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  1. Here is a basic setup for stitching vellum cloth together using the weld seams feature on the vellumdrape solver. Edge groups are assigned to the garment pattern pieces and define seams that will be stitched/welded. The edge groups are run through a subnet to produce companion point group for the edge groups. The point groups are used for stitching seams. The subnet allows you to increase or decrease the cloth resolution independent of these groups, so it is more like Marvelous Designer particle separation in that respect. The vellumdrape solver has been hacked to allow deforming collision geometry. All I did was disable the timeshift node which kept the deforming geometry locked to the start frame. ap_basic_vellum_drape_vest_101518.hiplc
  2. Building a Pc for VFX and Houdini/Redshift

    I own two 1070s and they do work ok with Redshift, but a single 1080 is the better deal. If you look at core counts the 1070 has half what the 1080 has. So if the 1080 is only 100 dollars more than a 1070, it makes sense to get just one. This would also leave your second card slot available for future upgrades. You'll run less power with only one card too.
  3. [REDSHIFT]FBX Import Helper

    The viewport is another issue and is not addressed by this script. This script is supposed to help with rendering and setting up the Redshift materials automatically. I looked over the scene and noticed that a lot of the FBX materials are all colored grey. So the script had nothing to detect and makes all materials the same color. That might be what you are experiencing when you mention you can't get any of it to render, a white render. I also noticed that there are maps associated with the FBX materials. I altered the code to examine the texture filepath for map1 of the FBX shader. If the length of that field is non-zero then I fetch that value and pass it along to the Redshift texture sampler node. This ends up with relative texturing in place. Something like...$HIP/Downloads/Flags_diff.png This means you need to create a Downloads folder inside your HIP folder and copy all the texture maps for the FBX into that folder. Then Redshift will detect and display them in the render. If you are going to try the new script, try it in a clean scene. Import your FBX then run the script.
  4. FLIP and Redshift

    Redshift renders all white when it has no material assigned, white is the default material. You can't use Mantra based shaders when leveraging Redshift. Create some Redshift material, and apply it to your surface.
  5. Find node from viewport selection ?

    Just move your mouse into the network view and press SPACE-G. You will "go" to the selected node.
  6. Vellum's 'cloth target strength' equivalent ?

    What more would I need to add to leverage this blend feature? I am trying to make the pig blend into the squab.
  7. [REDSHIFT]FBX Import Helper

    With the new re-write material feature, you can throw away all those top level OBJ files unless you have an additional use for them. Dive inside the FBX subnet and then inside one of the geometry objects. Did the script add a new material node to the end of the network? If so, is the material name on that node pointing to a Redshift material? The script does not detect subnets inside subnets. It assumes all objects in the FBX reside at the top level of the master FBX subnet. Can you post the FBX or HIP?
  8. Building a Pc for VFX and Houdini/Redshift

    The 9700K is not hyper-threaded so you'll only have 8 core, not enough @ 3.6ghz. You may quickly regret that and want more cores. If you do go with that motherboard make sure you purchase your ram in 16Gb sticks so you have the option to add more later. Don't go for 4x8Gb sticks. I would say that is a mediocre machine. You could probably build something better for the same price.
  9. Batch render objects

    Hmm...you know what. On a whim I tried replacing the node_render variable using the full path instead of hou.pwd(). This seems to fix the original problem. hou.frame() seems to work again. node_render = hou.node('/out/mantra1') #hou.pwd() What if when Mantra moves to the next frame it presents a different hou.pwd(). So when you write the filename using that variable, it get's set on something that has fallen out of scope? By writing to the full path you make sure you are targeting the render node filename..?
  10. Batch render objects

