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Found 23 posts.

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Technical Discussion » Add Attrib select channel on OTL

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wlvl
23 posts
オフライン
 2022年11月25日 14:05:33
names = set()
for input in hou.pwd().inputs():
    geo = input.geometry()
    for attribs in geo.pointAttribs(), geo.vertexAttribs():
        names.update([a.name() for a in attribs if a.dataType() == hou.attribData.Float])
return [x for pair in [(n, n) for n in sorted(names)] for x in pair]




For future reference
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Houdini Lounge » RBD WORKFLOW H18

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wlvl
23 posts
オフライン
 2022年10月6日 05:14:10
Hello!

This issue has been addressed in Houdini 19.5
Most of the nodes do not fully load when opening the scene, but only when cooking/unlocking them.
This is a huge performance boost for heavy scene containing large HDA (like the RBD Material Fracture).

Thanks SideFX!! You are the best!
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Houdini Lounge » MapBox imagery resolution?

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wlvl
23 posts
オフライン
 2021年10月4日 12:31:26
I am testing Mapbox on Steroids in H17.5
I am trying to extract a piece of terrain at the maximum resolution possible (16k).

The color map is fine. The height map seems compressed.(blocky)
Is anyone experiencing the same issue?
and if so any workaround?


From Mapbox documentation:
"0.1 meter height increments. Data is mapped to 0.1 meter height increments, which gives it the vertical precision necessary for cartographic and 3D applications."

https://docs.mapbox.com/help/troubleshooting/access-elevation-data/ [docs.mapbox.com]




Coords
29.7247, 35.4348, 14
Edited by wlvl - 2021年10月4日 12:31:58
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PDG/TOPs » Export Animated gif with Image Magick and FFMPEG TOP nodes

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wlvl
23 posts
オフライン
 2020年4月11日 02:08:58
Hello from 2020!
in the era of ImageMagick and FFmpeg integrated in Houdini's TOP, generating our beloved gif should be pretty straight forward.

But, there is something I must be missing.
I am not able to export gif correctly neither using FFMpeg Encode Video TOP nor ImageMagick.

Could you please point me in the right direction?
Below some test and results of my research



TEST 1 - IMAGE MAGICK

1A - gif from image sequence (ROP fetch > IM gif)
2A - gif from mp4 ( rop fetch > ffmpeg to mp4 > IM to gif)


1A - gif is created but seems like the frames are overwriting each other rather than appending in sequence
tried with output file tag file/video and file/image
2A - errors: there are no input images






TEST 2 - FFMPEG ENCODE VIDEO

Getting these errors in the log:
Codec AVOption apply_trc (color transfer characteristics to apply to EXR linear input) specified for input file #0 ([i]"path to framelist"[/i]) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some decoder which was not actually used for any stream.

GIF muxer supports only a single video GIF stream.
Could not write header for output file #0 (incorrect codec parameters ?): Invalid argument
Error initializing output stream 0:0 -- 
Conversion failed!









Conversation about animated gif:

https://www.sidefx.com/forum/topic/46690/# [www.sidefx.com]

Mestela's Tokeru on ImageMagick and FFMPEG commands:
http://www.tokeru.com/cgwiki/index.php?title=GeneralUtilties#Gifs [www.tokeru.com]
(I have tried these in the command line of IM / FFMPEG tops, no luck)



https://forums.odforce.net/topic/33138-some-looping-rnd-animations/?do=findComment&comment=191821 [forums.odforce.net]
iFightForTheUser posted this code for FFMPEG:

convert-to-GIF(){
    for ARG in $@; do
        file=$ARG
        file_name=${file%.*}
        palette="/tmp/palette.png"
        ffmpeg -y -i $file -vf fps=10,scale=500:-1:flags=lanczos,palettegen $palette
        ffmpeg    -i $file -i $palette -filter_complex "fps=10,scale=500:-1:flags=lanczos[x];[x][1:v]paletteuse" $file_name.gif
    done
    }

not sure how to implement this correctly in the command line.




I am having trouble sending a hip file atm, will do asap if helpful.
TAGs: export animated gif from houdini using ffmpeg image magick TOP PDG nodes. gif conversion. gif output.
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Houdini Indie and Apprentice » find degrees between 2 vectors

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wlvl
23 posts
オフライン
 2020年3月29日 06:49:38
In case is helpful..

If you want the rotation value in degrees for each axis component.

vector v0 = normalize(set(-1,0,-1));
vector vref = set(0,0,-1);

vector4 orient = dihedral(v0, vref);
vector angle = qconvert(orient);

angle = degrees(angle)*-1;
v@angle = angle;


You could reference the angle attribute in the rotation parameter of a transformSOP.

tag: rotation in degree for each axis component from direction vectors
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Technical Discussion » RBD Material Fracture issue: How to sperate the inside outside group after adding edge detial for the hires geo?

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wlvl
23 posts
オフライン
 2018年12月3日 02:27:59
inside group works well with production build .416
outside group seems to just include all the primitives.

in the meantime “!inside” will do the trick.
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Technical Discussion » Render Curve as Tube with Shader.

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wlvl
23 posts
オフライン
 2018年7月13日 10:21:25
I plug in HairnormalVOP inside the shader overriding the parameter and it works!
Cheers
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Technical Discussion » Render Curve as Tube with Shader.

