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Everything posted by Krion

  1. Hi, I would like to avoid renders or exports from being overridden. I thought putting a time variable in the filename would be able to fix that for me. I’ve found this _HIP_SAVETIME variable here, but that’s not enough as I can still make changes after I have saved the hip and export/override. Does anyone have any ideas on how to accomplish this? Thanks,
  2. Installing Qlib Package method

    But is it even the case that the menu option should open the hda’s in the file? Or should the hda’s/otls already be in every new file? Because I don’t have the nodes when pushing TAP. And the online docs don’t seem to talk about this. The local docs from the qLib folder seem to be empty. Also when accessing from the qLib>Help menu option. Did a few redownloads and reinstalls but nothing did help.
  3. Installing Qlib Package method

    Hi, I have done this, but now it's the same as when I had it installed with this packager app: I have the menu bar 'qLib' submenu, but I don't have the nodes/assets. Any ideas? Is this option in the submenu supposed to open the HDA's? Because then I get this error:
  4. Installing Qlib Package method

    Any solution? Doesn't work when I copy either the qLib_package_linux.json or the qLib_package_windows.json in my packages folder on OSX. Is qLib not available for Mac?
  5. I see. I've noticed tho that the comment doesn't pop up when I render with the Render View and click 'Save Render' right from there, but it does work when I choose 'Render to Disk'. Does anyone know if there's a way to also save the exr comment with the snapshots saved from the Render View? As I would love to also be able to see the comment/settings on small render regions made with shift+click&drag.
  6. Hi, Sometimes I would like to just try out quick renders and make the design decisions laters. Is it possible to bake certain parameters you are trying out into your render, so you can see what you did differently back then, when you did that render? Thanks,
  7. Thanks, @markingleukc, I saw this render setting also, which made me hopeful for also being able display a comment in a render. But I don't know how to use it. When I place it on the camera it doesn't work. Does it belong somewhere else? Or does the comment exist in some hidden image-metadata and is not supposed to be on top of the C plane or a separate image channel?
  8. Hi, I see here on the "removing noise" help page, that there is supposed to be a "Scattering Quality parameter located on the shader attached to the object". In the Principled Shader I did not see it, but when I searched further I saw that on the help page of the Classic Shader, there should be one such control. But when I tried in H17.5, it doesn't appear in the Classic Shader: Woz going here? Thanks in advance.
  9. Thanks for your reply, @zlyu I am wondering how you use this VOP, I guess this isn't the right way?
  10. Anyone? Is there otherwise some other method as to achieve such a thing? I don't know yet if CHOPs can do something like this because it is not really working like a dynamics network / looping network, or is it?. I see the Logic CHOP can record if there is change in a channel but I have no idea as of how you should combine these chops for canceling out overlapping copies. Is it possible to cancel out overlapping copies?
  11. Hi peoples, I would like an animation to be triggered, but I don’t want it to be triggered if there already is a triggered animation/copy that is still being played. In the case of this GIF that would mean that sometimes the shifted pulse would exclude one periodic pulse, and sometimes be excluded by the periodic ones. The docs of the Copy CHOP vaguely hint at this being possible, but I can’t get it to work with all tried Copy CHOP node variations, and I don’t really understand what the doc is talking about. I would really appreciate it if someone could help me with this. Also, if there is an other method than the Copy CHOP for triggering animations with overlap, all info is welcome. Thanks in advance!
  12. Thanks anim, that's helpful info..
  13. Hi, I saw on a forum post that if I want to merge a two points and have them be one primitive, I could use the PolyPath node for that, because the Fuse SOP doesn't do that. So that works now and I am very happy with that. But now I want to exclude certain points from the PolyPath. I have put those points in a group, but the PolyPath doesn't have a group field. Is there a way to still exclude a group of points? Or is there another SOP I could use for this? See the scene if you want to see a quick example of the problem. I want only 'child prims' that have the same parent prim to be reconnected to one prim again. Hope it's possible Thanks! polypathgroup.hipnc
  14. Hi Librarian, thanks for your response. I don't really understand the trig.hipnc tho. Do you mean the small CHOP network on the left, that colors the box red? Because there a existing 'instance' doesn't avoid the next one from being called, as is here in the third curve: And the other network on the right is something complex of which I can't see what it is doing in the scene and where the Nulls are getting their data from. Altho I know that a lookup table isn't really for triggering but for mapping animations to a range, right? Anyways here is a hip file. The shift CHOP is just put in there to produce the overlapping copies/instances and to see if this is working: triggeroverlap.hipnc
  15. Hi, I just have a simple scene here with some black volume trails in it and a default mantra node, but the render shows some white between them. I can't see what's causing this.. Anyone any idea? Thanks in advance.
  16. Keep particles inside an volume

