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Everything posted by michaelb-01

  1. Coming back to this.. does anyone have the answer? I want to install redshift on a windows netork drive
  2. If I have parameters on digital assets that are expressions I sometimes find it useful to have another parameter that shows the result of the expression. I can obviously middle mouse on a parameter to show the evaluated result but is there a way to show the evaluated result by default? I feel like the answer is no so my solution would be to use callbacks for any parameter that affects the expression then update the 'result' parameter as a raw string, unless anyone has a better suggestion?
  3. I know, I was just hoping to be able to show a parameter in its 'result' state by default - without having to click on it first. Just in case I make an asset and another artist might not know you can toggle between the expression and the result of the expression
  4. Does anybody know how to install redshift to a custom centralized location?
  5. There are various event handlers you can use with HDA's (like onCreated, onInputChanged etc.) but I can't seem to find one that can be used as a callback for when the output connection of the HDA changes.. Basically i'm trying to create a custom version of the gas disturbance, part of which has the option to visualise the block size of the disturbance (just with coloured points on a grid). So I was thinking I would use an event handler on the HDA to know when it was connected and then in python traverse down the children to find the solver then traverse back up to find the smoke object so I can get the size and center to position the grid correctly. Is this possible? Is this a stupid idea?
  6. Has anyone ever tried anything like this: Looks like it would be great fun to try and Houdini could be perfect for it! Then if it was integrated with basic crowd sim (Houdini 14 crowd tools??) rules it could give some very interesting results! I'm working with Miarmy on a job at the moment and the main that it lacks is this kind of intelligence and procedural animation.. Would be great to have the best of both!
  7. It would be great to have a centralised official document on setting up Houdini in a production pipeline.. I am currently setting HOUDINI_PATH in houdini.env so that the whole studio can have access to OTLs, prefs, presets, toolbars etc Is it bad practice to append to HOUDINI_PATH? (some posts seem to suggest so..) I am using windows and I have mimicked the folder structure that is in My Documents\houdini##.# folder. I do have access otls that are stored within the otls folder however I can't seem to get the preferences working. My houdini.env is currently: HVER = 16 HOUDINI_PATH = S:/3D_globalSettings/houdini/$HVER;& I've added a hchannel.pref.nosave to the specified folder and i'm trying to set the start and end frame, i.e.: pref.frame_end := 1201; pref.frame_start := 1001; Is this the best approach or should I use hou.putenv in a 123.py for example?
  8. Using the .nosave suffix (which is recommended so that users can't overwrite this file) means that those preferences aren't being picked up for me.. If I remove that suffix that file now works, and 'save as permanent defaults' does not overwrite this file....
  9. Is there a way to use a custom distribution for fur as apposed to a scattered distribution? I would like to have a grid based distribution.. obviously I could create my own wires but I want to avoid simulating every wire dynamically and would prefer to sim a low density of wires and generate the rest at render time
  10. the "collisionignore" point attribute works when it is ignoring static RBDs, however it doesn't seem to work when ignoring active RBDs.. is this a bug?
  11. I'm doing a similar thing, my code is working on a subnet but for some reason when I convert it to a digital asset it doesn't seem to be able to update the menu... Here's my code: import os dir = hou.hipFile.path().rsplit('/',1)[0] folder = hou.pwd().evalParm('folder') check = dir + '/' + folder + '/' cacheList = os.listdir(check) ptg = hou.pwd().parmTemplateGroup() menuParm = hou.pwd().parm('name') template = menuParm.parmTemplate() template.setMenuLabels(cacheList) ptg.replace("name", template) hou.pwd().setParmTemplateGroup(ptg) print cacheList
  12. I wasn't entirely sure what to call this as its quite a complex task.. Basically, lets say I have a faceted spehere with some boxes around it. I want to create a primitive attribute on my faceted sphere which corresponds to an id stored on each box and will essentially tell the shader which box it should render. So maybe 'attribute-based object linking' is more appropriate.. Is this possible? In my head I was thinking I could create a shader for the sphere and inside send a test ray to check what this interescts with, if the object id that it hits corresponds with the sheres primitive id that the ray came from then render this object, if not then ignore this object and carry on pathtracing... This would need to be done for reflection and refraction.. Possible?
