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Everything posted by Shalinar

  1. Trouble with using the Wedge node

    I believe in the File Merge node, you should change your Merge Variable to be WEDGENUM to keep the naming consistent, then you can merge based on your WEDGENUM in your filepath. The File Merge is going to try to replace every instance of your Merge Variable with the values in the Merge Range (start to end by increment). So your starting value should be your lowest seed value and the end value should be your highest seed value (not 1 and 1 as yours are now ). Then just make sure to set Missing Files to No Geometry so it doesnt error out for inevitable missing files in the range from start value to end value. I just tested this with a simple scene: had a cube, sphere, and pyramid written out with a switch controlled by $CLUSTER variable (0=cube, 1=sphere, 2=pyramid). Then I used the File Merge node with Merge Variable set to CLUSTER and read them in with the same variable, setting the Merge Range to (0, 2, 1), and Missing Files to No Geometry -- that way, when I deleted the file where $CLUSTER=1, files 0 and 2 still imported just fine So you can see here I just have the cube and pyramid being read in without error. You'll definitely need the same for your particles
  2. Voronoi piece point offset

    Sorry yeah updated my post above
  3. Voronoi piece point offset

    Okay so after doing some testing, it seems that the problem is created when the Voronoi Fracture creates edges where the incoming geometry does not have planar faces. So basically, if you just append a Divide SOP before doing anything else, you're good to go. The issue you had with the pig's head was just that your Divide SOP was only going into the Voronoi Fracture node rather than also feeding into the Iso Offset SOP. voronoi_issue_fix.hip
  4. Mantra loop rendering

    Bump. Wedge ROP is not good enough for what I need. I'm building out a whole custom ROP loop node set, like the For Loop in SOPs. But every way I try to get a parm to re-execute a button's callback script, I get the "Recursion in parm callback" error. Which is annoying, because I know there's a recursion in the parm callback. That's exactly what I want lol. Is there any way around this? EDIT: I suppose one way would be the Shell ROP, but I'd rather do it all through Python than having extra nodes laying around in my ROP loop. Thanks, ~Chris
  5. Or if you're like me and you're local-variable-phobic, you can just type in the attribute as a VEXpression into the Wire Radius field. Eg; "@Cd.r"
  6. Hello, My next project is to create a custom "For Loop" in ROPs, and I'd like to be able to get that familiar colored "blob" around my loop nodes, just like the For Loop nodes in SOPs. But I haven't been able to find how that blob is actually being created. The docs refer to it as a "blob" that can be toggled using the "convex hulls" display option. However, my searches through the HOM haven't turned up anything related to this. My next step was to find the creation scripts for the For Loop SOP and see how it's being done there. But the creation scripts are either compiled, or I'm looking in the wrong place because I can't seem to find them. Does anyone know how to create that blob around my own nodes? It's very visually helpful. Thanks, ~Chris
  7. Hi Everyone, We're having a major problem at work. A couple of our artists have OBJ-level digital assets that they've created, with lots of custom parameters. These digital assets are installed in their current hip files. When we use the Operator Type Manager to copy or duplicate the asset to another directory/version up, the new asset loses all its custom parameters, even after using Save Node Type and Match Current Definition. We've tried everything we can think of, but once we try to copy or duplicate the asset, all the parameters get deleted. Has anyone else run into this? And what's the solution? Thanks, ~Chris
  8. Sorry for the panic, Michael was right, they were spare parameters. Some team members weren't sure the difference between "Edit Parameter Interface" and "Type Properties" menus. Once I figured out they were trying to add parameters to their HDAs through the Edit Parameter Interface, I explained the difference then added a couple lines of code to our publication system to make sure the parameters would stick no matter which method they chose Whew!
  9. Find Facing Ratio

    Hi everyone, I'm trying to find all the points on a piece of geo whose normals all point within a certain ratio of another geo's... so basically find all the points of one geo that are "facing" another. The attached file is what I've worked out, but there has GOT to be a better way than that. It's so slow, and I disabled the AttributeVOP that's doing all the work just so it will load for you. What I'm trying to do is loop over all the points in geo A, and for each point in A, compare its normal to the normal of every point in geo B. If the point's maximum "match" goes beyond a certain threshold, then delete that point. I'm pretty sure this is a horrible way to set this up, but I really haven't come up with anything better. Does anyone have any tips for solving this issue? Thanks, Chris facing_ratio_test.hipnc
  10. Find Facing Ratio

