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animatrix last won the day on February 10

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  1. Hi, You can just average out all the points found in the point cloud lookup where you are coloring them, and either create new points at the computed center or store it as an attribute.
  2. Advanced UI Customization

    Hi, no immediately plans to add that yet, because I need to see how to fit that into the whole system as a customizable thing so people can do anything they want with the mouse wheel as another customization.
  3. Hi, you can do something like this inside a Primitive Wrangle and use the deviation parameter (from 0 to 1) to remove quad primitives based on how much one of its edges can deviate from the average edge length: float deviation = ch("deviation"); int count = primvertexcount ( 0, @primnum ); if ( count != 4 ) removeprim ( geoself ( ), @primnum, 1 ); else { int isclosed = primintrinsic ( geoself ( ), "closed", @primnum ); if ( isclosed ) { int pts [ ] = primpoints ( geoself ( ), @primnum ); float edgelen [ ] = { }; for ( int i = 0; i < len ( pts ) - 1; ++i ) { vector p0 = point ( geoself ( ), "P", pts [ i ] ); vector p1 = point ( geoself ( ), "P", pts [ i + 1 ] ); append ( edgelen, distance2 ( p0, p1 ) ); } float perim = primintrinsic ( geoself ( ), "measuredperimeter", @primnum ); perim *= perim; float avgperim = perim / count; foreach ( float elen; edgelen ) { if ( abs ( elen - avgperim ) / avgperim < deviation ) { removeprim ( geoself ( ), @primnum, 1 ); break; } } } }
  4. node color choice dependent

    Hi, You can set a Python callback for that active parameter in Edit Parameters Interface window like this: hou.pwd().setColor([hou.Color(1,0,0), hou.Color(0,1,0)][hou.pwd().evalParm("active")])
  5. Advanced UI Customization

    Hi, yes this can be implemented easily but you will lose the wheel function for zooming in the network editor. But it could be added with a modifier key to keep the zoom function.
  6. Advanced UI Customization

    Hi Tesan, I tried with H17, sadly there was some glitches so I didn't bother porting it over. It's because Qt in Houdini is changing so much not just between versions but even between daily builds of the same version that I had to keep up with SESI to make sure it always works with the latest version. But if there is enough interest, I could look into porting it over
  7. Advanced UI Customization

    http://patreon.com/posts/32631275 http://gumroad.com/l/houdinisupercharged In this video I will go through the GUI customizations I did for Houdini 18. So let's get into it.
  8. river sim - curvy shape

    Hi, I haven't looked at your scene but if your river is curved, you can use Gas Guiding Volume method to have continuous custom emission and sink sites: https://www.sidefx.com/forum/topic/48409/#post-219027 I find this method more versatile than the Boundary Layer method, as it's more generic, though the latter is easier to set up.
  9. How to delete particles before whitewater source?

    That's because you also delete your volumes using the same wrangle. Volumes also have their own point, so if you want to preserve them just Split like using an adhoc group like this: @intrinsic:typename!=VDB Then merge back after the wrangle:
  10. How to delete particles before whitewater source?

    If you use DOP Import Fields SPOP, make sure you also import vel and surface from your dopnet before caching the result. If you cached them separately, then just merge them into the same stream before whitewater source.
  11. How to delete particles before whitewater source?

    Hi, You are missing the volumes (surface and vel) in your input that causes that error rather than the Attrib Wrangle.
  12. http://patreon.com/posts/33249763 http://gumroad.com/l/houdinisupercharged In this video I will show you some of the inner workings of the context-sensitive rule-based hotkey system that I implemented and one I have been using for a while to speed up my workflow inside Houdini. It's a very light-weight and flexible system that allows an arbitrary number of actions to be assigned to any key, with extensive modifier key and state support (Ctrl, Shift, Alt, Space, LMB, MMB, RMB, selection state). It's deeply integrated into the overlay network editor workflow.
  13. Assign hotkeys to Frame Selected/All. IMO they are more useful than Home Selected/All, which is why I reassigned them to use Frame instead of Home.
  14. Supercharged H18 GUI (TouchDesigner Style)

    Thanks a lot Mark, I will look into this right now It would make my desktop much easier to setup.
  15. Supercharged H18 GUI (TouchDesigner Style)

    Thanks Mark. I also do this but there seems to be an artificial limitation in that feature. There doesn't seem to be a way to make a pane as small as the status bar or the main menu bar itself. So you have to use qt masks to mask out the unwanted parts. But of course doing so has some draw backs in organization. Unless there is a way to create a special pane that can be as big as the item it's hosting? Otherwise it feels like the item is secondary to the pane. It would be useful to be able to wrap these items (main menu bar, playbar, etc) in a pane for the purpose of UI organization. If this is possible, then one can for example create a split pane (left, right) at the top of the app where the main menu bar is, store the main menu bar on the left pane and the status bar on the right pane. That would make things so much easier. Please let me know if there is some way to achieve this Can python panel possibly be used to achieve this?