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Technical Discussion » Using python to add/delete ramp points
- omgeric
- 48 posts
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Technical Discussion » Using python to add/delete ramp points
- omgeric
- 48 posts
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Technical Discussion » Is it possible to walk UV Edges with python or HDK?
- omgeric
- 48 posts
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Would like to walk the UV Edges and get the uv coordinates of each vertex along the way. Is there a way to do this with simple python?
Technical Discussion » Exporting to .obj and can't change the normals
- omgeric
- 48 posts
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tamte
you may want to try Reverse SOP as that is reversing geometric normal instead of just an attribute
thank you!!!!!!
Technical Discussion » Exporting to .obj and can't change the normals
- omgeric
- 48 posts
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I've tried various combinations of nodes, the facet sop, the vertex sop, the point sop, trying to reverse the normals in each, and then exporting and get the same result. the normals are always the same way, even when exporting with them reversed or not reversed.
anyone else have this problem?
anyone else have this problem?
Technical Discussion » Cop nodes crop the image arbitrarily (I think)
- omgeric
- 48 posts
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cop generators and file inputs crop the image, I'm not sure if this is a bug or it's some setting I can change. it's always the same coordinates (0.313,0.4175) etc..
Technical Discussion » Writing large Python SOPs, text editing is slooooow
- omgeric
- 48 posts
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I know there are workarounds, such as using an external editor, or storing the code in a module (which actually doesn't work so great because I'm making minor changes to my functions and classes often), but I'm still surprised by the fact that SOP of 2000+ lines of code lags considerably (1 or even 2 seconds) when modifying or writing new text. Is this a common experience? Is there an autosave feature I can disable? I don't know if it's a bug or what so I don't wanna look like an ass reporting this
Technical Discussion » promoting tool interfaces
- omgeric
- 48 posts
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Liquos
Hey, I'm curious if there is a way to do this but not make Houdini dive into the subnet when the python script is run - is it possible to make it stay outside of the subnet, yet still activate the paint tool?
I would like to know the answer to this as well.
Technical Discussion » Seg fault when calling selectPositions()
- omgeric
- 48 posts
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this simple shelf tool:
import toolutils
viewer = toolutils.sceneViewer()
pos = viewer.selectPositions(position_type=hou.positionType.ViewportXY)
print pos
this works the first 4 or so times but after that results in a seg fault. it's part of a shelf tool i'm writing to so that a user can click into the screen and get the prim they've clicked on. i've tested it in houdini 12.5 and houdini 13.0 and on two different pcs with the same result.
edit: its toolutils not toolsutils, sorry.
import toolutils
viewer = toolutils.sceneViewer()
pos = viewer.selectPositions(position_type=hou.positionType.ViewportXY)
print pos
this works the first 4 or so times but after that results in a seg fault. it's part of a shelf tool i'm writing to so that a user can click into the screen and get the prim they've clicked on. i've tested it in houdini 12.5 and houdini 13.0 and on two different pcs with the same result.
edit: its toolutils not toolsutils, sorry.
Technical Discussion » Cookie SOP seldom works correctly
- omgeric
- 48 posts
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Technical Discussion » Cookie SOP seldom works correctly
- omgeric
- 48 posts
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It's pretty frustrating. Scaling, faceting, and/or polyreducing each input helps but the meshes still come out incorrect, just less so.
Is there another work around? Maybe a custom HDK sop?
Is there another work around? Maybe a custom HDK sop?
Technical Discussion » Normal maps don't show in viewport
- omgeric
- 48 posts
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I'm making models to be exported to UDK and I want to preview them with normal maps, but OGL Normal Maps don't show up in the viewport, however bump maps do. Any help?
Technical Discussion » Using the UI to select a coordinate on primitives
- omgeric
- 48 posts
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edward
Have you tried queryPrimAtPixel() ? However, I think you might need to be at the SOP level to do this.
http://www.sidefx.com/docs/houdini12.5/hom/hou/GeometryViewport#queryPrimAtPixel [sidefx.com]
i already solved my problem, but thanks that looks interesting.
Technical Discussion » Using the UI to select a coordinate on primitives
- omgeric
- 48 posts
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I'm trying to create a shelf tool where the user can click anywhere on viewport and will create a ray that shoots into the screen and detects any intersection with primitives.
I'm using sceneViewer().selectPositions() (to get a point in 3d space) and sceneViewer().curViewport().viewTransform() to get a normal from the viewport camera but the math doesn't work out. are there any functions in the HOM that allow me to more easily do this?
I'm using sceneViewer().selectPositions() (to get a point in 3d space) and sceneViewer().curViewport().viewTransform() to get a normal from the viewport camera but the math doesn't work out. are there any functions in the HOM that allow me to more easily do this?
Houdini Lounge » Cop network to sop real time?
- omgeric
- 48 posts
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actually, it's more for compositing/blending heightmaps from different file inputs, and scaling/rotating them procedurally. i would love if there were a way to update my COP2 network and see it update my geometry.
it doesn't, unless I append , but then i also have to find the somewhat arbitrary frame I want as all the intermediate steps I make to change the COP2 network are saved in the intermediate frames.
it doesn't, unless I append , but then i also have to find the somewhat arbitrary frame I want as all the intermediate steps I make to change the COP2 network are saved in the intermediate frames.
Houdini Lounge » Cop network to sop real time?
- omgeric
- 48 posts
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I'm attempting to use a COP2 network to composite an image that is then later used as a heightmap by a VOPSOP with opobj/Height_Map/heightMap/heightMap
the problem I have is that it doesn't update the geometry in real time. I can append a to the path above and change frames to update geometry but it would be x100 easier if I can see the changes in realtime. does anyone know of a workaround or another way to implement this?
the problem I have is that it doesn't update the geometry in real time. I can append a to the path above and change frames to update geometry but it would be x100 easier if I can see the changes in realtime. does anyone know of a workaround or another way to implement this?
Houdini Lounge » Using Cookie Sop to make "tunnels" from volumes
- omgeric
- 48 posts
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Basically I've created a procedure that takes two volumes, one terrain and the other a sort of tubular volume that when subtracted from the first using the Cookie Sop creates “tunnels.”
The problem I'm having the transition between the terrain geometry and tunnel volume is too abrupt and unnatural. I'm looking for a solution that can automatically bevel edge of the entrances.
The problem I'm having the transition between the terrain geometry and tunnel volume is too abrupt and unnatural. I'm looking for a solution that can automatically bevel edge of the entrances.
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