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wlvl
23 posts
オフライン
 2018年7月13日 09:53:32
tamte
you can just plug Hair Normal VOP to N of Surface Model
make sure Do Rounding is on


Hi Tomas,

I am using this method works perfectly.
but it makes my extra image passes disappear.

I am binding export some attributes inside the shader. The stop working if I plug in the hairnormal.
Any tips please?

Thanks!
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Technical Discussion » Exporting volumes to vdb

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wlvl
23 posts
オフライン
 2016年10月12日 12:14:06
also the visibility SOP does the trick
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Technical Discussion » adding polygons to a point cloud

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wlvl
23 posts
オフライン
 2016年8月30日 06:57:32
Hello gray,

I am in the same situation,
can you explain what you did in the end?
is it possible to have a hip example?

Thanks for helping
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Work in Progress » Skyscraper Destruction

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wlvl
23 posts
オフライン
 2016年4月19日 10:50:06
Hello!

I present you my first personal project done entirely in Houdini.
I basically learn the software throught this project and finally
I came to the end of it.

Please let me know what you think of the dynamics, the look and breakdown. I am really scratching the surface of Houdini so critics are well appreaciated!


Ill upload the hip file for those who wants to wonder around the network (H 14.0.474)

thanks to the Side FX community for helping me implementing the scene.

https://vimeo.com/163342157 [vimeo.com]
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Houdini Learning Materials » use SOP attribute to drive POP source parameter

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wlvl
23 posts
オフライン
 2016年2月22日 02:55:57
this thread continues here:

http://forums.odforce.net/topic/24164-use-sop-attribute-to-drive-pop-source-parameter/ [forums.odforce.net]
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Houdini Lounge » Deleting point based on attribute?

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wlvl
23 posts
オフライン
 2015年10月14日 03:28:24
ops:
sorry for the silly quest. I was focusing too much on the code part..
thank you very much!
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Houdini Lounge » Deleting point based on attribute?

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wlvl
23 posts
オフライン
 2015年10月13日 12:07:48
milesvignol
in a point wrangle:


if (f@burned>0)
removepoint(0,i@ptnum);

Hi milesvignol,
thanks for the reply!

what should i add to the code if i want to apply the deletion to a certain group only?
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Technical Discussion » Foreach Iteration Value

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wlvl
23 posts
オフライン
 2015年10月11日 12:45:50
maybe late but….
thanks Fabian!

your post was useful to me today
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Houdini Lounge » change the constraint strength dynamically?

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wlvl
23 posts
オフライン
 2015年10月11日 05:50:53
Hi All!

I have a building with glue constraint strength mapped along the y axis (+ painted in some spots).

I'd like to change the constraint strength over time to choreograph the structure destruction/collapse. I am keyframing the points of my constraint strength ramp in SOP. How do I pass that info in DOP?

In the constraint network DOP there's the option Overwrite with SOP if time dependent. I don't want an overwrite since this option will restore also broken constraints freezing flying pieces in air.
I'd like to update the strength of “survived” cons.

I'm thinking about a att wrangle in a SOP solver, but im not sure how to set it up.


thanks very much for helping!!


simplified hip file attached
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Houdini Lounge » Deleting point based on attribute?

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wlvl
23 posts
オフライン
 2015年10月9日 11:54:07
sanostol
I recommend to avoid expressions as much as possible, they are the slowest way.

delete operation on a 5mill point cloud with point expression( point(“../node”, $PT, “value”,0) ) takes about 11 secs, using just a simple coparison ($VALUE > 0.5) takes about 3 secs.
the fastes way is with vops , just use vops to put the points into a group and delete them with that group (less than a second)

Martin


Hi Sanostol!
would you mind put an example hip of the delete using vop method?
thanks in advance!
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Houdini Learning Materials » use SOP attribute to drive POP source parameter

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wlvl
23 posts
オフライン
 2015年10月9日 06:52:14
Hi All!

1_
I'd like to import an attribute created in SOP in the POPNET.
I want to drive the particle emission rate based on this attribute.
I've tried to use the point function in the constantrate parameter of the pop source.

like:

point( my sop node path, $PT, “myatt”, 0)
or
point( my sop node path, $CUSTOM_ID, “myatt”, 0)
where custum_id is just a variable created in sop based on pt.


there's something i am missing :?

2_how do i make the SOP attribute update every frame


3_
also i see in POPSource/Source Emission Attribute.
The help doc says
“When in surface mode, this point attribute will be used to vary the chance of any polygon from emitting polygons. Higher values will increase the relative chance of that polygon getting an emission.”

but it doesnt specify the values range. I supposed 0-1 (0-100% chance of emission). I did some test but seems to have no effect.


thanks for helping!
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Technical Discussion » RBD collision layer/no collide DOP

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wlvl
23 posts
オフライン
 2015年9月25日 03:16:17
Thanks a lot Tomas!
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Technical Discussion » RBD collision layer/no collide DOP

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wlvl
23 posts
オフライン
 2015年9月23日 12:32:15
Hi Tomas!

i was wondering if it is possible to use the collisionignore/collisiongroup workflow while keeping the ignored objects active (the grids in the hip file you provided are set to passive). If not, is there any other solution?

i have a building collapsing. i'd like to be able to make only the windows explode outwords. To make this happen im using an expanding collider (which are the same windows geometry sized down)

I dont want the main structure to be influenced by the window_collider since this make the all building explode crazy

simplified hip file attached

thanks in advance
your help and anyone else's is much appreciated
See full post 
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