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LaszloFX

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About LaszloFX

  • Rank
    Peon
  • Birthday 12/28/1986

Personal Information

  • Name
    Laszlo L.
  • Location
    New York, USA
  • Interests
    Houdini FX
  1. Oh boy, sorry for the multiple topics, for some reason it created more than one. If any moderators are out there would you mind deleting all of the topics, except one? Thank you and sorry again!
  2. Hi guys, I was wondering if it is there any way to change certain object's parameters depending on whether I'm inside of a subnet or not. Basically my problem is that I have a rendering subnet hda, which allows me to only render stuff that is inside, or referenced inside my subnet. But the issue is that if I have multiple subnets in my network with multiple lights in them, every light is visible in the viewport, making it hard to work with lights, since everything is visible and added together making the entire screen look blown out. I know I can disable the "Enable in Viewport" checkbox on my lights manually, but it would be awesome if it would be possible to only enable that checkbox on my lights when I'm actually inside my subnet and disable them when I go out from it automatically. In case anyone has any ideas on how to achieve this, I would appreciate if someone could nudge me in the right direction. Thanks in advance for any help! Best, Laszlo
  3. [This is an accidental duplicate post - please delete. Real post can be found here: http://forums.odforce.net/topic/31398-subnet-change-parameters-on-lights-while-being-inside-of-a-subnet/
  4. [This is an accidental duplicate post - please delete. Real post can be found here:
  5. [This is an accidental duplicate post - please delete. Real post can be found here: http://forums.odforce.net/topic/31398-subnet-change-parameters-on-lights-while-being-inside-of-a-subnet/
  6. [This is an accidental duplicate post - please delete. Real post can be found here: http://forums.odforce.net/topic/31398-subnet-change-parameters-on-lights-while-being-inside-of-a-subnet/
  7. [This is an accidental duplicate post - please delete. Real post can be found here: http://forums.odforce.net/topic/31398-subnet-change-parameters-on-lights-while-being-inside-of-a-subnet/
  8. [This is an accidental duplicate post - please delete. Real post can be found here: http://forums.odforce.net/topic/31398-subnet-change-parameters-on-lights-while-being-inside-of-a-subnet/
  9. KS_Feather

    Awesome stuff! Thank you for the share!
  10. HOUDINI NODE PROBLEM

    Wow Ivovanroy! That actually did the trick! So that freaking NVidia driver was causing this issue all along... I would have never guessed this, because it really didn't seem like an actual video card problem. So thank you so much for taking the time to let us know the solution! I'm glad I didn't have to reinstall my entire windows OS. Thanks a lot again!
  11. HOUDINI NODE PROBLEM

    Hey Matt, Thanks for your reply. Unfortunately it's not a locale problem, or at least I don't think it is. My Windows 10 is set to US English language and the location is US as well. And as I said, it worked like 2 weeks ago. First I thought it's H16, because that's the only new thing I remember installing with my setup since it started misbehaving. And after that my H15 started acting the same way as well. It's a pretty weird issue, since when I try to create a Grid for example, if I click on the shelf tool, it creates the grid without any problems. But when I try to lay down a Grid node on my network view that's when it starts loading and loading. And like 10 to 15 minutes later the grid node appears. And Houdini is not even crashing, it just starts cooking and the timer shows the elapsed time correctly in the bottom left corner. Such a weird thing, I will try to reinstall my entire operating system, and maybe will go back to Win7. At work we are using Ubuntu Linux and didn't have this kind of issue at all... So no clue what could be the causing problem of this weird phenomena. Thanks again for trying to help and taking the time to reply.
  12. HOUDINI NODE PROBLEM

    Hey guys, The same problem happened with me lately. This might be a Windows 10 issue, because H15 and H16 does the same thing. And it was working for me as well before. Any node I try to place in a totally empty scene, it takes forever to Evaluate Python and run Hscript command. Did you find any solutions by any chance? Any help would be greatly appreciated! Thanks in advance, Laszlo
  13. [SOLVED] Python relative reference path inside HDA

    Hey Guys! In the mean time, I found the solution. I realized that if I put my code inside a function, I can recall that function with the HDA Callback Script. I know this must be pretty basic information to most of you, but for me it opened up many mental doors and windows. And just in case anyone is interested, here is the code that is inside my HDA's Type Properties Scripts Tab: import toolutils def sel(): viewer = toolutils.sceneViewer() geo = viewer.selectGeometry() s = geo.mergedSelectionString() n = hou.parm('./grid/group1/pattern') n.set(s) And this code goes into my Callback Script under my Button parameter to call back my function defined above: kwargs['node'].hdaModule().sel() And here are my example files as well: selectedPrims_python_problem_v002_SOLVED.hip colorzied_geo_asset.hda Thanks anyway for taking a look at my problem, and I hope some of you may find it useful as well! Best, Laszlo
  14. Hey Guys! I have a pretty newbie question about some Python and HDA interaction. So in a nutshell I'm trying to create an HDA with implemented Python script which does the following: 1. I have an Original Geo, which is object merged in my HDA. 2. I select some primitives on my original geo (or on the HDA). 3. After I selected my primitives, with a press of a button on my HDA, the selected primitives will be added to a group's pattern parameter inside my HDA. 4. And of course it would be great if this could work with a relative reference, so if I copy my HDA multiple times it'll update the groups within the correct HDA. I have this code so far: import toolutils viewer = toolutils.sceneViewer() geo = viewer.selectGeometry() s = geo.mergedSelectionString() # How can I make THIS PATH relative reference? n = hou.parm('/obj/Colorzied_Geo_Asset_1/Colorized_GEO/group1/pattern') n.set(s) I put together a pretty simple example file and the hda, which will hopefully help you guys understand what I'm trying to achieve. In case my explanation is a little confusing. selectedPrims_python_problem_v001.hip colorzied_geo_asset.hda Any help or nudge in the right direction would be greatly appreciated! Thanks in advance! Best, Laszlo
  15. Hey Guys, First of all thanks for the great HIP files and the awesome info! I am trying to achieve a similar effect, but the only difference is that I have to have particles not only on the surface of the source object, but inside of it as well. Is there a way in the new POPDop environment to get the movement of a deforming point cloud as a pop source and with a trigger or a growing attribute activate the particles? It seems like the "pospath" and the "stuck" attributes only working with surfaces. Thanks in advance for any help! Best, Laszlo
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