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Everything posted by Atom

  1. Flooding City Advice?

    Thanks for the tips. I did scale every thing down by 100. This allows my system to actually function. Using a box emitter with a size of (0.5,75,150) produced too many particles even on frame #1. Is there a way to limit the number of particles or is that just a function of the volume of the emitter?
  2. Fluid Over Large Area?

    Hi All, I finally have my scene with architecture layer out. Now I want to flood a small portion of the city. To me it is a small part, but to Houdini it seems large. I have a box emitter sized (0.5,75,150) located @ (4500,100,900). I need a FLIP tank sized (4600,675,800) located @ (2230,-170,650). I can create the FLIP tank from the shelf tool but when I start typing in the required size Houdini goes off into la-la land and never comes back. How do I create a fluid over a large area? Is there any way to make Houdini stop cooking while I am typing in the dimensions of the fluid box?
  3. Fluid Over Large Area?

    Thanks, I keep forgetting about the auto-update button being on by default.
  4. Hi All, I have 162 textures applied to 81 mantra surface nodes. So two textures per node/model. One image map for diffuse and one for normal mapping. Each texture is 512x512 and some are 1024x1024. This takes about 30 minutes just to load the 22MB hip file on my computer. Which is reducing my scene development to a crawl. Is this a ridiculous situation? Is it unreasonable to have so many textures, models and materials in Houdini? I have only heard good things about Houdini's ability to handle large scenes but I am not experiencing that yet. Is there a way to have a switch for materials? So I could have a light-weight shader for the viewport and the full mantra surface for rendering? If so, how do I tell Houdini not to load all those texture maps when I open the file? Any large scene work-flow tips are appreciated. Thanks
  5. Hi All, As a python programmer I often use print(dir(var)) to see what other options are a vailable. This does not seem to work in Houdini. Most of the time I get the error dialog claiming that str object is not callable. Does anyone know why this useful tool is not implemented in Houdini?
  6. Thanks, I did not know the help(var), I'll try that. @Stalker: Also I thought the mention of future_import was a joke, sorry about that. rhetorical question, no answer needed: So why are we still running on python 2? Isn't that like coding a web page in ASP or writing code in VB6..?
  7. Hi All, I am looking for a lighter-weight surface, I think the Clay surface might work, but how do I change the shader network to use the alpha from the PNG file in the Color map slot? I have routed the alpha from surface color directly to the Of and Af connectors but I see no change in the rendering. I have also routed the alpha from the surface color to Cf and I indeed see a black/white image that represents my alpha channel. I have tried multiplying the color times the alpha and routing that to Of but still no joy. My PNG file is a RGBA file. You can see from the image that the viewport pickups the alpha just fine, but the final mantra render does not. I have the Transprent bounces set to the default of 4 in the Out section.
  8. Thanks for the tip, I ended up multiplying the Alpha out times the Opacity parameter to achieve a solution that worked with my specific PNG textures.
  9. I put together a short video on how to tint shadows in the COP network. You can check it out here:
  10. I am migrating from Blender to Houdini. Blender has already made the leap to python 3.0 so I guess old habits die hard. Are we still living in the python past with Houdini? I am just looking for a way to use dir so I don't have to ask a hundred questions a day... A lot of the time I could solve my own problems if I could just see what options were available within a given object/variable. No one else uses dir?
  11. Hi All, I am trying to create a mantra node and I am guessing at the syntax. I tried this code but is does not work. mantra_surface = hou.node("/shop").createNode('mantrasurface','my_surface', run_init_scripts=False) What is the syntax for creating a mantra surface node?
  12. [SOLVED]Create Mantra Node Syntax?

    Got it, I wondered about that? I check both daily myself.
  13. [SOLVED]Create Mantra Node Syntax?

    Thanks eetu that worked! @Mandrake0: Indeed, that is the fastest turn around yet!
  14. Avoid error when force cook in HDA

    Have you tried puttting a try/except around the cook statement?(line #19)? That is where the error is occuring. If it fails return False. You will have at least overwritten and cleared the parameter. It may be a timing issue. An event being issued at the wrong time means the cook can't possibly happen at that time. By trapping for the error you might be able to avoid that state and pick it up on the next event...?
  15. Select Entire Object?

