Jump to content

venator11387

Members
  • Posts

    50
  • Joined

  • Last visited

Personal Information

  • Name
    Vincent
  • Location
    Burlingame

Recent Profile Visitors

2,016 profile views

venator11387's Achievements

Newbie

Newbie (1/14)

2

Reputation

  1. Just for fun, I’m creating a tool with a VOP that sets up varmaps for each attribute specified. In Vops, I already made a simple little Otl that creates a local variable from whatever attribute is entered (consisting of an ImportAttrib wired into an AddAttrib node). As an extra step I’m trying to see if I can create & organize multiple amounts of those .otl node objects, like in a Material SOP or creating image planes in Mantra. Meaning I can create a number of objects that can each have their own parameter set differently & they are organized in a parameter window. Unfortunately, I can’t view the code for these nodes, so any suggestions on how I can start this off in Python (or if I’m even going about it the right way)?
  2. I knew it had to be a noob mistake like that Thank you!
  3. I'm learning Python in Houdini and I'm just writing up a simple code. Everytime I try to use the .createOutputNode() I keep getting an `invalid node name` error. The operator name of the node I'm trying to create entering is definitely correct as I've checked using the Type Properties, so I'm not sure what's causing this. The attempted operation failed. invalid node name Traceback (most recent call last): File "voronoi_set_up", line 16, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.509/houdini/python2.7libs\houpythonportion.py", line 220, in createOutputNode exact_type_name) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.509/houdini/python2.7libs\hou.py", line 22595, in createNode return _hou.Node_createNode(*args, **kwargs) OperationFailed: The attempted operation failed. Invalid node name import toolutils # If there is a node selected, then execute the code if hou.selectedNodes(): # Set the selected node to be the source node source_node = hou.selectedNodes()[0] # Create the Null SOP output for the source geo start_node = toolutils.genericTool(kwargs, 'null', 'OUT_GEO') start_node.setInput(0, source_node) start_node.setPosition(source_node.position()) start_node.move([0, -1]) start_node.setColor(hou.Color([0, 0, 0])) # Create a VDB From Polygons node to turn the source geo into a fog volume geometry fog_node = start_node.createOutputNode('vdbfrompolygons', 'create fog volume')
  4. Thanks, Christian! How exactly would I go about doing that? I've got some general knowledge of microsolvers, so I'll take a crack at putting noise on the temperature field. I did try using the displacement by using the density gradient (using a vdb workflow) as the normal field , but I still wasn't able get the desired effect.
  5. I'm doing some helicopter dust and one detail I'm trying to get that I noticed in a lot of reference are the rough edges that are very similar to what clouds have. I've messed with the parameters all over on both the pyro and upres solvers endlessly, but I still can't quite get those cloud-like rough edges. I've also tried some pyro shader displacement and noise to no avail. I'm wondering what little extra tricks or cheats anyone may have come across working on a similar effect to this?
  6. I was able to bypass the issue by creating a new scene, running the script, then copying the scene onto the new one.
  7. The pyro issue applies to all the viewports. I even did a render preview and the issue is the same. Its visibility in general just becomes erratic.
  8. As shown in the attachment below for some reason, when I import a camera track script exported from PFTrack the Pyro’s visibility flickers erratically. Before importing the script, there are no issues whatsoever. I have no idea what’s causing this. PyroVizIssue.mov
  9. I’m trying to create cracks on a geometry surface (that's setup for dops) as anticipation for an RBD fracture/collapse. What is the best way to put the cracks onto the RBD Fracture object surface and have it maintain itself when simulating? I made the crack l-system generating along geometry based on the thread below: http://forums.odforce.net/topic/9437-can-someone-help-guide-me-on-my-student-project/?fromsearch=1 Attached is a simple scene that I’m trying to test this out on. CrackOnFractureGeo.hipnc
  10. Thank you for this thread and files! I’m currently learning l-systems and I’ve got a couple of questions: -The above method works good on l-systems that generate straight up, but it got wacky when I tried using it with the crack preset. What is the changes to the method should I make to generate an l-system that is shifting directions along the geometry like that? -What is the proper rule syntax for “!” to make the thickness gradually decrease over each generation? Also I know that only works when type is set to “tube”. However, for some reason when I set to that, the l-system won’t work with the above method. CrackOnGeo.hipnc
  11. Update: Scratch this post. I file imported a debris geometry library that is numbered from 1-201, which I’m using for the RBD Point Object instancing path: $HIP/debris_library/debris_VPB.$F.bgeo I created an attribute “mygeo” that has the value expression: int(fit01(rand($PT), 1, 201)). What I’m trying to do is put the mygeo attribute into the file string to replace $F, so the instance will be randomized. I’ve tried using different point functions, but with no luck.
  12. I was looking at the “Houdini 12.1 Rigid Body Instancing / Emitter” video below. I know how to use the RBD point object, but how can one apply the rbd instancing to emitted particles or however he did this? If particles are involved, which works better for this method: the old POP method or the new H13 way? http://www.youtube.com/watch?v=nOBjTAwBWTc
  13. Great thanks! Until they make a POP Rotate in dops, would you say that this is the best alternative for rotating particles or do you know a better method?
  14. Thanks, I was able to make the syntax work, but I’m still unable to get the effect working right. Whatever expression line is acting first on the particles, it seems they stay affected by it despite the other lines I put in the code. Attached below is the scene. TorqueRotate_Test.hipnc
  15. Thank you, one more simple thing. I'm trying to stop the amount based on velocity, but it doesn't work because of this syntax prompt for the bolded. I've tried various ways based on the "Using VEX expressions" guide with no luck. Implicit cast from vector to float. Use explicit cast instead. if (@v <= .3){ amount = 0; }
×
×
  • Create New...