Jump to content

Atom

Members
  • Content count

    2,998
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    89

Everything posted by Atom

  1. Crowd agent transition issue

    After playing around with the scene, the problem seems to be substeps. Your collider is moving very fast so it is actually passing through the agents, sometimes. The crowdsolver defaults to 5 min and 5 max substeps. Set the crowdsolver min max substeps to 1,1. Jump one level,and set the crowdsim dop network substeps to 5. This will cause all nodes, inside the dop network, to run five times, for every frame. A little slower to sim, but this seems to solve the RBD transition problem. ap_crowd_ragdoll_Collision_RBD_071519.hiplc
  2. Crowd agent transition issue

    In your Collision RBD file try setting the Transform Group of the duration CrowdTrigger to 'all'. That may solve your ragdoll transition problem.
  3. Crowd agent transition issue

    Read the help card on CrowdTrigger, Playback Time is in seconds, not frame. So you have 5 seconds, which is frame #120 (5*24fps).
  4. I generally add pscale at the end of the loop. As long as pscale exists on the line, you'll have your problem. ap_carve_q.hipnc
  5. That is correct, the CopyToPoint is interpolating that random pscale assigned at the end of each line. When you copy to the line, you inherit that interpolated pscale value. You can use an attributedelete, placed before the CopyToPoints, to remove pscale and the spheres won't change size anymore.
  6. Converting integer to string atoi

    You have to parse the string, of course. Fortunately, your piece name all have the same length prefix, so you can get away with an array manipulation, using a constant. i@nameInt= atoi(s@name[5:]); https://www.sidefx.com/docs/houdini/vex/strings.html
  7. How to connect these pieces by procedural ?

    Check out this tire thread. Or use the search features of this forum. Here is your modeled tread section switched into the Tyre creator. Tyre_Tread_1.03_lianxi.hipnc
  8. Smoke keeps expanding

    There are a lot of little problems in your scene (excessive twiddling of parameters to non-default values). Your best bet is to throw away the smoke and debris setups and recreate them with the shelf tools. Once I did this, the basic smoke and debris effect started working as expected. Your smoke isn't fading because you have changed the control field from temperature to velocity. Because you use excessive velocity, on the breaking sphere, the velocity seems to be carrying through into the velocity field, which is too strong to reduce the dissipation. This display also highlights that there are some problems with the internal boards, which kick out a bunch of high velocity particles half way through the simulation. You might want to just delete any of the debris particles that are generated inside the box of the main tower, providing only the external particles to the smoke sim. ap_Tower_19_03_maybe_05.zip
  9. Switch from 16.5 to 17.5 breaks my python code.

    I set line # 213 to mushheight = int(np.floor(mushheight0*len(vertices))+1) And line # 136 to a constant. hairEnd=0.5 #[[zs[np.minimum(np.random.choice(np.arange(hairStart[i]+3*skip//2,hairStart[i]+2*skip)),len(zs)-1)]] for i in np.arange(len(iis))] This caused your code to work on H17.5, for me. My guess is that some of the np (numpy) functions are returning floats instead of ints, now...?
  10. Switch from 16.5 to 17.5 breaks my python code.

    You might want to think about how you are handling all those globals. Types are getting skewed. If you actually print the type of mushheight, you'll discover that it is a float, not an int and thus can't be used for array slicing.
  11. Atom's Link Page

    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission Fast Car Tires Smoke FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  12. All you really need is a pleasing shape, good UVs and a tilable texture map. Here are some free texture planks applied to the Cave generator.
  13. Hi All, Houdini just crashed and when I open up the old version of my scene I can no longer turn off any Display flags? Houdini reports Permission Denied? What the heck does this mean? How do I get rid of this unwanted functionality?
  14. Redshift point colors

    You need to pickup the point attribute for @Cd and route it to the color input of the shader.
  15. You can also check out this thread on the topic.
  16. VORTEX FORCE FOR VELLUM

    Yes, that is a nice one, here is a little pre whirlpool animation added before Blendshaping into John's cloth sim. ap_jk_whirlpool_vellum_cloth_062819.hiplc
  17. Vellum Cloth Crumple