    I can't seem to locate that option in the menus. You are talking about the Black arrow icon right? I tried activating Select Entire Digital Asset but that did not work either. I tried Select Whole Geometry and Select Parent Geometry and those always select objects inside the subnet.
  16. Hi All, I have 100 .DAE files I want to import. Does Houdini offer any batch import features?
  17. Batch Import?

    Ah, thank you for the reply. I'll look into that. I am more of a python coder and have not yet delved into Hscript that much. So I would just put the code in a new tool on a shelf button then.
  18. Hi All, Just wondered if anyone has any node recipes on making an advanced style shockwave? I understand the basics like scaling a torus over time. But I am mainly interested in how to accomplish a movie style material that has some real wow!
  19. EQ Cube Race - Audio driven simulation

    That is neat! So how did you make the the sqaure pulse out pattern when the cube lands in i't new spot?
  20. Hmm... thank you for the link from 2008 but I think things have changed. That looks like spoofing python using Hscript. But now we have the full option of running Python natively. I mentioned a simple print statement in the first post to simplify the problem but I do need to import and run and entire module from a button click. The path to my python module looks like this: /obj/null1/python1/python I drop that into the callback field, switch from Hscript to Python and when I click the button I get an error. SyntaxError: ('invalid syntax', ('<stdin>', 1, 1, '/obj/null1/python1/python\n')) edit . . . If I change the statement in the callback field to an exec() I get a little further. exec("import python1") Traceback (most recent call last): File "<stdin>", line 1, in <module> File "<string>", line 1, in <module> ImportError: No module named python1 However if I use the full path to the node I get. exec("import /obj/null1/python1") Traceback (most recent call last): File "<stdin>", line 1, in <module> SyntaxError: ('invalid syntax', ('<string>', 1, 8, 'import /obj/null1/python1\n')) How the heck do I supply a path to my python module for inclusion..?
  21. Short and sweet OP centric lessons

    Sure, here are a few links that are Houdini centric. I also have some Blender tutorials on Vimeo as well. Animated Crack Through Ground Plane: Shadow Matte Composite: Import A 2D Logo: How To Tech Sphere: These tutorials represent my steps in learning Houdini so if information is wrong or misleading please feel free to post comments with better or easier solutions.
  22. Hi All, I have my first success with generating objects using Python in Houdini and I thought I post a couple of images. The concept is that an ASCII based maze is generated internally with gaps and walls. The code converts gaps into roads and walls into grass. At each step in the maze neighbors are examined and a different tile type is used that fits requirement for that space in the maze. ASCII View: Top View: Camera View: The Basic Tile Set: pieces that make up the final image.
  23. [PYTHON] Maze Based Road Generator

    I have added a simple python based maze solver to the road generator. The solution acts as "high" roads. The path along the solution ares the elevated road segments. There is some logic in place to detect when a hill or ramp is needed to connect to the other low road segments. I have pulled in some more of eRacoon's tiles to support the new features. ASCII View: Camera Views: The branch rate parameter for the generation algorithm controls how straight or curvy the resulting maze ends up. The usable range is in the value of -10 to 10. Maze Branch Rate: 2 Maze Branch Rate: -6 Maze Branch Rate: 6 Revised Tile Set:
  24. Short and sweet OP centric lessons

    Tutorials that don't vocally explain what is happening on the screen I often skip, especially those that just have music in the background. I would rather listen to an author explain something than just a quick flyby of someone using the app over a music track that I turn turn off. I don't even mind if the explanation is in another language that I don't fully understand. The intention will still be there. I think 10-15 minutes is the 'sweet' spot for a tutorial length. I know that is hard to do on more complex topics but that is generally the goal I shoot for in my tutorial work. It also helps refine the process to it's essential steps. Highlighting pitfalls and mistakes is also a good thing as long as it does not become the focus of the tutorial.
  25. Peel Effect

    Nice one, thanks for the example file Cody.
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