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  2. Hi guys, While saving a Flipbook, how can I retrieve and put my project file name (hip file name) as the file's output name? According to the documents on this page: https://www.sidefx.com/docs/houdini/render/expressions.html I tried this: E:/myProj/$HIPNAME.avi but it doesn't work. Thanks for helping.
  3. Today
  4. Thanks, I'll take a look. It's always interesting to see different techniques to achieve the same result Also, I managed to get wire deform to work so I'll post an update hip later for future ref
  5. Yesterday
  6. Hi, I'm struggling to get my head around how to use rbdhingeconstraint in a dopnet I have an animated object and I'd like to attach another object to that so that it sways about dynamically. I can't seem to attach the rbdhingeconstraint goals to any animated geo. They stay fixed a world space location, even if I set a goal object? What am I missing? The hinge (animated moves off but the goal position remains at 0,0,0 (world space) Thanks
  7. Hello, Can someone explain to me + hopefully find a fix for why some but not all points colliding with this volume sampled SDF have their collision detected by my popcollisiondetect? One thing I noticed is that lowering the bounce causes more points to be detected, and vice versa. I only want points colliding with the volume sampled SDF to be detected and turned red, not the grid. I know I can use the workaround of using the SOP of the geometry before being converted to an SDF in the popcollisiondetect, but I want to know if it is possible this way. I've tried different setups of this for hours and this is the closest I've gotten but it's very frustrating. hipnc attached. Thanks! temp4.hipnc
  8. coplaner polys inside another wanting to remove

    Awsome, definitely can use this, ideally was trying not have a cut.
  9. i have bang my head a lot with some shitty mesh coming from C4D. the most effective way i found, that work more than 95% of the time was to. loop each pieces, close them, convert to vdb then compare N with Grad and invert the direction if they are not the same. it might work in your case. clean_normal.hiplc
  10. Last week
  11. i don't know C4D very well, but i use this method with octane. - i export an .abc of my curves with @Cd, @v, @width store as a point attribute on my curves - i open it in octane standalone where i prefer to prepare my orbx instead of using the houdini orbx exporter - i assign the shader in standalone with the color vertex attribute node to read Cd - @width and @v are directly recognized by octane - i save the scene as an .orbx - i load the .orbx directly in C4D with the orbx loader For redshift you might just need to export directly an .rs proxy and load it in C4D
  12. Hey Guys! I have those wonderful walls going through a for each loop and some of my normals and faces are reversed at the end. I was thinking about getting the center of each prim and use a wrangle to reverse the normals but not quite sure how to approach that. Thanks for the help.
  13. coplaner polys inside another wanting to remove

    Hi Curt, did you look into the hole SOP?
  14. Hi all, I have a single poly prim with 1+polys ontop/inside, I would like to remove the smaller ones from the larger one (think bool) ideally not using a bool operation (but may be unavoidable) and using VEX, my current approach would be to extract to points and knowing the small prims figure out a way to rebuild a prim from these . (easy right ?) and suggestion welcome. Curt
  15. For each connected piece of geometry, use Straight Skeleton 3D (from Labs)
  16. You can try to create cluster attribute on the points before copying boxes, then running a loop over each cluster, copying the boxes, Fuse to snap points, Boolean union. For creating cluster attribute, you can try "Connect Adjacent Pieces" set to points so that all points link to nearby ones (and not diagonally), then use "Find Shortest Path" to create a Tetrimino-like shape. Generally, Boolean works best with intersecting geometry. There is a new Polyscalpel node in 19.5 that is a bit more flexible with coincident geometry, which you can try.
  17. Run anaconda env and use settings file generated in PDG

    I've also got another question regarding anaconda envs in python: I've hacked my way through the previous part, now I'm trying to load the output "test.txt" file to run as a settings file in PDG. I've loaded my environment successfully, as I've output the values to work_item attributes. Now my issue is how do I run an external script in this PDG environment? I've tried copy pasting the .py file into python script and setting my environments custom python Bin and working directory, but it seems to get held on import cv2 (I've installed in env), even though I've just imported torch successfully. I've also tried to run a command in a python processor window, which cooks fine, but nothing happens. Anybody have any tips for this environment swap? Thanks in advance!
  18. Greetings to all. I was just wondering, what is the preferred way of retrieving the transform of an object that is being affected by a CHOP constraint network? I'm talking about the CHOP network you get when you enable constraints on an object. The Houdini documentation seems to claim that most of the CHOP nodes for constraint networks return information "before its constraints network is computed", however I'd like to retrieve the transforms *after* the constraints network has been computed. Thus far, it seems like the easiest way to do this is to just drop a null under the object with the constraints network, and read the world transform off of that instead... however, I'd love to know if there's some way to do this directly without having to do that first. Cheers! -CMPX
  19. Implement Kernel (maths) in Vex

    Never noticed this post, Im not a small fluid expert but i will have go for another take. Maybe your problem should not be from fluid infinitely expanding but you might create all the way too much particles where not needed. The overall volume should ideally stay constant (at least for perception), the overall water volume not be created from nowwhere. Can't you not check if the particles speed or surface tension of particles is not too high so the drop should detach or from tendrils and no particles should be added? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  20. Hand writing effect

    As always, Librarian with the idea. Thanks! Appreciate it.
  21. Hand writing effect

    @terencemace Find this Dude on Vimeo -Chen Zeng- ...He posted Nice set of HDA's- for that type Effects ..Combine diff examples . https://vimeo.com/zengchen
  22. Hand writing effect

    Actually animating hand writing on a piece of paper. Animated strokes. Just the type. Not the pen, hand, etc… Animated writing.
  23. Hand writing effect

    Examples, motion description, attempts to do in Houdini? Where?
  24. Hand writing effect

    Has anyone ever come across a way in Houdini to animate hand writing? Obviously it’s easy to do in After Effects. I’m trying to figure out how to approach this in Houdini. Thought? Thanks!
  25. Hey All, I'm trying to customize a python settings.json file with int, float, bool, and sting values set up on a Null control with parameter sliders. I've read in the initial file I want to modify with a Json file, and have matched all the tags with the slider controls. I'm then collecting the tags into an array called query and trying to replace the original values in the .json with the slider control values. This is what I have so far (python novice), but I feel like there is a more solid way to do this. I know I'm not actually storing any files or values, I'm just printing to console for now import hou parentstr = '/obj/geo1/null1' query = work_item.stringAttribArray("query") vars = {} for q in query: parmstr = parentstr + "/" + q transval = hou.parm(parmstr).eval() vars[q] = transval if isinstance(vars[q], str): strv ='"'+q+'"'+':'+'"'+vars[q]+'"' print(strv) else: strv = '"'+q+'"'+":"+str(vars[q]) print(strv) There's also one section "animation_prompts" that goes one level deeper and would need some sort of formatting love where I need to indent and put in a few other lines. Thanks in advance! -Dana
  26. Hi All, Im creating geo with a primitive wrangle, each primitive used as a base to create a complex assembly (nothing new for houdini ) However, I would like to create a (handle/container/Null) object (floating on-top the assemble that's non-render'able, im thinking anim/rig like control) the final artist can select to override one of the assemblies attributes ,thus changing its properties. my current concept is to create a centered shaped "poly line" at the each primitive assemble "top" and if a bool user flag is toggled the values are used to alter the assembly stored then in a text file referencing an id so regeneration still keeps the selected ID...... getting more complex by the day. ...Basically a user control surface to alter the primitive assembly. note 1000 assemblies (think forest, with a controller for each tree) Have others come across a solution to solve such a problem ? Any input thankful.. C
  27. Yes in that case it's possible. Have to implement a line line intersection such as this one: paulbourke.net/geometry/pointlineplane/lineline.c Point, Line, Plane (paulbourke.net)
  28. Python - custom ui popup window

    Look into PyQt and PySide. You can build completely custom UIs and integrate into Houdini. https://www.sidefx.com/docs/houdini/hom/cb/qt.html
  29. Flip mesh motionblur issue

    Nice workflow
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