Hi All,
I need to create temp batch files for a very particular problem (can't use any of the python process or os defs to substitute for the batch files).
So I wanted to store the batchfiles in PDG_TEMP, and write it's path to an attribute, but whatever I try it won't unpack $PDG_TEMP, __PDG_ETMP__ or os.environ to a path I can use to store the batch file.
I use a python processor to build the batch files.
Is there some limitation on how to read the TEMP dir? Is there a workaround, am I using the wrong nodes?
Thanks!
-Johan
Found 72 posts.
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PDG/TOPs » PDG_TEMP or workaround
- Johan Boekhoven
- 72 posts
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Technical Discussion » [HELP] Bad Parameter Reference using HDA Processor
- Johan Boekhoven
- 72 posts
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I'm stuck on exactly the same thing, how to populate a HDA processor fields with data from a filepattern in my case.
Any pointers would be great!
Any pointers would be great!
Edited by Johan Boekhoven - 2020年3月12日 06:44:02
Houdini Lounge » Create FBX with embedded textures
- Johan Boekhoven
- 72 posts
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vustaCheers Vusta, great thinking!
roundabout way but I just created an HDA, use H engine in Max, export it where it has embed media option…pighead worked.
But I need it in a fully automated/pipleline way, so in my case it won't work.
I'm looking at some commandline options atm.
Again thanks!
-Johan
Houdini Lounge » Create FBX with embedded textures
- Johan Boekhoven
- 72 posts
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Hi,
Can Houdini create FBX files with embedded textures?
Writing out FBX files via the FBX ROP works very well, but it misses the option to create fbx files with embedded textures. Am I missing something obvious or are there options I can take a look at?
Thanks!
-Johan
Can Houdini create FBX files with embedded textures?
Writing out FBX files via the FBX ROP works very well, but it misses the option to create fbx files with embedded textures. Am I missing something obvious or are there options I can take a look at?
Thanks!
-Johan
Technical Discussion » Python: Arrays supported?
- Johan Boekhoven
- 72 posts
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Here's a test file, the error is:
So it seems that function can only pull int values that are “packed” as tuples. But if you think about it it makes little sense.
And the helpfile is quite ambiguous about the method.
return _hou.Geometry_pointIntAttribValues(*args)
OperationFailed: The attempted operation failed.
Attribute must support tuple access
So it seems that function can only pull int values that are “packed” as tuples. But if you think about it it makes little sense.
And the helpfile is quite ambiguous about the method.
Technical Discussion » Python: Arrays supported?
- Johan Boekhoven
- 72 posts
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Big coincidence, I'm working on a weights exporter (unpacking capture weights first) where I need to use pointIntAttribValues as well.
Exactly for what Andr is saying…Any insights would be great, got a feeling it's a bug, because what other type then list can we store in a point attribute if we need variable lenght.
-Johan
Exactly for what Andr is saying…Any insights would be great, got a feeling it's a bug, because what other type then list can we store in a point attribute if we need variable lenght.
-Johan
Edited by Johan Boekhoven - 2019年2月18日 12:05:34
Technical Discussion » Point avoidance/collision
- Johan Boekhoven
- 72 posts
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Hi all,
I have procedural point animation that I want to use. But some points directly cross other points at certain times. For simplicity say the points all travel the same line at different speeds.
How can I make it so the points don't collide but temporarily move from the path to avoid collision. I tried point relax in 3D space, but it jittered too much with high values and with low values popped. So my next try was a pop solver and trying to use the points as target points for the particles. Then add a popgrain for collision, but I got stuck. I used a multi solver setup and a sop solver to pull in the animated points as the rest (rest sop) geometry and hoped that now the particles + popgrain used that as a targetconstraint. But I'm not seeing the bigger picture clearly atm.
Bottomline, any pointers on how to add simple avoidance behavior to procedurally animated points.
Thanks!
-Johan
I have procedural point animation that I want to use. But some points directly cross other points at certain times. For simplicity say the points all travel the same line at different speeds.
How can I make it so the points don't collide but temporarily move from the path to avoid collision. I tried point relax in 3D space, but it jittered too much with high values and with low values popped. So my next try was a pop solver and trying to use the points as target points for the particles. Then add a popgrain for collision, but I got stuck. I used a multi solver setup and a sop solver to pull in the animated points as the rest (rest sop) geometry and hoped that now the particles + popgrain used that as a targetconstraint. But I'm not seeing the bigger picture clearly atm.
Bottomline, any pointers on how to add simple avoidance behavior to procedurally animated points.
Thanks!
-Johan
Technical Discussion » How to delete edges from original fractured piece after cluster?
- Johan Boekhoven
- 72 posts
- Offline
If you need the old behavior back, you can step back a version of the voronoi fracture asset.
Under Asset menu open Asset manager, then under Asset Bar pick : Display Menu of All Definitions.
Now the fracture voronoi SOP is the old version, which works fine. Probably because of new workflows this was changed, but I've also not seen a good explanation on why clustering was removed from default fracture voronoi.
-Johan
Under Asset menu open Asset manager, then under Asset Bar pick : Display Menu of All Definitions.
Now the fracture voronoi SOP is the old version, which works fine. Probably because of new workflows this was changed, but I've also not seen a good explanation on why clustering was removed from default fracture voronoi.
-Johan
Houdini Indie and Apprentice » Indie Laptop License
- Johan Boekhoven
- 72 posts
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Ok, so I've manually installed my license keys, they now show up in the manager, but I still need to login with my mail/password to retrieve it. Once in the dialog it just shows no licenses available. My license was recently renewed so that can't be it. I think I need to get in touch with support. Still open for suggestions though!
Thanks,
-Johan
Thanks,
-Johan
Houdini Indie and Apprentice » Indie Laptop License
- Johan Boekhoven
- 72 posts
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On my laptop I installed the latest stable build yes. Did you just use the hkey tools? Install license etc?
Houdini Indie and Apprentice » Indie Laptop License
- Johan Boekhoven
- 72 posts
- Offline
Has anybody been successful in installing the 2nd indie license on a laptop?
I can login with the code in hkey, but it won't show any available licenses. I tried redeeming them via online manager but it also errors out, saying I need to select the license. I do, but it won't proceed and says I need to select the license. I might be doing something wrong, I've red the FAQ but I can't get it to work.
Anybody was able to do it?
Thanks!
-Johan
I can login with the code in hkey, but it won't show any available licenses. I tried redeeming them via online manager but it also errors out, saying I need to select the license. I do, but it won't proceed and says I need to select the license. I might be doing something wrong, I've red the FAQ but I can't get it to work.
Anybody was able to do it?
Thanks!
-Johan
Houdini Indie and Apprentice » Caching to disk vs 'baking' a simulation
- Johan Boekhoven
- 72 posts
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Baking is the actual process of calculating a simulation, caching is storing the result of the baking process. Either on disk or in memory.
So yes if you cache to disk and set the “load from disk” option to on the next time you open the scene it will use the disk cache. If a sim is only cached in memory and not on disk, it is lost on the next start.
There's also “cooking” and that is Houdini calculating the result of a single node. Cooking and baking or somewhat interchangeable if I'm not wrong. But the latter is mostly used to calculate a timerange.
So yes if you cache to disk and set the “load from disk” option to on the next time you open the scene it will use the disk cache. If a sim is only cached in memory and not on disk, it is lost on the next start.
There's also “cooking” and that is Houdini calculating the result of a single node. Cooking and baking or somewhat interchangeable if I'm not wrong. But the latter is mostly used to calculate a timerange.
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