    Here is a related thread, non-vellum.
  18. Motion capture

    I have used BVH files from both OSU and CMU. Also CG Speed has some of those same BVH file processed to various degrees. (Choose MotionBuilderSet) You can preview BVH files using BVHacker (free). Here is a basic workflow. 1.)Decide on a BVH file. 2.) Convert to the .bvh file to a .bclip file and companion .cmd file using Houdini's command line tool named mcbiovision. EXAMPLE .bat file for Windows to convert a BVH to a .bclip and .cmd companion file set. (Adjust path to your Houdini\bin folder) "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_01.bvh" "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_02.bvh" "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_03.bvh" 3.) Run the resulting .cmd file inside Houdini to re construct the BVH skeleton as a Houdini FK based skeleton. File/Run Script... 4.) Dive into the chop network, that will be built by the .cmd file, locate the File node and browse to the .bclip file which will finally cause the bones to move. The .bclip drives the associated bone network. Once you have an imported .BVH file, you can re-target it to another rig using the Goldfarb technique, here.
  19. Crash H17.5 w/signal 11 - Linux

    Signal 11 is generally a bad memory chip, or excessive overclocking. Try dropping your CPU multiplier down a half step, in the bios configuration section of the motherboard. With three GPUs in your system, make sure your power supply has enough watts to support that. Or take out all but one GPU and trouble shoot as usual. Can your system pass the Prime95 test?
  20. No, that is a limitation of Redshift. What you can do, is turn the same object that has the emission matterial into a mesh light which will give you volume contribution and samples controls. This gives you a single colored light emission. You can go one step further, if your object has a material and UVs, and bake out the map on the object and the use that map to project multiple colors from the mesh light.
  21. I created a short python script to help out with the excessive nodes that are presented when importing detailed FBX files. My example is a vehicle with 278 object nodes referencing 37 materials inside the materials subnet generated by the import. This script scans the materials subnet and creates a new object level geo for each material it finds. Inside this new geo node it creates an ObjectMerge node and populates the node with all object references to the FBX material. It assigns the new material to this new geo node that points to /shop instead of the FBX materials subnet. Then it reviews the FBX materials and creates a new Redshift material for each FBX material detected. It scans the FBX Surface node and extracts a few parameters like diffuse color, specular etc... The net result is that I only have 37 nodes to manage instead of 278 after running the script. Also my nodes have Redshift placeholder materials assigned so I can get right to rendering. Add this code to a new shelf button and adjust the paths, at the bottom of the script, to point to your FBX subnet. The texture path is not really used at this time. # Scan a FBX subnet for materials. # Create a geo object with an object merge for each object that references the material. # Create a place holder Redshift material by reviewing the FBX materials in the subnet. # Atom 08-22-2018 # 10-14-2018 import hou, os, re def returnValidHoudiniNodeName(passedItem): # Thanks to Graham on OdForce for this function! # Replace any illegal characters for node names here. return re.sub("[^0-9a-zA-Z\.]+", "_", passedItem) def createRedshiftImageMapMaterial(passedSHOP, passedImageFilePath, passedName, passedDiffuse=[0,0,0], passedSpecular=[0,0,0], passedWeight=0.1, passedRoughness=0.23, passedIOR=1.0, passedOpacity=1.0): #print "->%s [%s] [%s]" % (passedSHOP, passedImageFilePath, passedName) rs_vop = hou.node(passedSHOP).createNode("redshift_vopnet",passedName) if rs_vop != None: rs_output = hou.node("%s/%s/redshift_material1" % (passedSHOP, passedName)) # Detect the default closure node that should be created by the redshift_vopnet. if rs_output != None: # Create. rs_mat = rs_vop.createNode("redshift::Material","rs_Mat") if rs_mat != None: # Set passed values. rs_mat.parm("diffuse_colorr").set(passedDiffuse[0]) rs_mat.parm("diffuse_colorg").set(passedDiffuse[1]) rs_mat.parm("diffuse_colorb").set(passedDiffuse[2]) rs_mat.parm("refl_colorr").set(passedSpecular[0]) rs_mat.parm("refl_colorg").set(passedSpecular[1]) rs_mat.parm("refl_colorb").set(passedSpecular[2]) rs_mat.parm("refl_weight").set(passedWeight) rs_mat.parm("refl_roughness").set(passedRoughness) if