    Hi guys, I've started learning particles and I now these particles beautifully advected by a curl noise. I like that it stays kinda within the same source shape by the curl noise. But when I want to prevent the particles from flocking together with a POP interact node, they move away from each other, but also move outside the shape.. So I tried to keep them inside the (peaked) shape with POP Attract and Field Force, but that didn't really work. And then I found this old odforce post talking about using sdf for that, but the example hips were too old to see what's going on. So I was hoping maybe someone could enlighten me on how this SDF trick is done, or maybe any other for directing particles with geo. If you want, you can take a look at the hip: howToKeepInside.hipnc Thanks in advance!
  17. Hi, When I make a Composite Render ROP and I export my composition as png or jpg, it looks so much as in the Composite View. The exr file itself that I've loaded in the Composite View also has different colors (but the same as the jpg/png export) when viewed in the Finder. Playing with the settings Viewers settings and Composite preferences didn't help me so far. What can I do? Really hope someone can help me. Thanks in advance
  18. Ah, that’s a nice coincidence.. It’s a pretty huge list of options of which I randomly tried a few and I already found it strange this seemingly complex code/name worked so well.
  19. addvertex() on existing line?

    Hi, I am trying to recreate this: https://entagma.com/procedural-subdivision-curves/ But then after primitves have already been generated. (I do this for technical, project specific reasons) This means that I run it on a Primitive Wrangle instead of a Point Wrangle, and try to use addvertex() after the addpoint() function calls. But this does not create the vertices on the extant primitve. Instead it extends the primitive. I've tried messing about with setprimvertex(). I've tried to remove the verts already extant so the prim would disconnect (https://www.sidefx.com/forum/topic/59183/) but both didn't work for me. Is there some way I can create those vertices on the existing prim line or disconnect the prim before placing the new verts? I know I can remove the prim and start again with a new prim, but I actually need the 'new' prim to be the same @primnum as the currently processed prim. That's important. Here is a sample hip: dingi.hipnc Hope someone can help. Thanks.
  20. Hi guys, I have this constantly moving particles and I create connections between them. Now I want to 'disconnect' or 'reconnect' them sporadically. I would like to create an pre defined animation for that with a carve SOP and trigger that animation based on distance of the connection. I have already captured that distance attribute on the primitives. Of course I don't want this to happen all the time, just some times. Every 10/20 seconds have a check on every primitive if a reconnection/disconnection is necessary. (Seconds/time ofcourse offsetted on every prim) Now how would someone go about this? Is CHOPs required for this? Then maybe this is the trigger for me to go and learn CHOPs.... Or is it better/easier to do this in VEX, if that is possible? Here is the hip I have so far: CheckEvery10SecondsAndConnectOrDisconnect.hipnc Thanks in advance.
  21. @Atom Thanks It seems to happen far more often than 24 frames visually. What I had in mind was that the connections basically start connected, but I want some of them to occasionally disconnect if they become too short or too long or reconnect if some come back to 'normal length' again. And then that connection would go disconnect in an eased (keyframed?) way toward the middle. And I want to check if that is needed every 10 seconds or so. If I change your %24 too longer it no longer works. I don't quite understand. Here is the result of my failed trying so far, haha.. my head hurts: CheckEvery10SecondsAndConnectOrDisconnect-elaborated2-failedTrying.hipnc and a psuedocode was written before I went and pre-implemented those CHOPs: [image] edit: Never mind guys. I think I want to go too fast... I need to break this up into smaller problems.. edit: Somebody clued me in that first the @primnum of the created connections need to become stable and not change all the time in order for me to work on them.. somehow. If anyone has an idea, it’s still welcome.
  22. I saw your post just before posting mine, but I thought it was a different problem. Maybe I don't quite understand what you want to achieve: Do you want the repeating bleeps to fade away based on a ramp? Anyways, in this version of the hip I've also put the animation I want to be triggered: CheckEvery10SecondsAndConnectOrDisconnect-elaborated.hipnc I'll keep searching too!
  23. @konstantin magnus Hi konstantin. Would you also know how to remove the first index when using a point cloud instead of nearpoints()? I got this far but the second line needs to be for index, not removal of the point... int firstPTcloudnum = pcimportbyidxi(PTcloud, "point.number", 0); removepoint(0,firstPTcloudnum);
  24. Hi guys, At this moment I could really use some guidance: I have found nearby points on my scattered grid and connected them in a certain way. As you can see in the screenshot by the overlapping point numbers, a lot of duplicate lines are made. I tried to prevent this by making an attribute that denotes if a connection is made on a point, but this didn't change anything. And on sidefx.com I saw this post where people say a wrangle isn't able to read the attribute values already added by that same wrangle, which kind of explains why my code didn't work. But how is this sort of thing done then? Thanks. (: