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Everything posted by ikoon

  1. Hello, please, I would like to achieve this kind of effect in my production: I am a freelancer, I have Houdini Indie and four computers (one 6core and three 4core-i7). I do jingles for local event agency. The projects I do are quite low-budget and deadline is in a week or two usually. I had to do this in a week, so I have used my C4D https://vimeo.com/186295732 Now I am more and more using Houdini. Please, would you be so kind and direct me to a solution? A] Mantra superfast shader (fake) It doesnt have to be photorealistic - points do not emit light, but they reflect on surfaces. Can I get under cca 2 seconds for such glowing line (A-reference), fullHD frame, on my local CPUs? Should I "clone" points onto the line? Can I set the blending mode of the points to be additive? Can I set the fuzzines of a point by custom gradient (radial from center of the point)? Btw can I set the alpha of a point with bitmap, for example small earths? For further development, I want to go this way: B] Mantra semi-physical shader Is it possible to get under cca 10 sec render time, with this: - fake depth of field (for example by setting the radius bigger and darker) - fake interacting with volumes (bigger radius, darker) - can I somehow fake, that points are emitting light? Maybe by some proximity shader on the "rigid" objects or volumes? This is beautiful: https://www.instagram.com/rbrthrsk/ C) Gpu renderer? Should I go for some GPU renderer? I like mantra very much. This is done with the Redshift https://www.artstation.com/artwork/XOKQn
  2. Here is a solution made by Guillaume J: A small video about it: https://vimeo.com/242470411 You can download it for free here: http://cgtoolbox.com/houdini-expression-editor/
  3. When I run the external editor (Sublime), I understand that Houdini freezes and waits for the update from the external editor. That is probably necessary. But can I somehow set Houdini to not go fullscreen white? Is there any Houdini / Windows parameter, please?
  4. switch in vex?

    You could evaluate those conditions in a detail wrangle and then write an expression in the switch "Select input": detail("../attribwrangle1/","result",0) It references the result of the wrangle. Compilable solution, using spare input: switch-compilable.hiplc
  5. I did a little python toolset to speed up my VEX writing. It replaces "code shortcuts" into "code snippets" and also updates the parm interface (default values, channel ranges from comments, ramps are generated from custom library). You can build your own libraries of snippets with specific channel ranges and defaults. I am really python newbie, so it is "alpha". The code is not prepared for exceptions, it is not exemplary, but I hope it would help somebody. It helps me already so I will debug it on the fly. The initial idea comes from here, Matt Estela: http://www.tokeru.com/cgwiki/index.php?title=HoudiniUserInterfaceTips#customise_right_click_menus qqReplace.py rampCollect.py updateInterfaceFromComments.py
  6. @jkunz07 this 'vcomment' is great, thank you! Anybody, please, is it possible to set anything similar, independent on camera?
  7. Set Display Options in Python

    I use this one to toggle Display of points on/off: pane = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer) settings = pane.curViewport().settings() markersDisplayModel = settings.displaySet(hou.displaySetType.DisplayModel) markersSceneObject = settings.displaySet(hou.displaySetType.SceneObject) # Toggle the markers (visible when inside /obj/...) markersDisplayModel.showPointMarkers(not markersDisplayModel.isShowingPointMarkers()) # Unify with the scene (visible when in top level "/obj") markersSceneObject.showPointMarkers(markersDisplayModel.isShowingPointMarkers()) More to read is here in docs: http://www.sidefx.com/docs/houdini/hom/hou/GeometryViewportDisplaySet For example: setShadedMode(shaded_mode) #wireframe, hidden lines, shaded with primitive face normals, outlined polygons...
  8. The Area CHOP doesn't care about keyframes. You can wrangle almost anything, also with the "if" statement, but you probably don't have the list of keyframes? Probably Python iteration is needed here? http://www.sidefx.com/docs/houdini/hom/hou/Parm hou.Parm.keyframes() → tuple of hou.BaseKeyframe Returns the keyframes on this parameter.
  9. update variable inside custom function (vex)

    Gabriel thank you very much!
  10. Please, in vex, is it possible to define a custom function, which will update the variable, without classic a = function(a) assignment? For example: f@big = 1.5; clamp01(f@big); // function clamps between 0 and 1 f@result = f@big; // result is 1.0 I found nothing, but I am newbie, sorry. Is this technique called "pass by reference", or also "pass a pointer"? Probably not possible in vex?
  11. I also like to use Trigger to "find" beats above some threshold and generate "new beats" generated by this node's specifications. Another nice chop is Area ... I use it to drive noise's offset. With Area CHOP, the offset then doesn't go forth and back, but goes on and on ... each beat the noise travels a bit ... which is nice. Also Spring, Jiggle (needs three channels, but you can fake it), Delay (creates Echo). I have used few of them here, you can investigate:
  12. F1 you are an angel! Thank you so so so much!
  13. I would like to define custom vex function and use it in my wrangles. It will just return interpolated 0-1 value, a fade in a time range. My problem is, that I would like to define it in a duplicate way (and that I am too newbie to do it). float fade(float actualtime, float fromtime, float endtime, string mode="linear") float fade(float actualtime, float fromtime, float endtime, string mode="nameofchramp") The mode="nameofchramp" ... I mean for example UI chramp name "my_bezier_ease_out". Please, can the function read from "external UI" chramp? How should I define this duplicity in the custom .h/.vfl file? I dont mind if I have to create the ramp manually.
  14. Creating VEX libraries

