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Everything posted by Krion

  1. EDIT: I got feedback that I could just make two setups of it. For some reason I thought it needed it to do in one setup.
  2. Hi, I wonder how you can (best) rig a grid like this in two directions. Hope you guys can help. Thanks, sop_kineFX_boxGrid_xy_ctrls.hiplc
  3. About mechanical rigging

    Would like to know as-well.
  4. Hi, I like to separate my hda's into multple child HDA's and use Import Blocks. Any nice way to store presets of the child hda and be able to acces/select them from the parent HDA? Thanks for any insight,
  5. I would actually like to have this functionality on the Attribute Transfer. For instance when you truly want attributes to be transfered based on distance, piece-to-piece, and when the attributes are variable per point/prim for a piece. Gonna send in an RFE.. Edit: "This is not the Attribute Copy I am talking about. But actually transfering attributes that may vary per point, from piece to piece, (pieces that may actually vary in topology also,) based on distance, like the attribute transfer does. The piece/id parameter in any node is always a big win for me. It's the best thing ever. Much faster than a for each piece loop." -RFE (ID# 117904)
  6. Oh, I missed something, I need to name the menu, and use that { type# != colorramp }
  7. How did you come to that syntax? I don't see it in the docs, and also if I type in { type# 0 }, if I click "Accept" and reopen Type Properties after that, it has changed to { type# == 0 } automatically. Of course I would also like to have it such: { type# != 1 } Please help, Many thanks help multiparm.hiplc
  8. I see the issue is mainly on nodes with multiparms, which is precisely the kind of node for which I am writing this script..
  9. Hi guys, I have this simple script in a Shelf tool: import hou selectednodes = hou.selectedNodes() for selectednode in selectednodes: parms = selectednode.parms() for parm in parms: val = parm.eval() if type(val) is int or type(val) is float: parm.setExpression('ch(chsop("ref_source"') But it gives an error when trying to execute (on the line that it's getting the 'val' variable). return _hou.Parm_eval(self) hou.ObjectWasDeleted: Attempt to access an object that no longer exists in Houdini. Why is this? I have done this sortof stuff before. This is something that is possible right? Thanks in advance.
  10. Now after trying again the same code, it doesn't give the error anymore, but Houdini just crashes unless I comment-out the parm.setExpression(). Weird. I don't see what I'm doing wrong. This the crash log:
  11. Hi, I noticed that the Camera OBJ node has a tab with parameters that is editable via the Edit Parameter Interface. Now normally this is not possible with HDA parameters. But these right here act like 'spare parameters'. How do we get this on our own HDA's? Do you guys think SideFX just did create those with the "On Created" Python script in the Scripts tab?
  12. Hi guys, I wish to have a Noise animated so that flows towards its complemented version. Basically so that the value 0.5 will provide a perfect blend between the two. (0.5 is currently just grey in my Mix VOP, in the hip file..), So that you can loop it. Much like happens in this tutorial on 04:03 with the Offset parameter on the noise effect generated by the Trigonometry VOP, but then on noise values already generated, if that is possible. (https://www.youtube.com/watch?v=r2UNkR1ZNrQ) hip file: shift-animate_noise.hiplc I’m quite stuck with figuring this out. I tries ramps, and modulo’s in multiple ways, but I think I’m missing something. Thanks for any tips, Much appreciated.
  13. Ok wonderful, turns out this is not just an Houdini thing but a global thing, import os print os.path.abspath(path)
  14. 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!
  15. 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,
  16. 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.
  17. 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.
  18. 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,
  19. 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. :-)
  20. Awesome. Now it doesn't feel like I'm doing something super secret and technical when I'm moving into an own tool,
  21. 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 :-)
  22. 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?
  23. 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)
  24. 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.
  25. 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?