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Everything posted by borbs727

  1. You need to enable ROP FBX Output's "Build Hierarchy from Path Attribute". For it to work you need to first use the Name SOP with "Attribute" set to `path` and "Name" set to the FBX path of your object. For example if you want this structure when exported: -Parent |- Child A |- Child B |- Child C You'd set the "Name" variables in the Name SOPs to Parent/Child A Parent/Child B Parent/Child B/Child C
  2. Brick/Stone Wall - Broken Horizontals

    @mestela Exactly what I was looking for. Thanks for the hip as well!
  3. Brick/Stone Wall - Broken Horizontals

    Did the voronoi SOP lose the cluster functionality in H17? Following this tinytuts example on voronoi fractures isn't possible with H17's current voronoi SOP. I found an orbolt asset that has some of the functionality of the old voronoi SOP, but it's not totally compatible in H17. Any ideas?
  4. Houdini Expression Editor plugin

    I'm having the same issue. I have to actually install the plugin's files in my Houdini's home path. I'd like to keep that path clean and instead add a custom path to HOUDINI_PATH. I've done this, but it doesn't pick up the script.
  5. Worked perfectly, thank you!
  6. I did Entagma's tutorial on quadtrees and I want to take it a step further with my own simple twist. I want to use the area/perimeter/whatever of each quad to spawn points' and drive their respective pscale attributes. So smaller faces will generate smaller cubes (see image below). I'm able to generate points, but can't correctly drive the pscale attribute. I've tried using area and perimeter in the measure SOP. What am I missing? Hip attached: forums_area_to_pscale.hiplc The top image is what I'm currently getting, and the bottom is what I'd like to get (not just within the pink rectangle, but in the entire object): Thanks!
  7. Hey everyone, I'd like to try and create a tire burnout effect where the smoke is emitted from the tire/ground contact point. The smoke then shoots out from the back of the tire based on the velocity of the rotating tire as the car goes in circles. I'm still a beginner with houdini, so I have an idea of what I need to do (I think) but I'm not sure how to go about reaching my goal. Right now I'm thinking that I need to get a contact zone for the tire's point of contact with the ground. Then I need to calculate the velocity of the spinning tire and send that to the emitting particles (which are emitting from the tire). The particles should then emit only when they're in the contact zone (so they mostly shoot out in the rear direction). Then I make it so only the emitted particles drive a pyro sim. I've attached a hip of where I'm at so far. I have the velocity from tire figured out, I just need to figure out how to get a contact zone and only emit particles when the surface of the tire is in the contact zone. Here are a few hip files that I've found during my initial research. I feel like the examples in this link don't give the best results for what I'm going for though, so I'd like to do this another way: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=17139&view=previous&sid=b2857b8fc9d609b04ecb1cc6610e1c18 I'd like my effect to be similar to this example: https://www.youtube.com/watch?v=QcT3xSjaPv0 Here's a reference video for the final effect I'd like to achieve: https://www.youtube.com/watch?v=Pj8zdgHMtbU. Thank you! tire_burnout_odforum.hipnc
  8. Hey all, This is my first week in houdini and I've hit a snag. I want to test out moving a static object through some pyro smoke that has an initial state to see how the smoke interacts with the object. I'd like to make iterations on that object (change the size, shape, etc) but whenever I update the geometry, the geo in the pyro_sim node isn't updated. I've followed this tutorial for RBD objects (https://www.youtube.com/watch?v=ruqn0_ec2UQ) but I can't seem to translate these concepts into the pyro solver. Any thoughts? Thanks!
  9. I'm trying to get some subtle refraction where objects intersect my fluid. It's working, but I can see spheres from the FLIP particles which is making the fluid seem chunky. It should be a smooth looking liquid. How can I fix this? Thanks! flipChunks.hiplc
  10. Oops, might be surface_cache in particle_fluid trying to read the cache? Turned it off, try this: flipChunks.hiplc
  11. Default desktop

    Thanks, James. I'm looking to automate the process though. I'm developing some pipeline tools for a platform called ftrack, so I'd like the artist to just run Houdini and have a custom desktop loaded (without requiring them to go into the preferences on their own). I'm not sure if there are new techniques for doing this though (I found some older ones that I'll give a shot).
  12. Default desktop

