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  2. Hi everyone, I was interested in creating a web service that would be capable of creating 3D geometries, and while reading Houdini docs I discovered about SideFX Web API. Unfortunately, it doesn't say much about what you can actually do with it and there's just one basic example, but in the Constructing API Requests section it says I can pass to the request: Does it refer to the HOM API? Meaning I can pass something like hou.node('/obj/geo1').createNode('box') Or I'm completely wrong? If so, what can I do with this Web API? Thanks in advance for any help.
  3. Today
  4. UV cubic map procedurally

    I'm not proud !!! I'm reading your code over and over and still got NFI !!!
  5. Anyone using .sim files?

    The .sim files are written out on the cache tab of the dopnet. Enable Save Checkpoints and specify your checkpoint location with $SF instead of $FF as the incrementer. We use $SF to stand for simulation frame. This will correspond with whatever the first frame of your simulation is, so be aware of that. Then change the checkpoint trail length to the length of the sim, so that the entire sim is accounted for. Next, make sure the checkpoint interval is set to 1, so that you get every frame taken care of. Now, when you play the simulation, you will automatically write out .sim files. Just be aware that if you suspend the simulation on a partial frame, your simulation will break. In that case you need to delete the last incomplete frame, ctrl+click the little brain icon, and your cache will re-set to the last complete frame.
  6. Assuming you're using Alembic to get your primitives out of Maya and back into Houdini, you need to get the "packedfulltransform" intrinsic of each packed Alembic. In VEX you can use the "primintrinsic" function to get this matrix. However, points don't have primitive intrinsics, and so when you delete your primitives you're going to lose all your transform information except for @P. You'll want to keep the primitives loaded, unless you're manually converting the primitive intrinsic transforms to template point attributes. To manually get an orient attribute from a packed Alembic: matrix m = primintrinsic(0, "packedfulltransform", @primnum); matrix3 m3 = matrix3(m); p@orient = quaternion(m3); To get the pivot: vector3 pivot = primintrinsic(0, "pivot", @primnum); v@pivot = pivot; If you want to try the easy route, MOPs has built-in tools to handle this. Use MOPs Extract Attributes on your Alembic primitives, and it'll automatically pull an `orient` and `pivot` attribute out of your primitives (make sure to enable Extract Full Transform). You can then use Transform Pieces, or use MOPs Apply Attributes if your source and destination primitives have either the same sorting order or matching i@id attributes.
  7. error in /physarum-slime-mold

    Salute @flcc Entagma and mxsage
  8. Packed Primitives Intrinsics

    Hey guys, I know I'm really late but whatever. If you want to update the collision geometry you have to set the packedprim point id attribute to -1. This way bullet will think it's a new geometry and so recomputes the collision geo according to it's intrinsic transforms. Props to the Entagma guys for this one. Cheers
  9. Problem with foreach (Anastasia Opara Lake house)

    You should connect locate node to find_closed_balc now you have wrong connection
  10. Hey, I simulated low res RBD pieces and am using a transform Pieces node to apply the position / rotation back onto the highres geo. To get the orientation / pivot for the template points input of the transform pieces node I used a "dop import" node which is set to create points to represent objects. But I had to bake out the RBD objects and animate on top of em in Maya and brought em back to houdini. I made sure the name attribute is exactly the same as on the highres geo again and packed it and currently just using an attribute wrangle to delete all prims so I only have points left. But those only come with P and name. How can I get the correct orientation / pivot back to align my highres geo correctly using the Transform Pieces node? Thanks guys!
  11. Check this: sample_03_simple.hipnc First of all - before making a rbd sim make sure that all of your objects have proper names. I know you don't use constraints, but lets keep it consistent! No need for a sop solver, use Geometry wrangle - much faster and cleaner. Also it is a good practice to update the velocity when moving the position. Oh, and make the caps regular Static Object - you are gonna manipulate them manually inside the DOPS.
  12. External Text or Python File Set HDA Parameters

    Short answer: yes. Long answer: There are 2 ways you could do it. depending on what you want to do. 1) Use an external python script to open Houdini in the background, place a HDA and set parms. (required the loading of the Hou library into your python script) 2) normally use Houdini and use a python node/python shell. In both cases you would Load and read text file (if running Houdini in background create HDA) Store Node refrence to placed HDA Set parameters based on read data. Main class to have a look at is hou.Parm
  13. Objilla - Advanced obj and mtl importer for Houdini™

    And I tossed you a fiver for the pleasure of checking it out. Quite useful, but could this be just the start? There's a lot more that could be added.
  14. Toms "Learning Houdini" Gallery

    "Rumis Field" "Out beyond ideas of wrongdoing and rightdoing there is a field. I'll meet you there." Rumi One of my favourite quotes ever... And an organics version: Both created with a custom solver in Houdini 17.5 & rendered in Redshift for High-Rez printing at 18000x12000 (https://www.artstation.com/thomashelzle/prints). Cheers, Tom
  15. Raining Fuel (No Clustering)

    Here is an update with obstacles, sliding fuel sources, randomized fuel shape and strong prevailing winds. ap_raining_fuel_111819.hiplc
  16. Toms "Learning Houdini" Gallery

    And of course I did the Entagma Physarium tutorial :-) Awesome stuff, thanks guys! Houdini 17.5 Cheers, Tom
  17. Toms "Learning Houdini" Gallery

    "The Portal" Another "organics" experiment... Houdini 17.5 & Redshift Cheers, Tom
  18. Toms "Learning Houdini" Gallery

    "She Flow" I really love how this one came out - make sure to view the full size one for the details. Houdini 17.5 & Redshift & Luminar 2018 Cheers, Tom
  19. Toms "Learning Houdini" Gallery

    "Where are you growing AT" Experiment with growth on a recursive subdivision grid. Houdini 17.5 & Redshift. Cheers, Tom
  20. Toms "Learning Houdini" Gallery

    A weeping willow created in Blender with "The Grove" to grow almost flat onto an obstacle... then further processed in Houdini 17.5 Rendered in Redshift. Cheers, Tom
  21. Permission issue

    Look for "packages" in the help. It´s cleaner and will solve this bug.
  22. RBD follow animation softly (Soft constraints)

    assemblyRnD_martin_v21_walksim_working.mp4 That's how a first version ended up looking! Just some noise to make it more alive... But it's something to start the buildup from.
  23. Need help with loops and Foreach

    This is gorgeous!!!!
  24. Minimal spanning tree

    A basic way to span a graph that efficiently connects all points using Prim's algorithm. https://en.wikipedia.org/wiki/Prim's_algorithm minimal_graph.hipnc
  25. Hi, I'm very unfamiliar with Houdini. I simply want to bake a displacement texture from a object. So that I can apply the look of the model to others with just a texture. How could I go about this? Thank you.
  26. POPs: pre solve vs post Solve

    Pre-Solve Microsolvers attached to this input will run before the main solve step. For example, a SOP Solver can be used to modfiy the object’s geometry, and POP force nodes can be used to apply forces to specific objects. A good example for pre solve use is the Gas Resize Fluid Dynamics in Pyro Solver, where it resizes the container at each step. Post-Solve Microsolvers attached to this input will run after the main solve step.
  27. POPs: pre solve vs post Solve

    Did you find an answer?
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