  13. Im currently using a MacBook Pro (Retina, 13-inch, Late 2013) and running El Capitan, and its a well known issue but the viewport performance in Houdini is extremely slow... I got so frustrated I took what might have been an extreme action and bought windows 10 and installed bootcamp to see if it would run any quicker on there.. (is that possible?). After spending a few hours installing windows/bootcamp drivers etc. I finally got round to installing Houdini on windows and now that doesnt even work! I get an error saying: "The file or directory is corrupted and unreadable" Does anyone know why i'm getting this error or if theres a fix for this? I tried Houdini 14 and 15 (64-bit) and Houdini 13 (32-bit) but all gave the same error....
  14. So after nearly two days of trying its finally working! I ended up deleting my bootcamp partition, recreating it and re-installing windows. I don't think this actually helped as I still got the same error when trying to run the installer for the latest production build. However.... After Marty's suggestion I tried using H15.244.16, and it works! Plus Houdini's viewport is fine! I can actually lay down a cube without it locking up for 5 seconds! Obviously it would be better if it just ran smoothly on OSX so I didn't have to go through bootcamp but this is the best alternative, and hopefully this will help someone else if they are in a similar position. Thanks for the tip Marty!
  15. Just wishful thinking I guess, I was getting desperate! My hardware should be fine, I think its just the graphics card is no good - although it used to run fine with Houdini 13. I have the following: 2.4 GHz Intel Core i5 8 GB 1600 MHz DDR3 Intel Iris 1536 MB I've spent about 4 hours with windows support but they couldn't fix the problem so i'm re-partioning the drive and trying a fresh install of windows..... Marty, i'm not sure what that means by the checksum being off.. I might try H15.244.16 like you suggest and see if that works, otherwise I give up!
  16. Hey Marty, thanks for your reply. My Houdini 15 installer (houdini-15.0.347-win64-vc11) is 679,541 KB, which is actually bigger than the stated file size on the sidefx site.. So I don't think thats the problem? Any other ideas?
  17. I currently have a chain that i'm simulating using bullet and I would like to constrain the top of the chain so I can move this around and the chain will follow. I managed to get this working with the help of a scene that Pavel Pehlivanov posted on here (I can't find it now), but i'm getting strange results.. I've attached a hip to illustrate what I mean. Cheers anim_constraint_02.hip
  18. I have a wireobject that is empty (has nothing in the SOP path) and I'm trying to add wires during the simulation using a sop solver. I'm enabling the solver on one frame (frame 10) and merging it with the current dop geo but they just seem to flash on for that single frame but don't seem to "join" the simulation.. I've tried adding certain attributes like mass, density, initialpid to try and initialise it but nothings working...
  19. I'm probably going to do this in bullet now anyway, but i'd still like to know the answer..
  20. I'm sure lots of people have seen a recent video by Kouhei Nakama on vimeo - I'd really like to see if I can recreate this in Houdini. It looks like diffusion limited aggregation but also looks slightly different and i'm wondering if anyone has any insight on how to achieve this effect? The part i'm mostly unclear about is the leading edge of the diffusion - there seems to be an edge perpendicular to the direction of diffusion, which I don't think is common in DLA? This also looks like displacement so could this be achieved in COPs somehow and applied as a displacement map?
  21. ok, thanks for your help.
  22. I have a basic version working in SOPs now but I would imagine the geometry could get very dense and slow to work with. How could you do it in COPs? Is there a solver in COPs?
  23. Ah I see, thanks! This should be possible in COPs right? And then you could apply it as a displacement map?
  24. Just curious if anyone has recreated fStretch or similar a volume preservation method inside Houdini? fStretch - Softimage version - Are there any papers on this sort of thing?
  25. Thanks for that, i'll definitely check it out. I was hoping for a solution using vex/vops ideally, or at least the basic methodology around the process? (I haven't watched those videos yet so he may well explain it..)