    Is there a way to do this with python commands, like within a 123.py script? I found this, but it involves creating a 123.cmd or 456.cmd script (not sure if that's a good idea): https://www.sidefx.com/forum/topic/14391/?page=1#post-68075
  13. Run Python script when Houdini starts

    Thanks Alex! I was able to get everything working! I ended up creating a 123.py module and putting it inside a custom scripts location and setting the HOUDINI_SCRIPT_PATH. For example: import os HOUDINI_SCRIPT_PATH = 'custom/path/to/houdini/scripts' + os.pathsep + '&' I put all of my code inside of the 123.py module and only put the execution bits into a function. This function was then executed using hdefereval. Example code below. It searches for a pypanel file at a specified PYPAN_PATH. If it doesn't find it, then it creates the file, installs it, and creates it on startup of Houdini: """ 123.py @ houdini.scripts Some code taken from Paul Winex's hqt: https://github.com/paulwinex/hqt/blob/master/hqt_example.py """ import os import sys import tempfile import hou import hdefereval # Path to python_panels dir (must exist already) PYPAN_PATH = os.path.join( 'path/to/module', 'resource', 'houdini', 'python_panels', 'mb_MMV_pypanel.pypanel' ).replace('\\', '/') def createPanelFile(): xml = '''<?xml version="1.0" encoding="UTF-8"?> <pythonPanelDocument> <!-- This file contains definitions of Python interfaces and the interfaces menu. It should not be hand-edited when it is being used by the application. Note, that two definitions of the same interface or of the interfaces menu are not allowed in a single file. --> <interface name="test" label="test_label" icon="MISC_python" help_url=""> <script><![CDATA[import sys from PySide import QtGui path = "path/to/your/UI/source/" if not path in sys.path: sys.path.append(path) import your_module reload(your_module.MainWindow) def createInterface(): widget = your_module.MainWindow.Build() return widget ]]></script> <help><![CDATA[]]></help> </interface> </pythonPanelDocument> ''' pypanel_file = open(PYPAN_PATH, "w") pypanel_file.writelines(xml) pypanel_file.close() print pypanel_file return pypanel_file.name get_pypanel = os.path.isfile(PYPAN_PATH) if get_pypanel == True: panFile = PYPAN_PATH else: print 'create path' panFile = createPanelFile() hou.pypanel.installFile(panFile) pypan = hou.pypanel.interfacesInFile(panFile)[0] def installedInterfaces(): res = [] menu = hou.pypanel.menuInterfaces() for i in menu: try: hou.pypanel.setMenuInterfaces((i,)) res.append(i) except: pass return res menu = installedInterfaces() menu.append(pypan.name()) menu = [x for x in menu if not x == '__separator__'] new = [] for m in menu: if not m in new: new.append(m) def make_panel(): hou.pypanel.setMenuInterfaces(tuple(new)) pane = max(0,len(hou.ui.curDesktop().panes())-1) python_panel = hou.ui.curDesktop().panes()[pane].createTab(hou.paneTabType.PythonPanel) python_panel.setIsCurrentTab() python_panel.showToolbar(0) python_panel.setActiveInterface(pypan) hdefereval.executeDeferred(lambda: make_panel()) The hdefereval was only necessary because I wanted to make changes to Houdini's UI (like create a custom panel). Check out Paul Winex's MSE and hqt to learn more about automating UI creation in Houdini.
  14. Run Python script when Houdini starts