    F1 Thank you very much! Also thank you for the PRO wrangle in the file! Now I understand the system much more! I thought that we need some header of the wrangle SOP, for it to be able to evaluate the button, I was disoriented.
  15. Creating VEX libraries

    @f1480187 please, how do I "include the header in wrangle"? If I just unlock the wrangle and drag the "Force Compile" button from attribvop1 node (Vex Setup folder) to the wrangle, then it seems that I even the original button?
  16. Please, how to follow path and auto-bank now with the new H16 constraints? In H14 we had the Auto-Bank factor, which controlled the automatic banking of an object as it turned corners. For now I just revealed the old interface in H16 (it is just set invisible) https://www.sidefx.com/tutorials/motion-path/
  17. Smoke Swirls inside pyro?

    Here, Matt Estela has a source file and nice explanation: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_and_collisions Btw that superman effect is not physically correct ... those two vortices are made by two downward velocity "fields" under two wings. So you will have to fake those two fields:
  18. menu pan/scroll with wacom pen?

    Hi, MMB to pan - unfortunately no. Maybe in the future? For now I got used to this layout, you can also ladder the parameters far left/right: http://forums.odforce.net/topic/30009-h16-node-naming-coloring-and-layout-guidelines/?do=findComment&comment=168665 Btw I was many years 100% on intuos, and last month I discovered this mouse: http://forums.odforce.net/topic/31442-roccat-tyon-mouse-recommendation/ When building the network, I am happy with the mouse. Those extra buttons are handy.
  19. I bought this mouse and I am super happy with it: Roccat Tyon https://www.roccat.org/en-US/Products/Gaming-Mice/Tyon/ I have mapped the following keys/functions. It has a special "shift" button, so the functions/buttons can be doubled. For example scroll wheel with that shift can be set to scrubbing the timeline. Or jumping up/down the nodes in the network. The four have the same layout as on the keyboard, so it is intuitive Ins / set display flag Del / set bypass flag PgUp - node Up (also ctrl-pgup is dive out from subnet etc.) PgDn - node Dn L - layout H - home Scroll wheel - scrubbing in the timeline Left, Right, Up, Down Maximize pane Set camera pivot to geometry in the viewport Still I can map more and more functions on it, and I will. Maximum is 30 functions.
  20. Unfortunately I don't know about the hair method. But have you tried Instance? Renderers should gain speed from using the instance too, Redshift does. Mantra too. I don't know what kind of Instance system Arnold uses. Mantra can also benefit from packed geometry, try the new Copy to Points, with "Pack and Instance" checked ON. http://www.sidefx.com/docs/houdini/nodes/sop/copytopoints
  21. Call Render to disk with python

    myRenderNode.parm('execute').pressButton() ? sorry if it doesnt work, I am python beginner
  22. Re-timing Caches

    Well, other approach could be: - have a "speed" detail attribute, animate it (value of 1 would be the default speed) - then use Area CHOP to calculate the appropriate shifted frame number: http://www.sidefx.com/docs/houdini/nodes/chop/area But still you need Timeshift and keyframes for the "speed" attribute :-/ it just may be convenient for some kind of effecs.
  23. Please, I am trying to understand it, for example: - in SOPs, I source collisionvel from polygons ... at some resolution, at a position (vdb from polygons or fluidsource sop) - in DOPs, I apply that collisionvel to vel The "volume sample vector" from sops to dops happens inside the Gas Calculate? Is it the best sampling method? Shouldnt I somehow source collisionvel directly in DOPs? What if SOP is animated and SOP collisionvel volume gets animated, voxels DOP/SOP then get offset ... doesnt the DOP calculation get interferences or blur? Isnt it calculated twice to have matching resolutions/positions?
  24. Christian, I think that you want AOVs? Here is nice and short tutorial. (Quote: Houdini 13 - AOVs in Mantra In this lesson Andrew Lowell (Lead FX TD Instructor) is going to show you how to set up and export AOV's in Mantra. ) Here is how to store image planes to separate files:
  25. OpenCL microsolvers in DOP are not yet multiGPU. With DOP (I have tried pyro upres with opencl), for me (5820K / GTX1070) the cpu is still the limit. CPU is fully loaded and GPU is quite idle. Even if I switch all the microsolvers OpenCL on with a script. Maybe sobebody has another experience? Maybe the "RAW" OpenCL kernel can use 100% GPU, if you have optimized snippet, I don't know: http://www.sidefx.com/docs/houdini/nodes/sop/opencl