDB_Sim/dopnet1/UPDATING_CONSTRAINTS
Another bit to add I guess is that I am using Houdini 17.5.173
Thanks for the read. Any suggestions or any thoughts is very much appreciated.
Link to file [drive.google.com]
Edited by underscoreus - 2020年3月7日 13:28:01
Technical Discussion » Houdini Python hou.setPreference()
- underscoreus
- 24 posts
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dkzoneThat is definitely also a solution I should look more into.
Or save hipfile through Python < custom Autosave. Didn't test. I save just with increment.
Thanks!
Technical Discussion » Houdini Python hou.setPreference()
- underscoreus
- 24 posts
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dkzone
Hi, maybe you should double check names because when I type
hou.getPreference('general.autosaveinterval.val')
it returns ‘1’ meaning 1 minute. Your desired preference is below this, I think that it should be there…
Hey dkzone,
Sorry, I've been meaning to update this to add clarity with a picture. I'm not after the interval (already got that one ), but the auto save method (See image linked below).
I've found what seems to be the file on disk that controls this parameter inside hcommon.pref, if I can't find a way of editing the preference via a python command I might just end up editing the .pref file directly through python but I am kinda unsure if its such a good idea to edit these files on the fly whilst Houdini is running.
Thanks for the reply though!
Here's the image:
Marked Image [imgur.com]
Edited by underscoreus - 2020年2月11日 15:02:49
Technical Discussion » Houdini Python hou.setPreference()
- underscoreus
- 24 posts
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Hello all,
I am looking for a way to set a specific preference in Houdini with python. The preference I am looking to set is named “Auto Save Method” in the UI. I've tried to use the hou.getPreferanceNames() to get a list of all the pref name variables I can set but this does not appear in there.
I have had a dig through the preference files stored inside the Houdini folder and have found a parameter inside the hcommon.pref file that would seem to match the setting I am looking to change, however, if I were to edit this text file whilst Houdini is running, would that update the setting or would it require a restart of Houdini? And is it even a good idea to be editing these .pref files whilst Houdini is running?
Here is a link to the help file for the parameter I am looking to change, sorry I don't have a picture: https://www.sidefx.com/docs/houdini/ref/windows/mainprefs.html#persistence [www.sidefx.com]
You'll have to forgive me if this is very basic stuff, I am kinda new to Python in Houdini and am trying to make tools to learn more.
Thanks for the read!
I am looking for a way to set a specific preference in Houdini with python. The preference I am looking to set is named “Auto Save Method” in the UI. I've tried to use the hou.getPreferanceNames() to get a list of all the pref name variables I can set but this does not appear in there.
I have had a dig through the preference files stored inside the Houdini folder and have found a parameter inside the hcommon.pref file that would seem to match the setting I am looking to change, however, if I were to edit this text file whilst Houdini is running, would that update the setting or would it require a restart of Houdini? And is it even a good idea to be editing these .pref files whilst Houdini is running?
Here is a link to the help file for the parameter I am looking to change, sorry I don't have a picture: https://www.sidefx.com/docs/houdini/ref/windows/mainprefs.html#persistence [www.sidefx.com]
You'll have to forgive me if this is very basic stuff, I am kinda new to Python in Houdini and am trying to make tools to learn more.
Thanks for the read!
Houdini Indie and Apprentice » Houdini user interface explodes on launch
- underscoreus
- 24 posts
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twod
There's a bug in the Intel drivers that caused this. It was fixed last month, so try updating the graphics driver.
Hey twod,
Just asking to be sure, but when you say last month do you literally mean January of 2020? Cause if so I guess I am out of luck. Dell's latest release for the graphics driver was in November 2019.
(Trying to run this on a dell xps 9320 btw, realize I forgot to mention that.)
Thanks for the reply and insight though!
Houdini Indie and Apprentice » Houdini user interface explodes on launch
- underscoreus
- 24 posts
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Heyo guys and gals!
I recently installed Houdini 17.5 on my dell xps laptop for quick testing of small setups etc. However when I launch the application the user interface is.. Unreadable at best, but mostly I would just describe it as completely exploded and unusable. I haven't had any issue with other software, even other 3d software and I can't find any sign that my drivers are not up to date.
I've tried to restart Houdini a few times as well as changing the layout to force the interface to refresh but neither seem to have helped. Changing the layout does update the UI but the default one was the most usable one in terms of how broken it was, so no help there.
Does anyone have any advice on this?
Thanks for the read!
I recently installed Houdini 17.5 on my dell xps laptop for quick testing of small setups etc. However when I launch the application the user interface is.. Unreadable at best, but mostly I would just describe it as completely exploded and unusable. I haven't had any issue with other software, even other 3d software and I can't find any sign that my drivers are not up to date.
I've tried to restart Houdini a few times as well as changing the layout to force the interface to refresh but neither seem to have helped. Changing the layout does update the UI but the default one was the most usable one in terms of how broken it was, so no help there.
Does anyone have any advice on this?
Thanks for the read!
Edited by underscoreus - 2020年2月5日 23:22:54
Houdini Indie and Apprentice » Randomize rotation of a voronoi fractured object
- underscoreus
- 24 posts
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Hello!
So I need some help figuring this one out; I've set up a system to fracture a box that I'm going to use as stone slabs in a street, however, I'd like to randomly have these slabs rotated by 90 degrees or progressively rotated by 90 degrees to get some break up in the Voronoi pattern.
I am also planning to give them a little randomization of the Y-position, but I'd think whatever method used to randomize the slabs could be used to randomize the position
Can anyone help me out with this one?
Thanks
So I need some help figuring this one out; I've set up a system to fracture a box that I'm going to use as stone slabs in a street, however, I'd like to randomly have these slabs rotated by 90 degrees or progressively rotated by 90 degrees to get some break up in the Voronoi pattern.
I am also planning to give them a little randomization of the Y-position, but I'd think whatever method used to randomize the slabs could be used to randomize the position
Can anyone help me out with this one?
Thanks
Houdini Indie and Apprentice » [SOLVED]Particles colliding with groundplane on multiple levels in mid air
- underscoreus
- 24 posts
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Nima
Go to this location:
/obj/Particle_Sim/Initiazing_Various_Atributes__attribwrangle1__
then write f@pscale = 0.01 instead of f@pscale = @density.
Because of your huge pscale, you see this artifact in particle simulation.
Thank you for your help Nima!
Houdini Indie and Apprentice » [SOLVED]Particles colliding with groundplane on multiple levels in mid air
- underscoreus
- 24 posts
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