Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Everything posted by tagosaku

  1. hi, when I try to use a boolean node twice, second boolean result is always broken because I guess a connectivity issue. Houdini cannot understand the connectivity from first boolean result. I know some people says to cut together with many cutters, but I have a certain situation to cut separately. For instance first boolean produces 500 pieces, and keep 300 pieces and use second booleans for other 200 pieces, and so on. Some artist do after-1st-boolean > loop start > delete all pieces(groups) except one favorite piece > do-2nd-boolean > loopEnd > merge together. Or, I do translate and separate each other of pieces in order to make spaces between each pieces, then apply 2nd boolean, and it works I wonder if anyone knows smarter methods, instead of translating or looping booleanTwice.hipnc
  2. Because I needed to reformat Windows7, I also reinstalled Houdini, and got strange UI. The node info is broken. Does anyone have thought how to fix? OS, hardware, videocard, and houdini version should be also same as before. I tried houdini 16.0.600,630, 504, but all same result.
  3. it sounds boolean node is really designed to use once. Thanks for your tip. I will check it out!
  4. Yes, I installed SP1, but it happened. The solution was to reinstall windows from reformat again. The second round worked out. Thanks, guy!
  5. Because I needed to reformat Windows7, I also reinstalled Houdini, and got strange UI. The node info is broken. Does anyone have ideas how to fix? OS, hardware, videocard, and houdini version should be also same as before. I tried houdini 16.0.600,630, 504, but all same strange result.
  6. Hi, I have substep setting questions when an object(emitter and collider) moves very fast. I am expecting to change 3 points: 1 dopnetwork > simulation tab > substeps 2 pyroSolver > advanced > min/max substeps I am not sure which one I need to change the above?? 3 emitter (collider) should be produced substep volume(denisty/SDF). From the volume/VDB, can we produce inbetween volume/SDF objects with timeBlend and/or attributeInterpolate? Or actually houdini will automatically handle all the substep sources?? I guess if meshes which are before converting to volume are able to create substep, FluidSOurce and VDBfromPoly nodes could create substep volume. But what if mesh is cached, what's happen? Ultimately, I believe ex-colleague showed me that he made a pyro tiny smoke, and created 4x slower motion post-smoke by somehow interpolating. Thus, if anyone knows substep settings and post-slowmotion voxel anim, I really appreciate it!
  7. hi, I have a question about filecache node. Basically I want to construct folders - project folder - HIP folder (save hip file here) - geo folder (cache here) I think 'project set' set $JOBS a file path, then we can use $JOB to make relative path. However, I try to skip that process because I don't like so much, also most productions don't use it. Then I use this expression in file cache node > geometry file `strreplace("$HIP/geo/$OS.bgeo.sc", "HIP/", "")` It seems to be working well, but I wonder if anyone knows a smarter way, let me know.
  8. umm, the result is not right..
  9. I solved it by F1's help, thanks activation> (strcmp(prims("../../IN_coll", 0, "name"), "density") == 0) || (strcmp(prims("../../IN_coll", 0, "name"), "surface") == 0)
  10. Hi, I am looking for auto-activation for source volume node in DOP based on an input object(VDB, houdiniSDF). This is because sim is broken, if the sourceVolume set to collision and there is no SDF primitive(@name=density or surface). So far, I tried 2 methods, but not working. A - use expression in activation, but something not right. B - use enableSolver, but probably it needs to place inside of the sourceVolume. If anyone has better ideas, please let me know, thanks sourceVolumeActivation.hipnc
  11. that's great. I will test it out, thanks!
  12. I have a question about houdini cloth. I am looking for nCloth feature 'paint input mesh attract'. Basically I paint influences on mesh then attach an animated mesh which has same topology as nCloth's one. When siming it, nCloth mesh tries to follow the animated mesh as closely as possible. Non-influence vertexes are fully dynamics. Do we have a similar function in Houdini16?
  13. Hi, I am looking for expression to automatically activate source volume node in DOP by input object(VDB, houdiniSDF). This is because sim is broken, if the sourceVolume set to collision but there is no SDF primitive. my idea is that the inside of the node, sourcevolume > SOP solver(source_density)>objectMerge(fetch_density). After this node, I add primitiveWrangle: if(@name == "density" || @name == "surface") f@activeSwitch =1; then I made float parameter(activation), and paste expression. prim(".", "activeSwitch", 0) After that, I plan to paste the parameter value to sourcevolume>activation. Then it should automatically set activation ON/OFF. The wrangleVEX is working but prim's expression is not working. How can I fix it??
