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skyros

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About skyros

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    MO

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  1. Hi, I have an OTL that includes a cop network inside of it. When I switch my view tabs to composite it chooses the default path /img, which is incorrect. In order to see the correct cop network I need to dive into the otl (which defeats its purpose). Does anyone know how I can change that default network to a specified path instead? Ive included a screenshot as well as a simple OTL outlining the issue. Thanks comp.hda
  2. Switching Views using python/hscript

    Thanks for the heads up Mark. That was enough for me to search around a little more in the help files. I have to say I found referencing UI elements a bit confusing since there seem to be several ways to look up different elements. I ended up changing 'setType' to 'setIsCurrentTab', since I didn't want to actually change the tab but rather which one was selected. If you have some thoughts on how I could improve this I would appreciate it. import hou class TabSwitch: """ Switch viewport tabs based on user input """ def __init__(self): self.comp = hou.paneTabType.CompositorViewer self.scene = hou.paneTabType.SceneViewer def getTab(self, tab): paneTabs = hou.ui.paneTabs() for pt in paneTabs: if(pt.type() == tab): pt.setIsCurrentTab() ts = TabSwitch() ts.getTab(ts.comp)
  3. render to background using python

    never mind.. it was an order of operations issue. user error!
  4. I'm trying to provide an option to render to background so my artists can continue working on their shots Houdini. Currently in my OTL I am calling hou.hipFile.save() then proceed to trigger the render in background option in my mantra rop. hou.node(node.path()+'/render/render').parm('executebackground').pressButton() Despite saving the file, when the render executes, I receive an error telling me to save the file. Is there a better way to approach this?
  5. I'm in the middle of making an otl for our artists and was wondering if there is a way to switch Houdini's viewport panes between Scene View and Composite View. I haven't found the proper help files for manipulating Houdini's layout through scripting. Thanks Mike
  6. I'm in the middle of making an otl for our artists and was wondering if there is a way to switch Houdini's viewport panes between Scene View and Composite View. I haven't found the proper help files for manipulating Houdini's layout through scripting. Thanks Mike
  7. Setting particle attributes in a pop vop

    Gah... Bind. I was using attr import. That's what it was. Thanks for the catch!
  8. Hi Everyone, I have a question regarding setting particle attributes. I believe I'm overlooking something simple but I cant figure out what it is. I've created a particle mass attribute using a pop property, then in the pop vop I try to multiply that value using a ramp. I then bind export the attribute. When I do this, my mass is set to 0, and I'm unsure why. Could someone take a look and let me know what I have done incorrectly? The goal is to drive the mass of the particles through a ramp so I can control the amount of heavy particles to lighter ones. Thanks pTest.hip
  9. Quick Update. I built out a shader that does pretty much what I'm after. I can switch between any of the fields I need and render their values as greyscale. It still receives lighting contributions however. Thoughts?
  10. Hi Everyone, I was wondering if someone could provide me with some suggestions on the best way to export heat/temperature/density/etc maps from Pyro. As an example I'm assigning a new pyro material and setting the smoke field density to heat and colour to white. This sort of gives me the correct results, but the intensity seems incorrect and its still being affected by lighting. Thoughts?
  11. Saving Keys in an OTL

    Perfect! I figured it was something easy like this! Thank you
  12. Hi Everyone, I'm making an OTL tool for some artists here at work and I've run into an issue. I have some default keyframes applied to certain fields that I would like to save with my OTL. Unfortunately when the OTL is placed these keyframes are removed. Is this possible? Thanks
  13. Ahh.. I see what you are doing. Thanks!
  14. Hi Everyone, I have a quick question that I was hoping someone would be able to help me with. I'm trying to fracture a wall, and follow the brick pattern, rather than standard voronoi shapes. Part of this process is to generate a brick wall, fracture each brick, then cluster the results in a meaningful way. Currently cluster is being controlled using the P attribute, but I would like to cluster based in the primID, so that whole brick pieces will be contained in the cluster and not just individual points. Does anyone have a suggestion? My test files are attached. Thanks wall.rar
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