    I do believe that will work! Thanks, I'll test it out in my full setup.
  11. Idk if you've already solved this, but it should be relatively easy and super duper fast to do in VOPs. I haven't looked through that other thread, but off the top of my head you could do the following: 1. Give all your B points an attribute initialized to 0 (let's say "matched"=0). 2. In VOPs, find the closest B point to the current A point, and measure it against your "matched" attribute (eg, 'And "matched" < 1'). 3. Then just set the closest B point's "matched" attribute to 1, so it will fail the logic test in step 2 the next time around and won't get paired again. Hope that helps
  12. Hi everyone, I've got a mesh that has been animated and UV'd in Maya and exported as an FBX along with a locked off camera. The UVs are very simple, just projected from the static camera. I have an image texture that needs to be projected onto the mesh. However, when I import the FBX into Houdini, I assign a simple Mantra Surface to the mesh and check Use Map and select my image to be projected, but it doesn't line up. I can fake it with a UV Transform, but there's got to be something I'm missing. Is this not the correct way to project a texture onto a surface? I've been browsing around the forums but haven't quite found what I'm looking for... Any help? Thanks! ~Chris Burgess PS. I can't really upload a hip file, sorry
  13. UV Projection Alignment

    Ok I just realized that using a UVTexture SOP set to Perspective From Camera works, although that seems like it's overriding the UVs... As long as it works though, that's all I need
  14. Spring SOP Overwriting Attributes?

    Hi all, I'm testing a disintegration setup, where I'm having a sphere break apart over time, and the pieces are being carried off by a spring SOP, giving it a kind of flaking/skin being blown by the wind sort of look. I like where it's headed, but I'm having a problem. At the end of the solver node chain where I'm triggering the pieces to become activated over time, I'm recording the frame at which the points get triggered (calling it "triggerFrame"). This is all fine and dandy, but as soon as the spring SOP gets the data, it reverts all the triggerFrame values back to their un-triggered values. Why is this? Thanks, ~Chris sphereTest_upload.hipnc
  15. Hi all, I'm trying to drive the Active value of my RBD Packed objects by an "activator" object, just transferring color and using that color to set the active value. I've followed a couple of the threads here that show how to set this up (such as here) but my version is not working. I've exhausted my newbie knowledge of Houdini. What am I missing here? Thanks, ~Chris EDIT: just a little more info I forgot to include. In the spreadsheet, I can see that the Active attr on frame 1 is set to 1, because the RBD Packed Object node is set to Active Objects. Then when the simulation starts, the Active attr changes to 0. But it doesn't update with the color transfer. That's the part that I'm not sure why... active_transfer.hipnc
  16. Active Value in Packed Objects

    Ah! Thank you so much. Still getting the hang of all of this, but slowly it's all starting to come together for me
  17. Hey guys, first post here. I'm extremely noob at Houdini and I've got a very basic question. I've got a particle system going, and after the POPs system in the Source Particles SOP it creates, I'm trying to use the Y position of each particle to drive a Blend Sequence that is copied onto the particles with a Copy SOP. What I haven't been able to find is how to query the Y position of my particles. I can find their positions with the Geometry Spreadsheet, but the name of the attribute it gives me is "P[y]", and typing that into an expression doesn't seem to work. I had thought it might be "@P.y" but that errors out as well. I think one of the problems is that I'm not telling Houdini WHAT to find the Y position of. But again, not sure how to find that. I've googled and did a cursory search of the forums here but all the posts I've found are way more advanced than this simple thing I'm trying to find Can you fine gentlemen/ladies point me in the right direction to find how to query this sort of basic data? wk2_copy.hipnc
  18. Basic Variable Question (Particles)

    Hey thank you for the reply! $TY was indeed what I needed. You are right, I was most likely confusing Houdini Expressions with VEX... What is the difference? That point expression was cool but exhelp seemed to indicate that it was used for geometry whereas I was trying to query the Y values of my particles. Even though I believe I've got it worked out (for what I need), I'll go ahead and upload the hip file, for posterity. I'll dig into the help files to learn more about local variables. Thanks again for the help!