  14. Oh, I am sorry too that I just knew there are TWO expressions, "prim" and "prims" !! I completely misunderstood them. Thank you, f1, so much for providing a sample file. I am checking it out right now!
  15. Where can I find the node "Target Deformation" in Dopnetwork ?
  16. actually code should be : (strcmp(prim("/path/to/operator", 0, "name", 0), "density") == 0) || (strcmp(prim("/path/to/operator", 0, "name", 0), "surface") == 0) However, this method won't work because prim does not return density name but will return actual density value. I need to figure out different way.
  17. thanks, then I just remember the simple syntax!
  18. hi, I always use this removepoint vex as example; removepoint(geoself(), @ptnum) I just wonder if we have any other situations not to write 'geoself()' or '0' ? In other words, do we have different use of this VEX, instead of removing incoming points/particle?(I believe @ptnum is always like that, not other @XXXX, right?)
  19. Hi, I am a very beginner of coding and looking for a custom save shell by python. This time, especially I'd like to ask for how to replace ".comment." part. Example file is "fx_dest_vocity_v051.04.comment.hip" and a procedure is : 1 - click shelf dock 2 - show a popUpWindow and type a comment 3 - click the popUpWindow, close it, and a script replaces "comment" part and new file name is saved, for example, "fx_dest_vocity_v051.04.vel2xfaster.hip" my best guess is; fileName = hou.hipFile.basename() ## for instance, file name is "fx_dest_vocity_v051.04.comment.hip" hou.ui.displayMessage("type comments", variable ) ## save comment hou.ui.displayMessage.close result = re.search( "([0-9]{2})\.???????\.hip", fileName ) ## get comment part newFileName = fileName.replace( result.group(1), variable ) hou.hipFile.save(newFileName) ## new file name "fx_dest_vocity_v051.04.vel2xfaster.hip" I know it's so many broken lines, so if someone helps to rewrite it, it would be great, thanks!
  20. F1, thanks for your quick reply. Whole codes are changed and I can understand 70%. That's ok, and I tried your code and working well. I would like to ask for two things, When typing comment and hitting 'enter key', it executes as cancel, but prefer to execute as 'ok'. Then I changed to default_choice=1 Is that correct approach? Second questions, Actually I want to sometimes add comment words, not always. For instance, sometimes name "fx_dest_vocity_v051.04.comment.hip" or "fx_dest_vocity_v051.04.hip" Then I tried to change your code, but messed up. (sometime it loses last two digit numbers in a condition...) Could you add the feature that I can save a file with blank text?
  21. Thanks, John!! that wrangle is even simpler and better because it does not require center value like a measure sop node. And I succeeded to create compile version of measure volume.
  22. Hi, I am looking for measuring volume by VEX and/or attributeVOP, instead of measureSOP node. Basically I have mega voronoi fracture model. After that, I want to apply for volume calculation with loop node and compile node. Key is that I cannot use hscript expression in measure>center with compile node. That's why I am looking for another method.
  23. Hi, I try to create color smoke, and create a vector field node in dop pyro network as a pic. When siming, it works. However, when I add gas resize node > extra resize Fields > Cd, then my custom vector color field seems to be filled out in a whole voxels at first frame. I am not sure what cause this strangeness. I already checked a SOP color source > name=Cd > intrinsic: volumebordervalue = 0. Where else should I check out?
  24. Hi, I was a vray artist, recently moved to Houdini, and have shader/rendering questions. (sample file: glassShaderBind03.hip) 1. (reference pic: extra image plane.jpg) Are these check-boxes just preset? Are these check-box NOT automatically generated by available passes from materials in a scene, right? Then eventually I might need to find additional pass from VEX builder network and create/extract them by filling out VEX variable? 2. (reference pic: glass_All.jpg, bind.jpg, extra image plane.jpg) I try to create extra image plane like a vray render elements. Let's focus on my glass objects(mantraSurface shader). I used some preset check-box to generate extraImagePlanes. Then, when I combine spec pass, refract pass and reflection pass in a compositing software, it should become the full image because I only use reflection, refraction, and opacity settings. However it's still missing some layers, and especially spec pass is broken, too. I think I need to dive into VEX builder to fix a sort of spec-output-node and also create new bind or parameter nodes in order to generate proper reflection and refraction passes?! I have really no idea about this system! 3. (reference pic: glass_spec11P.jpg, glass_mantra01P.jpg) When I set roughness >0, I can get nice specs. However, render-time gets 3-8 times heavier with opacity. Do we have any optimization in shader and mantra-setting? Thanks! glassShaderBind03.hip
  25. Preview ON/Off doesn't fix at all, sorry. Anyway, I thought my questions were simple, but could be very difficult because nobody has responded yet, LOL.