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Everything posted by Atom

  1. 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.
  2. 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!
  3. 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?
  4. 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..?
  5. 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.
  6. 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.
  7. [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:
  8. 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.
  9. Peel Effect

    Nice one, thanks for the example file Cody.
  10. Hi All, I have been reviewing some more complicated example files and I notice that some of them have a long cooking time. When I examine my Activity Monitor I notice that not all my CPUs are being used. Does Houdini 13 really only cook with one core? How does one get work done on complicated scenes? I was under the impression that Houdini was used in "big studio" hollywood productions but if the big studios can only cook on one core how do they do it? Is there some way to network cooking or tell Houdini to use all my cores? I am starting to spend more time waiting on my computer rather than using it.
  11. Hi All, Is there any way to store a collection in a node? I checked the parameter list and there does not seem to be a list or collection property available. IS there any other way to attach a list to a node? Thanks
  12. Peel Effect

    Ok, I have checked the sop, now what...? My guess is you have to duplicate the object to create the second layer. Then turn that layer into cloth? Some how fracture it and then attach springs to points of the fracture? Can anyone clairify the work flow?
  13. Peel Effect

    Right now I don't have extra cash for tutorials. Does anyone have any tips on how to achieve this look?
  14. Infinite FLIP Tank

    What if you used two tanks and simply animated the location of one to appear after you traverse the first one? Kind of like leap frog style.
  15. GLSL SHOP Exemple ?

    Following the Help I can compile the GLSL example but it does not seem to take affect in the viewport. The help needs additional information that explains how to install the shader so the viewport makes use of it.
  16. Hi All, What syntax do I use to set the display flag on a node? Is that just a parm of some kind? Thanks
  17. Set Display Flag On New Nodes?

    Thanks, I'll give that a try.
  18. Hello All, I am a new Houdini Indie user and I want to control animation from music. I have watched Peter Quints Chops Animation Tutorial and it no longer works with version Houdini version 13. For the final step chan0 is never present. (It could be operator error, my fault but I have followed the tutorial to the letter). I also discovered an audio.hip file on this forum that exhibits the same exact failure that I get from Perter's tutorial leading me to believe that something has changed in audio processing from 12.5 to 13. Basically I want to trigger an existing keyframe animation from the leading edge of a kick drum. I have audio files with the kick drum soloed so I don't need to 'filter' anything. I just need amplitude to somehow trigger an animation at the correct time. I want the kick drum to push an object. Does anyone know how to do this or have a link to a Houdini tutorial that is recently authored to make use of the audio features in Houdini 13? Thanks!
  19. I think I figured it out. There is node called the Count node. By feeding it with the audio wave and a constant value it produces a stepped pattern that rises by the amount of the constant, over time. Setting the Trigger Threshold is important for getting the right values.
  20. Thanks for the link, I have visited that site before. But I am pretty close I just need a little help configuring the Record node. If you look at the image you will see the green line is what I currently have working in CHOPS. The red line I drew in photoshop represents what I am trying to achieve. I want a pulse to increase a Constant over time. ap_accumulate_chop_record.hipnc
  21. I now have a working kick driven animation. The next step is to somehow accumulate the kick information into a variable. I am not sure how to proceed with that step? For example lets say I have 10 beats that happen over a range of frames. I want to use each kick to push an object further down a path. So I need a way to count each beat. Then I need a way to route that count to a Position along a path. Does anyone have any tips on constructing a counting beat network?
  22. Hi All, I have put together a scene following a tutorial on youtube. It leverages the L-system animated Crack preset to produce a crevice. Overall I have a good understanding of the process and have a working file, however the tutorial did not cover rendering at all, only the generation of the scene element. As I move on to rendering on my own I have discovered a render anomaly that I can not get rid of. Also I don't even understand why it is present in the first place. As you can see in my posted image the geometry that appears along the crevice edge, in the render, does not seem to exist in the viewport. I would like to remove the crevice edge or lip so it meets the flat plane directly. I am posting my file if anyone has time to look at it? Thanks! ap_my_animated_crack.hipnc
  23. Thanks iamyog! That did the trick. I did not realize there were still two parts included in that second branch. I must remember to middle click more often.
  24. Edward, thank you for making the change to the file, it does work. I am gong to review it and see if I leverage portions to make my scene.
  25. Funny , I guess I have noob egg on my face. So new, that I have not heard of pre-render. Is that a node, kind of like a subnet?