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Everything posted by Krion

  1. Ok wonderful, turns out this is not just an Houdini thing but a global thing, import os print os.path.abspath(path)
  2. Hi guys, How do I get a proper path when using the "/../" method? When middleclicking on such a parameter expression as $HIP/../flips/img.jpg it returns this parent_of_hipfolder/hipfolder/../flips/img.jpg (i.e go in, and then go up again) which Houdini seems to be able to read properly. But I want the path like this: parent_of_hipfolder/flips/img.jpg which I could later on use properly with the python os module, to read the data of the file. It doesn't understand the up-one-folder syntax, "/../" Thank you!
  3. Hi, I have just installed the Python 3 version of Houdini to test out if I can use old code with it. I had read something about an included convert-script. My own shelf tool which references an old python script in an own PYTHONPATH of mine produces this error: Do I need to rewrite all my old code? Thanks,
  4. Channel Variables and uses?

    Is it possible to get the channel variable from another channel? A function or something whose arguments would look like chanvar("../../geo1/tx", IT)? (i.e. get beginningtime of the current segment from that channel) Thanks.
  5. Went unto SOPs for this. Felt like a bummer but there we do get lot's of control. Beats the hell out of grid warps of 2D apps.
  6. Hi, How can we warp the UV's (by warping a Deform Plane to use in the Deform COP) with points, to have more control over where it goes? (as opposed to using noises) Like puppet-warp, grid-warp, in 2D apps, Thanks for any help,
  7. Point Cloud in VopCop2Filter ?

    I wonder if such a feature, function or script has been published somewhere. Now 6 years later. If anyone knows something, I'd appreciate if you let me know. :-)
  8. Awesome. Now it doesn't feel like I'm doing something super secret and technical when I'm moving into an own tool,
  9. Hi guys, You know, when I have a HDA that generates geometry I like to have an subnet SOP called 'edit geometry' at the end that I set as an 'editable node'. This way I can still add custom stuff inside the subnet and keep the hda locked. (Btw, I also like to drive a switch by a toggle on the hda interface called 'Enable Editing') But sometimes these subnet-SOPs are very deep inside the hda and I keep on using time to navigate through the hda. Sometimes Quickmarks are a help to this, but my hope is there's a better way. Maybe some way to have, next to the toggle 'Enable Editing', have some button or something that says 'Jump to Editable subnet'. My guts tell me this is possible because you often see very 'ui network navigation' magic happen when using Houdini nodes. As for example the 'Solver SOP', or the 'SOP Create LOP', but is this also easily accessible to us the user? Thanks for the help :-)
  10. Alright that will give you what you typed in there, I see. I now use an 'Operator Path' parameter to the editable node inside the hda to jump right into it from the parameters, like "./cop2net1/textureMix/make_mask/" How do we make it that we jump into that node when we click a node of our hda type? Is that possible?
  11. Seamless NURBs UVs?

    Interesting. Any way that translates when you're using a Skin SOP to create the NURBs surface? - (as here: seamless-nurbs-uv.v3.skinMethod.hiplc) (this is how I originally am creating the surface in my scene. but I used a Sphere SOP for simplicity because I thought this was a general NURBs issue)
  12. Seamless NURBs UVs?

    Hi, I thought that with the uvtexture SOP you would already have seamlessness when using the 'spline' methods. Yet this is not the case. The 'Average Spline' comes closest, but it's not yet seamless. How do we do it? seamless-nurbs-uv.hiplc (the seam is on the positive X axis) Thanks in advance.
  13. Seamless NURBs UVs?

