
Spike
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4 NeutralAbout Spike
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Peon
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Name
Phil
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Location
Berlin
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Hi i have a question regarding narrow band in fluid sims: I am using an ocean source for my flip tank as source but how do I calculate the layer size in oceansource (thought its particleseperation*gridscale*narrowbandwidth) - because my fluid keeps dropping down when sim is running
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hmm ok - then other way around: can I assign 2 different hotkeys for 2 different actions within one script? - and how? thank you
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hi - while writing a python script i run into a problem: with kwargs['shiftclick'] I can recognize if a shelf tool was activated by clicking in combination with the ctrl key - so by clicking on it in the shelf tool but is there a way to recognize if the script was activated by ctrl and its HOTKEY? thank you for any information about that!
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Hi, i'm using an api whitch uses async and awake calls (i'm not that familiar with threading) - the problem is that these calls are stopping/blocking my whole houdini interface from working I'm connecting houdini with discord by import discord token = "xxxxxxxxxx" client = discord.Client() @client.event async def on_message(message): print(message.content) messages = await channel.history(limit=123).flatten() if message.content.find("hello") != -1: await message.channel.send("hi back") client.run(token) but this blocks my whole houdini application - the python script is running smoothly in the background (and works) Hope you can help me! - really desperate at the moment that this is not working if it i helps: discord api is using asyncio to work with threads
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ok this was simple - didnt know that the fbx export or unreal are fine if there is just a different shop path.... @davpe thanks for your help - helped me to ask the right question
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As i mentioned - the only goal is that unreal realizes that every grid created in the foreach loop uses a different material so... ... thats the reason this solution doesnt work too so the question is what parameters does unreal need to know that an object has a different material
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Hi i want to create/assign different (quick) materials in a for each loop - somehow it doesn't work out as expected -> each loop I create an object, in the labs quick material I name the material based on "iteration" of the meta tag but at the end the shop_materialpath is the same for every element - I guess that each loop the material gets assigned and in the next loop overwritten -> and this way all elements update their material path. What is the best way to handle this problem - the goal is to create procedural many materials for unreal ps: I also tried the same thing with copy stamp sop Thanks for help
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Hi, i checked all older threads but i still dont find a way to link houdinis python to my anaconda python environment in the houdini.env file I tried LD_PRELOAD ="/Users/userX/anaconda2/lib;&" LD_LIBRARY_PATH PATH didnt find the (in one thread mentioned) libpython2.7.so either using python 2.7.16 on mac os Thank you for your help!
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Hi i really have no clue whats going on - why does world transformation behave so differently -> file attached (actually my plan was to set a point to the position of a bone - by getting worldtransformation of the bone node - i pasted it on my world node - that worked but i have no idea why it didnt work out on a single point in a sop node) - file attached pointwtf.hiplc
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still cant figure out the solution pythonRop.hiplc
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so node.parm('$F').rawValue() ? - looks strange cause its no parm of node - yes i mean in the UI of the rop
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Hi i want to assign a global variable as path for a rop node with python - but the thing is that python translates $F to the current frame, and every other parameter... node_rop.parm('sopoutput').set("$JOB/render/$HIPNAME.$F.bgeo.sc") gets translatet to /Users/xxxx/Project/render/path.12.bgeo.sc in the rop network so how can i assign a $F to a textinput field with python thank you for help!
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Hi, i want to convert a polygonal line (created for test by scatter and add node) into a bezier curve with the freehand method -> all points are connected but the path in between is interpolated. (like if you draw a curve with the curve sop + bezier+freehand option) Is it possible to convert it? - i tried to add it into the curve soptoo but it doesnt change anything. Thank you for help, Phil
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if the format is like this save the file as csv - and import it with the table import sop -> now you got these points as attributes, then i would check out this page http://wordpress.discretization.de/houdini/home/intermidiate/animation2/ + and merge the object with the keyframes with the object to animate
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help For-Each Numbers Node Houdini 17
Spike replied to RustyMac2020's topic in General Houdini Questions
if you want to stick to her workflow you can stick to her implementation - also of the vex code - just use detail() instead of stamping and the new setup in the foreach nodes - the major part stays the same