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LucaScheller last won the day on September 28

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  1. Hi, that feature is already built-in by setting the distribution mode to "Custom Ramp". If you still want to do it your way make sure the chramp() has the correct path, in your case "threshold" instead of "../att-retime", then that should work too.
  2. Flip sim goes crazy when I add collision

    Hi, Your dop collider doesn't use the sop transform. Make sure you specify the proper "OBJ Path" and check the "Use Object Transform" checkbox. To verify that it works, enable the "Display Geometry" Checkbox (The collider should then move along properly when viewed inside the dop net). This should solve wrong collisions, it still explodes though since every thing is moving really fast.
  3. If you're using mantra you can add the same expression in the background display options of the renderview. You can open these by pressing the "d" key in the render view. For other render engines it depends on the support of COP networks and the COP syntax.
  4. Hi, your code snippet already works. I would recommend using relative paths where possible though: f@test = chf("../line1/dist"); You can also use these functions to read ramps, string, vector or integer parameters or their raw value: Cheers, Luca
  5. Exploding vellum grains

    Hi Philipp Can you post your test scene? Edit: Maybe try lowering the repulsion and attraction values as these can cause some high velocity values.
  6. If all the geo nodes are on the same hierarchy level (e.g. "/obj/geo_nodes/geo_0","/obj/geo_nodes/geo_1","/obj/geo_nodes/geo_2",...), you can create a new "geo" node and then merge everything using an "object merge" node with the wild card syntax: Be sure to check the "Create Per-Primitive Path" Attribute. Then you can loop over the packed prims via the path and unpack, add normals, repack the geo while still keeping the same path hierarchy.
  7. popdrag - slower particle in selected radius

    Hi Michal, the LYNX_force from the LYNX VFX Toolset can also do this, but more user friendly/interactively with customizable falloffs, see this video for more info. You can grab it for free here: https://github.com/LucaScheller/VFX-LYNX Cheers, Luca
  8. Get list of rcently opened HIP files in Python?

    The file.history file in your user pref folder (Windows: C:\Users\<USERNAME>\Documents\houdini<HOUDINIVERSION>\file.history) contains the list of the recently opened files. Couldn't find anything about if it is accessible via the hou module. I guess we have to stick to manually reading the file and parsing the contents :/
  9. uv snapshot

    Hi Marco, the reload texture button is located in the top bar under Render>Update Textures For saving the uv check this thread:
  10. attribute selection in switch node, or wrangle

    Hi, you can do this with the material node: It's also possible with a wrangle by setting the "shop_materialpath" attribute based on the @materialnr variable. Using the material node is more convenient is this case though. Here's a file that showcases both methods: material_assignment_by_variable.hip
  11. Hi, if you set the parm expression to link to the parm of your liking, then Houdini should add the linking automatically. (Make sure to refresh/reopen the Edit Parm Window after executing this to see the new linked channels in the Channel tab.) hou.node("/obj/geo").parm("parm_to_be_linked").setExpression("ch('parm_to_drive_link')") Cheers, Luca
  12. boxified image on test geometry

    Hi! You can offset it along the normals of the points. I've gone ahead and updated your file. Cheers, Luca boxes.hipnc
  13. Remove connected line

    Hi, you can use a "convertline" node to convert each edge to a "polyline" prim type. Then you can blast the outer edges(prims) by the method of your choice. You could also create a "line" and a "Copy and Transform" node and copy the line x number of times with a rotate to form a circle to get the same result. The facet sop makes alle the edges unique per face/prim, you can see this when you move a prim after using the facet node (with "Remove inline points" off). The prims are still closed polygons. By using the "convertline" node, each edge is turned to a polyline(open polygon) primitive. The "Remove inline points" is kind of a hacky workaround to your problem. Cheers, Luca
  14. New 'marketplace' forum

    Hi Marc! Great idea! Could you be so kind and move the LYNX Tools there? Or is it only for paid tools? All the best, Luca
  15. tab sub menu path using python

    Hi! The tab menu is part of the default tool, so you have to look at the tool section. You can access it via: hda=hou.node('/obj/geo1/myhda') hdatype = hda.type().definition() tools=hdatype.sections()["Tools.shelf"] Then you have to update the <toolSubmenu> Insert Path Here </toolSubmenu> Part in the contents via: # Change Content content = tools.contents() print(content) content = content.replace("<toolSubmenu>Digital Assets</toolSubmenu>","<toolSubmenu>Insert Path Here</toolSubmenu>") tools.setContents(content) Here is how the xml is structured: https://github.com/LucaScheller/VFX-LYNX/blob/master/plugins/SideFX/Houdini/otls/LYNX_fabric.hda/LYNX_8_8Sop_1LYNX__fabric__pattern_8_81.1/Tools.shelf Cheers, Luca