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Everything posted by chrisdunham95

  1. Python in Houdini Question

    Hello all, n = hou.node('/obj/geo1/box1') f = hou.node('obj/geo1/file1') f.setFirstInput(n) - so this is a little python ive got so far which does as expected; connects my two nodes. The second action I want is to be able to 'disconnect' the nodes. Ive tried setting first input to a invalid input but ofcourse it just errors, and cannot find the 'removefirstinput' or 'disconnect' nodes function for python, Any help or link to where to find this stuff would be awesome, Best C
  2. Color in FLIP sims - milk pour into tea

    If you can possibly provide your hipfile man I can take a look and try some things! Congrats on the internship too man well deserved Chris.
  3. soft transform crash

    I don't have the exact same issue. But in one scene I have - if I use a soft transform - FREEZE + CRASH - But if I use a normal transform - all fine? Seems like a very odd bug
  4. Point Levelling Question

    Hey guys, Sorry for the bad title wasn't sure what to name this exactly. So my issue is as follows, I have a curve which I'm raying onto a mesh - all good. I'm then trying to make sure each point is not higher in y than the previous point. And if so use the previous points position in Y (roughly). Ive tried several setups using the logic of select points higher in y than surrounding points - but then I think I maybe need to find its neighbours and their average point position in Y and apply that to the points which are higher in Y? [As I was typing this I came up with that thought so going to see if that works] Any ideas would be great, Thanks
  5. Kohuei Nakama's Effect

    Awesome looking stuff guys! Will take a look at the file later and see what I come up withhh
  6. Kohuei Nakama's Effect

    Oooo super cool effect - Id go about it this way; - Base fluid or particle simulation (for the flow get the movement wanted) - Copy lowres model geo onto points (orientation etc.) - Then run either a fem/cloth sim from that to get the nice deformation?? Simple but no doubt issues like intersections may be quite troublesome from the copying but atleast a basic start! Look forward to seeing what you come up with man
  7. Curves/Shape From Points Help

    Hey guys, so I'm taking some geo - - deleting away everything but the boundary points - in order to then create an edge using the ADD sop - take this and create polygons inbetween Currently I cant get the winding order/connecting order of my points right on more complex shapes with holes inside as such, heres my hip file any ideas or suggestions would be great! Thanks, C HoudiniHelpAddSop.hip
  8. Curves/Shape From Points Help

    Ahhh I see I totally forgot about the ends sop! Thanks a lot man, From this point I'm still struggling to then create clean geometry between the points (polyfill/cap) does the job to an extent but not nicely - and the polypath node also somewhat works, perhaps is what I'm after but doesn't take into consideration edge loops inside of others and thus creates one giant polygon rather than one with holes inside if that makes sense
  9. Curves/Shape From Points Help

    So I kind of fixed my issue - by grouping edges of a certain length (long unwanted edges) and then using the dissolve sop and assigning that group that gets me to a better stage - cleaning up the lines atleast
  10. Environment Variables - Houdini

    Thanks Ben really appreciate the advice and insight really helpful!
  11. Hello all, So ive been customing the Houdini env variables within the Houdini docs folder. All working correctly with my job and hip file paths set as I wish. I was wondering is it possible to reference a system environment variable within the Houdini env variables script? (So set a environment variable called HOME to a certain path in the systems env variables) (Then call HOME within the Houdini env variables to set JOB or whatever). Any guidance or help appreciated as always Thanks C.
  12. Python in Houdini Question

    Hmmmm, I just tested my tool again to check and still no new created nodes or connections made/disconnected go back to the defaults using my buttons. - Is it perhaps because my tool is working at a obj level? (soo I have my tool > multiple geo networks > inside geo networks is the geometry) (the buttons create new geo networks/nulls and connect/disconnect them to other geo networks at that level - no sop changes) - which means that definition of the function will turn the sop's inside the geo networks back to default but not the geometry networks themselves?
  13. Python in Houdini Question

    Hmmmmmm, right that kind of makes sense. What kind of node changes? As ive tested it a few times and my new geo nodes being created remain fine, and the nodes I disconnect also remain fine (that's the only functionality my buttons require the unlock for) Ahhh okay ill take a look at that node see if that can replace it! Thanks man
  14. Python in Houdini Question

