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probiner last won the day on May 12

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  1. VOPs - output to @P.y.

    You could do a little asset Just connect P to Ramp and to the Y component. Only thing I don't see how to do is to have this setup support signatures for other data types, like vector2, matrix, etc. PRB_ReplaceComponent.hip
  2. Euler to orient-matrix inside dops.

    Bit corny, but cool
  3. There's ways to decompose/describe a vector - 3 coordinates (xyz) that scale the coordinate system unit vectors (ijk) and add them together: P = i*x + j*y + k*z. - direction (vector scaled to length 1) and legth/magnitude (distance from tail to head of the vector) - direction (two angles) and length And more... It's all about using the representation that is more sensible to the operation you are doing. For angular related calcs direction is handy, while for position calcs you want to deal with xyz, etc.
  4. @Atom I've been looking at Python in Houdini only recently, so I look forward to get more people's insight. Put it in any of the locations corresponding to $HOME, $HSITE, $HIP, $JOB inside a structure like {loocation}/{houdiniversion}/python2.7libs/ For example I have $HSITE at F:/HOUDINI/HSITE/ so I put the huilib.py in F:/HOUDINI/HSITE/houdini17.0/python2.7libs/ After this import huilib in the shelf tool Script field will be able to find it. As for running the examples, here I'm not so sure about the correct method, but what I've been doing is putting my scripts in a subfolder ../python2.7libs/PRB_HOM/ which contains an empty __init__.py and then call those scripts from the shelf with import. For example, I've put in said folder the example shipped with huilib, all_gadgets.py, while changing the script bottom part from: if __name__ == '__main__': ui = TestDialog(name = 'test', title = 'Test UI') ui.show() into def main(): ui = TestDialog(name = 'test', title = 'Test UI') ui.show() if __name__ == '__main__': main() And then in the shelf tool Script field I can do: from PRB_HOM import all_gadgets as tool reload(tool) tool.main() And this way it gets picked up. This is how I'm running my shelf tools in general, so I can store .py files in a repo and use an external editor and not have the scripts stored in the .shelf file. But I'm curious to know if this is "the proper" way to do it @Stalkerx777 or anyone! It would still be nice if we could work in the Parameter Editor and store that into a .ui file. Cheers PS: I failed to refresh the page and notice you guys already sorted it
  5. Thanks to @Stalkerx777 for his library: https://bitbucket.org/alexxbb/huilib/overview Really fits my needs here of having some simple options for something that is just to run once. @garf Indeed I'll go down that path for heavy lifting stuff. But atm that would be a rabbit hole for me. @kiryha Thanks for producing that! Sounds like it will be verbose for evolved things (maybe even more than what is being executed) and probably a good opportunity to get in to code generators.
  6. What't the easiest way to present a user with a set of options when running a python script from the shelf? Is there by chance a way to use the Parameter Interface Editor, save that, call it from the script commit, and use the information from it? I've used hou.ui.readInput for simple string inputs, but I don't want to make that pop one after the other for several options. Thanks
  7. Hi looking for any existing pointers about generating fibers to fill a volume and pushing things out. I'm wondering if I can avoid Vellum or sims. But seems unlikely at this point.. Cheers
  8. Change a curve basis in VEX?

    Thanks for the feedback @acey195 , I'm suspecting I'll have to RFE. Cheers
  9. Change a curve basis in VEX?

    I'm dealing with curve sampling these days and one thing I would like to is to set curves' basis through vex. But seems such is not possible, if I'm seeing correctly that those prim intrinsics are not editable: I can use indeed the Basis SOP to read the current basis and then edit what I want, I guess I could even pass a detail attribute to this field with a string generated in VEX... But not the most procedural way and doesn't allow specification per primitive. Anyone else been through this? Cheers
  10. Non-overlapping Copies

    @fxrod Maybe this is of interest:
  11. Looking to into having a mixed behavior per control point where some care about handles and others just act like splines. Since I can't have Bezier and Spline in the same curve, I thought I could just have some Bezier control points and handles imitate the shape of the Spline. Is there a native way I'm missing? Thanks
  12. Deform/Bend curves with radius

    Similar question showed up on discord and I used this asset I've put on Orbolt to sort the bend time offset between each copy. Instead of looping, which is slower, you could just bend the copies afterwards as long as you have the proper attributes to the define the copies' space. Check 5m10s Cheers
  13. Heightfield Isolines?

    Thanks Petz, nice approach, to focus more on COPs operators to perform things that are more natural to image than SOP making full use of the enviorment! I guess the only "challange" is to get a consistent "u"/ height for the whole points of each slice. Thanks! Only change I would do is to sample the hf directly: Thanks konstantin, I tried converting the hf to mesh and then boolean and found it quite slow. But it's obvious one of the first ideas to try. I found the voronoi fracture, with a vertical line, to provide similar results, faster and more consistent in this particular case. Cheers!
  14. Heightfield Isolines?

    Quick tut about it. Cheers