    You are right, hou.frame() is not updated by the Mantra ROP when you render an image sequence...weird. What I did discover, however, is that hou.frame() is updated when you are saving out a FileCache sequence. So you can just place your code into a FileCache ROP, it does not have to be the Mantra rop. The only thing I added was to click the Mantra node render button after setting the filenames. The progress is funky on this. The FileCache exports it's junk geometry and issues the python script. The python script clicks Mantra render button but does not wait for it to finish. It seems like several Mantra processes start running at once and kick the fan speed up real fast. But if you just wait it out, and monitor your OBJ/IMG folder you will find that the mantra node is making a thumbnail for each object in the folder. # PRE-FRAME RENDER SCRIPT import hou, os, re # NODES node_import = hou.node('/obj/geo_file_to_render/file1') node_render = hou.node('/out/mantra1') #hou.pwd() # INPUTS filetype_input = '.obj' filetype_output = '.png' path_models = r"F:\Keep\Models\Plants\Grasses" path_output = r"F:\Keep\Models\Plants\Grasses" # FUNCTIONS def search_files(root, type): print('Searching all {} files in {}'.format(type, root)) list_files = [] for path, subdirs, files in os.walk(root): for name in files: if name.endswith(type): path_full = os.path.join(path, name) list_files.append(path_full) #print('Found {}'.format(path_full)) return list_files def extract_filename(path): filename = os.path.basename(path) print('Extracting filename: {}'.format(filename)) return filename def set_import_file(node, path): print('Setting import file on {} to {}'.format(node, path)) node.parm('file').set(path) def set_render_file(node, path, name, type): path_full = path + '/' + name + type path_full = os.path.normpath(path_full) print('Setting file name on {} to {}'.format(node, path_full)) node.parm('vm_picture').set(path_full) # PROCESS file_list = search_files(path_models, filetype_input) for i, file_path in enumerate(file_list): if (i + 1) == hou.frame(): file_name = extract_filename(file_path) + '_' + str(i) set_import_file(node_import, file_path) set_render_file(node_render, path_output, file_name, filetype_output) hou.parm('/out/mantra1/execute').pressButton() ap_render_folder_of_OBJ_like_OBJ_name.hiplc
  11. You might try using actual driving footage as a reference. Or some classic movie with a driving scene you like (shot through the front window). Set your 3D camera to match the footage basic angle. Then manually set keys on the hand to match the footage as you chop through a few seconds.
  12. Batch render objects

    What about something like this. Place a python script in the Mantra Pre-Render event and simply re-write the File node and the Mantra output node filename. The frame number acts as an index in to the list of OBJ files found in the folder so match the frame end to the number of OBJ files in the supplied folder. Render the range sequence and on each frame the new filename will load and be rendered to a like named image file. # Run in Pre-Render event of ROP. import hou, os, re def returnFilesLike(passedFolderName, passedFileExtension = ".obj"): result = [] for file in os.listdir(passedFolderName): if file.endswith(passedFileExtension): result.append(os.path.join(passedFolderName,file)) return result def assignFolderOBJToFileNode(passedPath, passedType): lst_files = returnFilesLike(passedPath, passedType) if len(lst_files): f = hou.frame() for i,file in enumerate(lst_files): if (i+1)==f: # Re-write file name. file_node = hou.node('/obj/geo_file_to_render/file1') file_node.parm('file').set(file) # Re-write Mantra output ROP filename. mantra_node = hou.pwd() filename, file_extension = os.path.splitext(file) s = "%s.exr" % filename mantra_node.parm('vm_picture').set(s) print file, s # Point to your folder. folder_path = r"/media/banedesh/Storage/Documents/Models/Redshift/grass" assignFolderOBJToFileNode (folder_path,".obj") ap_render_folder_of_OBJ_like_OBJ_name.hiplc
  13. Rebuild it. Sometimes just rebuilding a setup can lead to success.
  14. It looks to me like the pressure is so high it is forcing particles through the boundary. More substeps might help. What technique are you using to raise the fluid level?
  15. Cloth release constraints

    In this situation you can run a SOP solver in series with the cloth solver. Inside the SOP solver you simply fetch the geometry with the animated value, pintoanimation, and copy it to the points on the current frame. ap_Pin-Cloth-Test.hiplc