passedIOR ==0: # A zero based IOR means activate mirror mode for the reflection section. rs_mat.parm("refl_fresnel_mode").set("1") rs_mat.parm("refl_brdf").set("1") rs_mat.parm("refl_reflectivityr").set(0.961998) rs_mat.parm("refl_reflectivityg").set(0.949468) rs_mat.parm("refl_reflectivityb").set(0.91724) rs_mat.parm("refl_edge_tintr").set(0.998643) rs_mat.parm("refl_edge_tintg").set(0.998454) rs_mat.parm("refl_edge_tintb").set(0.998008) rs_mat.parm("refl_samples").set(128) rs_mat.parm("diffuse_weight").set(0) else: rs_mat.parm("refl_ior").set(passedIOR) rs_mat.parm("opacity_colorr").set(passedOpacity) rs_mat.parm("opacity_colorg").set(passedOpacity) rs_mat.parm("opacity_colorb").set(passedOpacity) rs_tex = rs_vop.createNode("redshift::TextureSampler",returnValidHoudiniNodeName("rs_Tex_%s" % passedName)) if rs_tex != None: # Wire try: rs_output.setInput(0,rs_mat) can_continue = True except: can_continue = False if can_continue: if passedImageFilePath.find("NOT_DETECTED")==-1: # Only plug in texture if the texture map was specified. rs_mat.setInput(0,rs_tex) # input #0 is diffuse color. extension = os.path.splitext(passedImageFilePath)[1] files_with_alphas = [".png",".PNG",".tga",".TGA",".tif",".TIF",".tiff",".TIFF",".exr",".EXR"] if extension in files_with_alphas: # Place a sprite after the rsMaterial to implment opacity support. rs_sprite = rs_vop.createNode("redshift::Sprite",returnValidHoudiniNodeName("rs_Sprite_%s" % passedName)) if rs_sprite != None: rs_sprite.parm("tex0").set(passedImageFilePath) # set the filename to the texture. rs_sprite.parm("mode").set("1") rs_sprite.setInput(0,rs_mat) rs_output.setInput(0,rs_sprite) #rs_mat.setInput(46,rs_tex) # input #46 is opacity color (i.e. alpha). rs_tex.parm("tex0").set(passedImageFilePath) # set the filename to the texture. # Remove luminosity from texture using a color corrector. rs_cc = rs_vop.createNode("redshift::RSColorCorrection",returnValidHoudiniNodeName("rs_CC_%s" % passedName)) if rs_cc != None: rs_cc.setInput(0,rs_tex) rs_cc.parm("saturation").set(0) # Add a slight bump using the greyscale value of the diffuse texture. rs_bump = rs_vop.createNode("redshift::BumpMap",returnValidHoudiniNodeName("rs_Bump_%s" % passedName)) if rs_bump != None: rs_bump.setInput(0,rs_cc) rs_bump.parm("scale").set(0.25) # Hard coded, feel free to adjust. rs_output.setInput(2,rs_bump) # Layout. rs_vop.moveToGoodPosition() rs_tex.moveToGoodPosition() rs_cc.moveToGoodPosition() rs_bump.moveToGoodPosition() rs_mat.moveToGoodPosition() rs_output.moveToGoodPosition() else: print "problem creating redshift::TextureSampler node." else: print "problem creating redshift::Material node." else: print "problem detecting redshift_material1 automatic closure." else: print "problem creating redshift vop net?" def childrenOfNode(node, filter): # Return nodes of type matching the filter (i.e. geo etc...). result = [] if node != None: for n in node.children(): t = str(n.type()) if t != None: for filter_item in filter: if (t.find(filter_item) != -1): # Filter nodes based upon passed list of strings. result.append((n.name(), t)) result += childrenOfNode(n, filter) return result def groupByFBXMaterials(node_path, rewrite_original=False): lst_geo_objs = [] lst_fbx_mats = [] s = "" material_nodes = childrenOfNode(hou.node("%s/materials" % node_path),["Shop material"]) #Other valid filters are Sop, Object, cam. for (name, type) in material_nodes: node_candidate = "%s/%s" % ("%s/materials" % node_path, name) n = hou.node(node_candidate) if n !=None: lst_fbx_mats.append(node_candidate) object_nodes = childrenOfNode(hou.node(node_path),["Object geo"]) #Other valid filters are Sop, Object, cam. for (name, type) in object_nodes: node_candidate = "%s/%s" % (node_path, name) n = hou.node(node_candidate) if n !