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ikoon

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ikoon last won the day on March 28

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About ikoon

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    Jiri Miratsky
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  1. Active Switch Input - Name

    This is great Masterclass: https://vimeo.com/14612897 You don't need to see the whole video, first hour (or less) should help you do amazing things.
  2. Active Switch Input - Name

    I am not sure what exactly do you need, but that python can be run in any String parm. Even in a new custom string parm in any node. Btw in Switch COP, the parm is called "index", not "input". So the third line will be this: active = switch.parm("index").eval()
  3. Active Switch Input - Name

    Do you have a sample scene?
  4. Active Switch Input - Name

    Hi Mono, something like this, in Python? If you want the result inside a String parm, you have to Add a keyframe to that parm and then change the language to Python. The file is attached. switch = hou.node("../switch") inputs = switch.inputs() active = switch.parm("input").eval() return inputs[active] switch.hiplc
  5. mantra CPU management

    Hi Tagosaku, I am just shooting in the dark: https://www.sidefx.com/docs/houdini/hom/hou/maxThreads.html Or environment variable HOUDINI_MAXTHREADS: https://www.sidefx.com/docs/houdini/ref/env.html
  6. switch takes and render

    Hi Osmeldu, unfortunately I cant help you with the script, but have you considered using the Wedge ROP? Wedge Method, By Take. Is it sufficient for your actual needs? Otherwise, if you really need it to be scripted, then maybe you have to use hdefereval.executeDeferred()? I have only blurred knowledge about the executeDeferred(), and I would also be thankful if anyone could shed some light on that method.
  7. enabling all avialiable GPU for openCL

    Hi Mark, unfortunately I don't know how to distribute one OpenCL simulation to multiple GPUs in one computer. I think, that Deadline cannot help to distribute one OpenCL sim to multiple GPUs, as long as Houdini can utilize only one GPU. Simulations rely on previous sim frame. But maybe you could split the sim into more clusters, or slices, and try to distribute those? EDIT: the sim usually relies heavily on the CPU, so I think that the benefit of second GPU being used is not that significant. But of course, I am also curious about the future development.
  8. Hi, I am using Houdini 18. I had this conversation with SideFX in April 2018. I don`t know, in which version the Lock method was implemented. But Houdini 16.5 was released earlier, November 2017. Sent: Wednesday, April 25, 2018 6:05 PM Subject: Online Bug: python or hscript to toggle the lock [SESI #60637] I've added you to an existing RFE requesting this functionality. RFE #85473 You may try the following, in the Python Shell. The autocomplete will show you available methods in your version of Houdini, but lockCameraToView is probably not there:
  9. Hi Michael, you need to add the argument, True or False into the lockCameraToView() hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().lockCameraToView(True)
  10. Hi @Lutojar I have Intuos4 and Houdini 18.0.353 With wacom driver 6.3.38-2 I get these @stroke_pressures: - with Use Windows Ink ON ... the pressure is recorded correctly (~0.01 - 1.0) - with Use Windows Ink OFF ... the pressure is always full 1.0 I don`t even have to restart Houdini to get these two kind of behaviors ... I just toggle the "Use Windows Ink" in Wacom Tablet Properties.
  11. This masterclass is old, but good: https://vimeo.com/14612897
  12. arc from three points (vex)

    Oh this is great, excellent. Thank you very much guys!!!
  13. arc from three points (vex)

    Tesan, thank you very much for your hip file! Please, do you anybody have also a solution for a circular arc? Here is a screenshot from the file, for a future reference: And the complete wrangle is: // Convert the umap range from 0-1 to 0-1-0 float curveToHalf( float value; ) { return clamp(value, 0, 0.5) * clamp(fit(value, 0, 1, 1, 0) , 0, 0.5) * 4; } // Complement function float complement( float value; ) { return 1 + (value * -1); } // Main interpolation function float interpolate_curve( float value; string sign; ) { float pi_half = 1.57079632679; value = cos(value * pi_half); if ( sign == "-" ) return 1 + (value * -1); else return value; } // Get user parameters from the UI string sign = ch("sign"); int complement = int(ch("complement")); int curve_half = int(ch("curve_half")); // Create our classic umap attribute ranging over the points from 0-1 float umap = float(@ptnum) / (npoints(@OpInput1) - 1); // Convert the umap range if ( curve_half == 1) umap = curveToHalf(umap); // Do the complement for the umap if ( complement == 1) umap = complement(umap); // Interpolate curve based on the parameters @P.y = interpolate_curve(umap, sign);
  14. arc from three points (vex)

    Please, do you have a vex code for creating Arc from 3 points? From time to time it would be useful to have it. AndrewVK shared this C++ source here: https://www.sidefx.com/forum/topic/19104/?page=1#post-89849 I could rewrite it as an exercise and then I will share it ... but if anybody has it done, it would be a great time saver.
  15. trail velocity issue

    Hi! Do you need the visualiser, or @Cd attribute? If you set the Trail SOP to "Preserve original", then you can set the visualiser to point attribute like this. Then you can use Add SOP to create polygons:
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