    Ahhh fantastic thankyou once again man! Really really appreciated I have another small question, So I have a button which adds extra nodes inside my OTL. It also unlocks the OTL to allow it to create new nodes as my line below shows. - hou.node('../CD_Tool).allowEditingOfContents() I then want to add another line which re-locks the OTL - I tried using the end brackets of allowEditingofContents with true and false, but to no luck, the documentation doesn't seem to specify but I could be me making a simple mistake? Theirs the match current definition way but that resets the network inside the OTL also which I don't want to doo. So the Answer was hou.node("obj/CD_Tool").matchCurrentDefinition() - Which Locks my otl for me, but doesn't seem to revert any nodes or values particularly which was my concern from the way it was explained via the documentation
  15. - Hello all, So I know you can project objects onto heightfields etc. But want to make use of the heightfield erode node and a few others BUT not on the default heightfields; On a separate imported model. Ive tried converting my model into a volume and adding a height attribute which gets me so far but not the results that I would say are working at all. Was wondering if anyone had any ideas or thoughts or even reference/documents they could point me in the direction of?:) [I also tried unlocking the heightfield otl and inputting my geo into the volumes directly but I get a flat plane currently - but this flat plane is affected by heightfield nodes so I guess I just need to re-engineer the volume conversion to not just work as a flat plane but that could be a problem as I guess heightfields were made to work on a plane basis and extrude later on? - So heightfields work as a 2d volume and I imagine I'm going to need a 3d volume in order to convert my mesh into a heightfield ] - After looking inside the default heightfield nodes I'm pretty sure my process should be something like. - Import geo for heightfield - Convert geo to volume and give scalar height attribute, (and no doubt some other stuff I'm currently missing) - Use volume creation to make use of heightfield sops. Thanks C
  16. Create Heightfield from Input Geometry

    hey man, yeahhh it was kind of the latter I was attempting to do. Take some normal geo > turn into heightfield > apply heightfield erosion But I think your right I'm gonna probably spent some time with vdbs see if I can rebuild some of the height field erosion tools functionality using various vdb functions Thanks a lot for the advice!:)
  17. Python in Houdini Question

    I have another python question, So I have a button which takes the user into the compositing network, to pair with that I'm trying to change the 'scene view' to 'compositor view' but cant seem to find much on this type of stuff done via python in buttons? anyone who could point me in any direction would be super useful :)!
  18. How to make Ghost effect?

    Create a simple smoke simulation in the shape of what you like. (Perhaps custom velocity fields or using particles as the movement source may help) then id personally use the smoke simulation to drive a particle simulation (advect particles using velocity/position from smoke sim) - then render lots and lots of particles and do some simple post/compositing work.
  19. Python in Houdini Question

    So another quick question - I have a much larger script but keep getting errors on this one line which says; z = hou.evalParm('obj/Subnet1/number_parm') - Getting the parameter value The script including this line works fine in the shell once again. But inside Type Properties > Scripts - then pressing the button its connected too gives me this error; Traceback (most recent call last): File "<stdin>", line 1, in <module> File "opdef:/Object/CD_GameDev_Export?PythonModule", line 31, in removegeo File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.439/houdini/python2.7libs\hou.py", line 57496, in evalParm return _hou.evalParm(*args) OperationFailed: The attempted operation failed. - If I change my script from hou.evalParm to houd.parm it works perfectly, but I wanted the evaluated value of my parm rather than the parm string, can anyone lead me to where I'm going wrong? - Please ignore the above, I found the issue my hou.evalParm line was missing a ' - which every other line had, silly me least I found the issue!
  20. Python in Houdini Question

    Yeah that makes sense for sure! Ahhhh yeah that's exactly what I thought you could do! just wasn't sure how to go about it, but ive got it working based off your example huge thanks man!
  21. Python in Houdini Question

    Another Question - I keep managing to successfully write scripts in python that work in the shell - but then converting them into working buttons I'm not always understanding the logic. Does anyone know of any particular tutorials that follow this method or show you how one converts such script into buttons (OR I believe you can store scripts in your otl and call them into a button? ) Or any documentation, I'm just finding chunks within the Houdini docs but it doesn't always correlate together in a way I'm properly understanding. [ I guess I'm trying to work out the correct and best workflow for python > buttons etc.] Thanks Guys C
  22. Python in Houdini Question

    Ahhh awesome all makes way more sense, thanks a lot for the explanation Dominik!
  23. Python in Houdini Question

    Hello all again, so I have a lil python script for diving into otl's/subnets and selecting a specific node (For using paint sops etc inside a otl). parm = hou.node("obj/geo1/subnet2/subnet1/paint1") parm.setCurrent(True, clear_all_selected=True) - Works in the python shell fine. Now I'm trying to turn it into a button instead, parm = hou.node("obj/geo1/subnet2/subnet1/paint1") kwargs['node'].parm.setCurrent(True, clear_all_selected=True) - I was hoping this may work, but doesn't which I guess is perhaps I need to set my 'parm' elsewhere in the otl and then just use my second line in the button to call it in - but wondered if anyone could clear this up for me? (Or is the syntax etc different on buttons or inside a hda/otl to using the python shell) Thanks C
  24. Python in Houdini Question

    Ahhh fantastic thanks atom, I was making the mistake of using 0 rather than typing 'None' itself, working now big thanks!
  25. Baking Out Normal Maps

    Hello all, So I'm using the gamedev-Games-Baker to bake out maps. But my tangent space normal is always rendering flat, whether I bake using the game dev tool to disk or extract a Normal image plan in a standard render using a camera . So I'm making the assumption I need another attribute or my normal are incorrect or my setup is - anyone ideas on what I'm missing or going wrong? Side notes; If I bake out the 'world normal' rather than standard or (tangent space normal) I do get a result but not with the standard normal. Any help and explanations would be great Thanks C.