=None: lst_geo_objs.append(node_candidate) # Make an object geo node for each material detected. # Inside the object will reside an object merge to fetch in each object that references the material. root = hou.node("/obj") if root != None: for mat in lst_fbx_mats: mat_name = os.path.basename(mat) shader_name = "rs_%s" % mat_name geo_name = "geo_%s" % mat_name ''' node_geo = root.createNode("geo", geo_name) if node_geo: # Delete the default File node that is automatically created as well. if (len(node_geo.children())) > 0: n = node_geo.children()[0] if n: n.destroy() node_geo.parm("shop_materialpath").set("/shop/%s" % shader_name) node_obm = node_geo.createNode("object_merge","object_merge1") if node_obm != None: p = node_obm.parm("objpath1") all_obj = "" for obj in lst_geo_objs: temp_node = hou.node(obj) if temp_node != None: smp = temp_node.parm("shop_materialpath").eval() if smp.find(mat_name) != -1: all_obj += "%s " % obj p.set(all_obj) node_obm.parm("xformtype").set(1) ''' # Make a place holder Redshift material by reviewing the FBX material. opacity = 1.0 ior = 1.025 reflection_weight = 0.1 reflection_roughness = 0.23 diffuse_color = [0,0,0] specular_color = [0,0,0] # Typically the FBX Surface Shader is the second node created in the FBX materials subnet. n = hou.node(mat).children()[1] if n != None: r = n.parm("Cdr").eval() g = n.parm("Cdg").eval() b = n.parm("Cdb").eval() diffuse_color = [r,g,b] sm = n.parm("specular_mult").eval() if sm > 1.0: sm = 1.0 reflection_weight = 1.0-sm if (sm==0) and (n.parm("Car").eval()+n.parm("Cdr").eval()==2): # Mirrors should use another Fresnel type. ior=0 r = n.parm("Csr").eval() g = n.parm("Csg").eval() b = n.parm("Csb").eval() specular_color = [r,g,b] opacity = n.parm("opacity_mult").eval() reflection_roughness = n.parm("shininess").eval()*0.01 em = n.parm("emission_mult").eval() if em > 0: # We should create an rsIncandescent shader, using this color, instead. r = n.parm("Cer").eval() g = n.parm("Ceg").eval() b = n.parm("Ceb").eval() # Try to fetch the diffuse image map, if any. tex_map = n.parm("map1").rawValue() if len(tex_map) > 0: pass else: tex_map = "%s/%s" % (texture_path,"NOT_DETECTED") createRedshiftImageMapMaterial("/shop", tex_map, shader_name, diffuse_color, specular_color, reflection_weight, reflection_roughness, ior, opacity) if rewrite_original: # Re-write the original object node's material reference to point to the Redshift material. for obj in lst_geo_objs: node_geo = hou.node(obj) if node_geo: m = node_geo.parm("shop_materialpath").eval() if len(m): mat_name = os.path.basename(m) shader_name = "/shop/rs_%s" % mat_name # To do this right, we need to add a material node to the end of the network and populate it with the shop_materialpath value. node_display = node_geo.displayNode() if node_display != None: node_mat = node_geo.createNode("material","material1") # Create new node. if node_mat != None: node_mat.parm("shop_materialpath1").set(shader_name) node_mat.setInput(0,node_display) # Wire it into the network. node_mat.setDisplayFlag(True) # Move the display flag to the new node. node_mat.setRenderFlag(True) # Move the render flag to the new node. node_mat.moveToGoodPosition() # Program starts here. texture_path = '/media/banedesh/Storage/Documents/Models/Ford/Ford_F-150_Raptor_2017_crewcab_fbx' #Not really used yet. fbx_subnet_path = "/obj/Container_Ship_Generic_FBX" groupByFBXMaterials(fbx_subnet_path, True)
  22. You could use a switch for that. Take the result of, i@my_result from the wrangle and use it to control the switch index. Then the wrangle will determine which set of nodes end up feeding the final display flag node.
  23. kill pop force contribution on Y

    Can't you just zero that axis' velocity, inside a popwrangle? v@v.y = 0;
  24. Smoke follow (fast) animated curve

    Another approach might be to skin the line, by placing a circular mesh around it then reference the points of the mesh inside a Gas Wrangle on the velocity update of the pyro solver. This way you can create a custom drag that reduces velocity the farther from the central line, that the smoke travels. The cage is not a collision mechanism, it merely offers a reference @P for the smoke to compare against. ap_SmokeAlongCurve.hiplc You will probably need to dial in the distance values of the fit to achieve the best look. vector p1 = point(0, "P", 0); float dis = distance(p1, @P); //Change fit range and resulting values to dial it in. // Get half as fast, the farther out it travels. @vel *= fit(dis, 0.5, 1, 1, 0.5); NOTE: Because the wrangle has no input, the point fetched, from input #0 is actually defined under the Inputs tab (which points to the mesh cage SOP) of the wrangle, this is a little different than standard SOP manipulations of input 0.
  25. Smoke follow (fast) animated curve

    Adding a Drag Force to the end of your pyro simulation and enabling and setting a low dissipation value under the Shape tab, helps keep the smoke on the line better.
×