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About LaszloFX

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  • Birthday 12/28/1986

Personal Information

  • Name Laszlo L.
  • Location New York, USA
  • Interests Houdini FX
  1. Awesome stuff! Thank you for the share!
  2. 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!
  3. 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.
  4. 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
  5. 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
  6. 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
  7. 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
  8. Hi there, I looked at your setup and everything seems right, except in your "geo1" node the "assemble1" has the "Create Name Attribute" turned on. Try turning that off, that should fix the problem. Also, if you disable your "assemble1" node and turn on "Pack Geometry Before Copying" on your copy sop, that will work as well. Hope this helps. Best, Laszlo
  9. Nice setup! Thank you for sharing!
  10. Thank you very much David and Juraj! And yes it makes perfect sense to do it that way. Thanks again for the help! Laszlo
  11. Hello Everybody, I'm working on a Cloth Simulation in which I'd like to have a set of points to be Pin Constrained. But I'd like to change the Pinned point count over time, so it releases the constraints as the animation goes on. In the documentation on constraints I've found this: How to change the points that are constrained with the pin constraint during simulation By default, the Constrained Points list does not expect the points to change. However, there is a way to work around this and have the list freshly evaluated by DOPs on every frame. Right Click on the Pin Constraint node and select Allow Editing on Contents. Dive into the Pin Constraint node and select anchorobjpointgrouppos1. Change the Point Group parameter to Set Always. See the Anchor: Object Point Group Position help for more information on this node. http://www.sidefx.com/docs/houdini15.0/dyno/constraints So I've tried to do these steps but I couldn't get it to work for some reason. Maybe I'm missing something obvious. I've uploaded a very simple scene file in which I've grouped a set of points and animated the grouping bounding box. If it's no too much trouble would you guys mind taking a look at it and see if anyone can help me out with this issue? Any help or advice is much appreciated. Thanks for you time. Cheers, Laszlo cloth_animated_pinConstraint_v001.hip
  12. That's an awesome hip file! Thank You Sir!
  13. Your Welcome! Enjoy!
  14. Hey, I'm sure there are many ways of doing this effect. But I quickly put together a scene file for you, in case you would like to look at my approach. Basically, I animated a polygon Circle object, gave it a Trail to Compute it's Velocity and used that as an emitter in the Pyro simulation. I also deleted the circle from the center, to stop the emission, but you can also deactivate it on your Source node. Also you can emit particles as well from the center and used that as a source emitter, just make sure that you have Stamp Points Method on your Fluid Source node under Scalar Volumes Tab. I hope this helps a little. Cheers, Laszlo shockWave_rnd_v001.hip
  15. Thanks a Lot for sharing Juraj! Very nice and clean setup!