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About iFight4theUser

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  • Name Ryan

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  1. Diff Function for the Node Network This would highlight nodes that have changes, similar to how the performance monitor colors the network. - This would allow you to compare 2 subnets or tree selections to find what single variable or node has changed. - This would also be a great feature that could be enabled automatically inside unlocked OTLs, so as you unlock and start making minor changes you can easily find them later. It's always scary opening up another artists hip file and wondering what they have changed inside a very complicated unlocked OTL. Drag and Drop Swap - In Nuke you can Ctrl+Shift drop a node on another and it swaps them out. I keep forgetting you can't do that in Houdini.
  2. In case that is what you are looking for here is the setup. goosebumps_example.hiplc
  3. Like this?
  4. Hey, yeah that totally works. I don't know why I thought that didn't work in the past. Thanks!
  5. Thanks Konstantin, I pretty much ended up doing that. I just encapsulated the network into a VOP OTL so that they will both pickup changes. The only trouble now is that I have a ramp parameter on my shader and on my point vop and I can't get them to stay in sync.
  6. This sounds like a job for "point deform." transferDisplacement_02.hip
  7. I've run into this issue a few times now. I have a shader that generates several output variables for extra image planes. The variables that are generated would be really useful in SOPs. The only thing I can think of that would allow me to run the same calculation on each point, is to collapse the SHOP network into an OTL that I could also exist inside a VOP. But the parameters are being driven on the shader and it seems a bit messy to channel reference all the ramps and other parameters. Is there some way to apply the shop_materialpath and then compute and export a variable on a per point basis? Thanks!
  8. If the geo is too complex or thin for VDBs you can try using xyzdistance inside the solver to pull the nearest surface position. You'll need to recalculate your velocity vectors afterwards though, so not as elegant as the VDB solution. Nice example Sean the volume gradient idea is really clever. int primID; vector primUVs; xyzdist(1,@P,primID,primUVs); // get the primID and primUV of the nearest prim on input2 @P = primuv(1,"P",primID,primUVs); // move the P to the position on that primitive
  9. When I create rest using the rest SOP if I do a transform down the chain it will alter the rest position as well. But, if I create the rest attribute using any other method it won't be altered, maintaining it's value, as expected. Why does a transform SOP edit the restP? restTranslateTest.hip
  10. So... Does anyone know of the -SEGV equivalent in Windows..
  11. I have an issue. I was using 3 monitors. Now I'm down to 2. I've blown away my houdini settings. Still though, when I open new floating windows, they appear off screen and I can't reach them. How do you reset these floating window positions?
  12. Thanks everyone. Opt #1 from Luke solved the issue. Unfortunately the otl is changing pretty frequently, so the "saving it to the hip" option wasn't working out for me.
  13. I'm working in Windows. We've gotten HQueue running on 5 different machines. I've built a few OTLs that are stored on the server and accessible by the farm machines, but the farm doesn't seem to be seeing them. What's the proper workflow for this issue? I'm currently trying to figure out how to append there directory to the HOUDINI_OTLSCAN_PATH variable, but I can't find it listed anywhere. When adding the OTLs I'm "Adding to scanned OTL Directories", but on restart they are moved to a "Fallback Library" which sounds questionable... lol