    I don't know what that means. It's a seamless texture that I apply. I don't understand what it would mean for a nurb surface to be seamless or non-seamless. It is no unwrap or project, because it uses the nurbs parametrisation (0-1?) to map the uv's unto, right? I've made a more 'obviously' tileable texture in this hip file, so you can see the seam even more pronounced: (seamless-nurbs-uv.v2.hiplc) In my case I want it to map unto the nurbs/follow the nurbs shape, as these 'spline' methods of the uvtexture sop do, but how do I have a seamless texture go round-about it?
  14. Guys, I've been stupid.. I can just use modulo for this. Jeez, shame shame
  15. Hi, I am wondering how to tile in the COP VOP. Maybe then you could pull off some nice tricks: tile and move only in certain areas based on conditions or move in certain directions based on vectors, etc.. I managed to create one tile to the right: What would be a way to do this infinitely in every direction? Thank you. :-) make_tileable_in_VOPs.hiplc
  16. Load sequences with TOPs

    Did u find an answer? I would like to load multiple image sequences with very different names and create a mmpeg movie for each.
  17. "Over" composite changes color of BG

    Using "Exclusive Or" with "Maximum" as the Alpha Operation kindof seems to work, altho with some artefacts. (Particularly when using multiple inputs like this on a Layer COP) But still wondering; what's happening with the "Over"? Shouldn't this be the most common and easiest operation? Or am I missing the mathematical ormtechnical definition of 'Over' somehow?
  18. Hi guys, I was hoping I could get some help. I just want to overlay one image over another. But the "Over" composite method changes colors. How can I retain these and just layer them unto one layer?
  19. "Over" composite changes color of BG

    Here is the hip file and the images if someone wanted to take a look: overlay.hiplc rop_comp2.exr rop_comp1.exr
  20. Why is bool type not available in VEX?

    Okay then just make a cht() function, SideFX :-) I’m laizy
  21. Why is bool type not available in VEX?

    I would like this. Automatic Toggle Parameter creation. A little less moving into the Edit Parameter Interface. Would such datatypes also not take less memory or something as opposed to an int?
  22. attribtype() - Distinguish Float from Vector

    Thanks Yunus, I somehow didn't expect the Attribute Copy SOP to be able to handle wildcards... but it does handle them. I wonder how my brain works sometimes. Anyway good to know about the attribsize() function. Thanks!
  23. Hi, I am copying attributes by looping over the attributes. Unfortunetely this doesn't work: string detailattribs[] = detailintrinsic(1,"detailattributes"); foreach(string detailattrib; detailattribs){ setdetailattrib(0, detailattrib, detail(1, detailattrib, 0), "set"); } So I have to specify the type like this: string detailattribs[] = detailintrinsic(1,"detailattributes"); foreach(string detailattrib; detailattribs){ int type = detailattribtype(1, detailattrib); if(type==1){ float val = detail(1, detailattrib, 0); setdetailattrib(0, detailattrib, val, "set"); } if(type==0){ int val = detail(1, detailattrib, 0); setdetailattrib(0, detailattrib, val, "set"); } } The weird thing about the attribtype() function is that it uses one value for "Float or vector". I do only have floats and ints right now, but I'm still wondering: what if you want to do this for a vector? Another sidequestion would be, is there a better way to do this? Thanks, kind regards,
  24. I was looking besides this also for looping Noises (found already those of 'techie'), but I hadn't seen this one yet, thanks.. Can you provide us with a link in your reply? However this is about looping/tiling the input planes of the COP VOP. Using this method of writing out/exporting is extremely annoying because the Color Map VOP and the Texture VOP do not automatically reload the textures when the files are overwritten by a new export. Restarting Houdini seems the only reliable way to reload the textures in COPs that are loaded via these VOPs. Btw I have also logged this as an RFE to SideFX.. "Repeat" option for the COP Input VOP (RFE (ID# 114285).) However it would seem possible in the Snippet VOP using these XRES/YRES variables , but my head starts spinning when trying to imagine it. It's just too hard for me at this moment.
  25. It sortof works when I export the images and use a Color Map VOP or a Texture VOP, which have a 'Repeat' option, (See forums.odforce.net/topic/48214-substance-warp-node-cop-equivalent/) but those can't use the inputs (with [op:`opinputpath("../", 0)`], my guess is that this is why the COP Input VOP was made..) so this greatly reduces the procedural workflow.. You also have to write the Alpha channel out as a separate image, because you can't pick a channel in the Color Map VOP from a .png or .exr file, and the RGBA output doesn't output the alpha. So I would still greatly appreciate it if someone could help us, to be able to use the COP Input VOP for this so we can acces inputs and channels directly...