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  1. Houdini 19 Wishlist

    Indeed that was very useful but honestly I don't see many menus in Houdini
  2. Mesh Blend

    Hi Anto, can I ask where did you upload it ?
  3. OBJ transform to SOP lvl

    Couldn't get regular expression to work ? you have two way to do that - drag and drop parameters, an expression will be created - right clic "copy parameter" and paste
  4. OBJ transform to SOP lvl

    well, why not just linking the coords with expressions (and disable the node)
  5. Object merge question

    in h17 you must comment the destroy function because the file node doesn't exist anymore import toolutils scene_viewer = toolutils.sceneViewer() # Ask for the objects to combine selected_objects = list(scene_viewer.selectObjects( prompt = toolutils.selectionPrompt(hou.objNodeTypeCategory()), allow_multisel = True, allowed_types = ("geo",))) # The following will raise an exception if nothing was selected. if len(selected_objects) == 0: raise hou.Error("Nothing was selected.") #print selected_objects # Create a new geo node, delete the file SOP and create a Merge SOP t= hou.node('/obj').createNode("geo","md_merge_1") # arch1= hou.node(t.path()+'/file1') # arch1.destroy() m1= t.createNode("merge") #Loop through every selected object and create an object merge and a # material SOP, both with the proper name and the original material. # Also set the object merge transform parameters and connect the material # SOP to the Merge. for s in selected_objects: om1=t.createNode("object_merge") nombre1= s.name() omname= "object_merge_"+nombre1 om1.setName(omname) om1.parm("objpath1").set(s.path()) om1.parm("xformtype").set(1) mat1=t.createNode("material") mat1.setName("material_"+nombre1) mat1.setFirstInput(om1) pmat1=mat1.parm("shop_materialpath1") mat_s= hou.parm(s.path()+"/shop_materialpath") pmat1.set(mat_s) m1.setNextInput(mat1) #Set all flags to the final Merge and properly place the nodes. #Also, go back to /obj level m1.setDisplayFlag(True) m1.setRenderFlag(True) for a in t.children(): a.moveToGoodPosition() t.moveToGoodPosition() t.setCurrent(True,True) toolutils.homeToSelectionNetworkEditorsFor(t)
  6. Houdini 17 Wishlist

    Well I meant more a superseded version of the bundle / takes / rop / stylesheet. Actually it’s so error prone and technical...
  7. Houdini 17 Wishlist

    I would love a "Scene assembly Context" where we can manage graphically our scene top to bottom ROP included A context where we can easily see it all just like what's doing "Clarisse Builder"
  8. Autorig Constraints lags

    ok, that's the "framerate" in chops... Should we need to put in there something like $FPS ?
  9. Hi, With the Autorig parts of the rig which are constraint, like the shoulders or the head are lagging by 1frame times to times. That's causing some strange artefact, that's an "update thing" problem. Is there an update rate setting I can adjust to prevent this ?
  10. I would like to know that too, it's a little too transparent
  11. OBJ transform to SOP lvl

    sooo convoluted ! Why not hitting the freeze button ??
  12. timeshift and velocity

    thanks, My timeshifts are animated with toons of keyframes, I can't just multiply the vel manually ;-) I've created a wrangle referencing the time channel of the timeshift copying that onto an attribute, then comparing that with the same but timeshifted-1frame giving me the real speed, so I was about to multiply the velocity by that... That's working ok but is there a way to reference a channel at a different time without using chops ? I've failed using chops for that because the referenced channel always display "0" even if it's not in real...
  13. Hello, Actually the velocity attribute isn't scaled by the timeshift node... How would you deal with that ?
  14. Ok I was able to auto-solve this by creating an orient attribute and a rest orient attribute to maintain the original noise flow. The orient attribute is created from a polyframe with N and up followed in a wrangle matrix3 m = maketransform(@N,@up); vector4 q = quaternion(m); p@orient = q; p@rorient = q; v@rest = @P;
  15. Hello, I'm trying to get the same thing but working with deforming geometries. Rest SOP has the rest normal too but how exactly I can use this rnml attribute to orient the noise ?