    Is there an updated way for doing this in H15.5? I'm having trouble finding anything related to startup scripts for new versions.
  15. I'm new to Houdini pipeline and I'm starting to port a Maya pipeline tool over to Houdini. Everything is working great but the tooltip windows aren't appearing in the right positions. I've used Paul Winex's MSE and hqt as a reference to see how Houdini is working with windows, if there are any other learning resources out there let me know! 1) The popups are supposed to lock onto the edge of the panel, but it looks like they're offsetting from the left edge of my center monitor (in a 3 monitor setup). No matter where I move the main Houdini window, the popups still appear in the same spots. 2) There's only 1 UI element that creates a popup correctly, but it gets hidden behind Houdini's main viewport. Tearing off my tool's panel doesn't resolve any of these problems. I'm getting the parent window in Houdini like so: class Build( QtGui.QWidget ): '''Main functions to build UI.''' def __init__(self, parent = hou.ui.mainQtWindow()): super( Build, self ).__init__( parent ) My tool works fine when getting the parent window in Maya like so: ptr = mui.MQtUtil.mainWindow() class Build( QtGui.QWidget ): '''Main functions to build UI.''' def __init__(self, parent = wrapInstance( long( ptr ), QtGui.QWidget ) ): super( Build, self ).__init__( parent ) Example for problem 1): Example for problem 2):
  16. Hey everyone, I'm trying to create a tightly packed nest of ramen-like wires, but I'm having trouble getting the wire shape down. I'm using a vop sop in pop to add turbulence to the main particle velocity, but the particle movement is too random. I'd like the particle path to be more wavy and swirly. I've attached a picture and a reference, as well as a hip. Thanks! mb_pop_less_chaotic_trails.hiplc
  17. Ugh, totally forgot this node existed... Thanks!
  18. Animated Voronoi Fracture

    I went into the AutoDopNetwork>fracture_geo>Initial Object Type and changed it to Create Active Objects and that seemed to do the trick. Not sure why though.
  19. Hey everyone, I originally started this thread on the sidefx forums here, but I'm still stuck on how to proceed with this effect. My initial goal is to get particles flocking by color. Once I have that figured out, I need the particles to also flock around a goal geometry so they can take its shape. In the end I'd like to have blobs of colored particles oozing/crawling around the geometry's surface. I've done some research on flocking concepts, so I know that I need to create alignment, repulsion, and attraction forces to manipulate the particles, I'm just stumped on how to execute the concepts in Houdini. I have the cmivfx tutorial on flocking, but it looks like some of the SOPs have changed with the years... preventing me from finishing the tutorial In my previous thread I was introduced to the pop steer nodes, but they're lacking sufficient documentation/example scenes so I'm having trouble getting started with them. I think using those nodes with VEX would be the best way to do this, but I'm open to anything to get me started! Thanks! Mike color_and_shape_flocking.hiplc
  20. Emit Smoke From Interior Face Group Of Fracture?

    Not sure how to specify what DOP network a shelf tool should build in, but when I create the pyro in my file it builds in the correct one (debris_sim). Your file kept building the sim in the AutoDopNetwork_fracture node. Here's my file debris_fracture_withSmoke.hiplc
  21. Emit Smoke From Interior Face Group Of Fracture?

    No problem, Atom! The debris_source node (at scene level) contains all of the geometry from the fractured simulation. By deleting the unwanted faces, I'm not really changing the type of data coming out of that sop (it's still a primitive) it just has procedurally deleted faces. Just select the debris_source node (at scene level) and ctrl+left click the pyro tool that you'd like to use. This will create the pyro network in the same dop node as the particles- so just make sure to unhook that pop simulation from the merge sop to clean things up a bit.
  22. Emit Smoke From Interior Face Group Of Fracture?

    Take a look at the attached file. I didn't have any issue creating with the debris tool. Also, at first glance the dop network for spawning particles looks like a recent one (the older one uses a separate particle environment I think). If you want to emit from the geo and forget about particles I've added the setup in there. I use the debris source sop points as an attribute to let me know when pieces have broken. I then give those points a color, transfer the attr to the original geo and delete prims that belong to the outside group and any prims that aren't red. From there you can do a regular pyro setup. debris_fracture.hiplc
  23. Emit Smoke From Interior Face Group Of Fracture?

    I could be wrong, but using a debris source sop to spawn particles from cracked geo and emitting smoke from those particles might be the latest technique (or at least one of them). I'd post a file but I'm not at a computer with houdini right now
  24. bubble geometry

    I inserted houdini's standard voronoi fracter sop instead of the otl you mentioned (because I couldn't find it). It seems to work, is there any difference?
  25. Bezier Plexus

    Hey everyone, I'm slowly starting to learn Houdini and I've had a bunch of help from the forums so I wanted to give back and share a hip that I just finished. It's not the most complicated thing in the world, but I learned a lot while making it, so maybe it'll help someone else out. Feel free to offer any suggestions/improvements on it (especially when it comes to how I coded the vex in the attr wrangles). Mike mb_bezier_plexus.hiplc