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vtrvtr last won the day on August 10

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  1. Vellum Inflate From Flattened State?

    Here's the hip with animating the restlength in a geometry wrangle vellum_inflate_odf.hipnc But you're correct you need some data to know when to stop, otherwise the length will just get bigger and bigger
  2. Vellum animated constraints

    Maybe there's a more straight forward way. string_release.hipnc vellum_anim_con_break-2018-10-17_13.12.16.mp4
  3. Event firing when a node is Deleted ( not HDA )

    You can have events from nodes by type of individually without editing any defaults. Check http://www.sidefx.com/docs/houdini/hom/locations.html "Node event handler files" section
  4. You probably want to make a library to use functions in multiple wrangles. You can save files with a .vfl and add them to your environment with a HOUDINI_VEX_PATH variable. After that you can use a #include inside a wrangle to get your functions
  5. It can be done but you're probably better making an HDA The code it something like node = hou.node('/obj/geo1/FILE') new_button = hou.ButtonParmTemplate("new_button", "New Button") node.addSpareParmTuple(new_button) You need to set the proper scripts in the button for it to replicate the actual button logic
  6. Editing DA in pipeline

    I don't think there's a way to prevent this with Houdini alone. You can try to hack it like making it impossible to save without permission or having a callback that would create a copy of the asset so you can prevent losing work or saving the asset every X minutes so conflicts are unlikely, but those are all fragile measures. You need something like a control system. You could use git, for example. Although I'm not quite sure how merges would work at that level, depending on what you're doing I'm afraid you would end up with many conflicts that would be a nightmare to resolve. Probably the best solution is to rethink the pipeline in such way this wouldn't happen. E.g, the shading asset might not be the same asset as the modeling asset, they are just related. Take a look at this talk here, it might give you some ideas Also, take a look at USD, even if you don't want to actually use it, the concept of layers is what you're after https://graphics.pixar.com/usd/docs/index.html
  7. I don't think you should do that. You can do it with a bit of scripting, check the hip, but it's not a very good idea. You'll never be able to close your asset, let alone compile it (technically you could make each combination an unique shader, but it seems messy to me) Someone correct me if I'm wrong, but I suppose the "correct" way to do this is do it in SOPs and then just read the attributes inside your shader with bind vop or similar Again, just to make it clear, this is likely a terrible idea: 2018-08-21_12-04-43.mp4 multy_block.hipnc
  8. Check flip_transfer_color-2018-08-14_13.34.22.mp4 transfer_color_to_FLIP.hipnc
  9. Supposing this frame is representative of what you need, I don't think you need anything fancy. ray_curved.hip
  10. Vray for Houdini

    If anyone happens to have an issue with the IPR not working when using the houdini.env setup, the following fixed it for me: Instead of : PATH="${PATH};${VFH_PATH}" As suggested, expand everything. So: PATH="${VRAY_APPSDK}\bin;${VFH_ROOT}\vfh_home\bin;$PATH;${VRAY_FOR_HOUDINI_AURA_LOADERS}"
  11. Script callback on a button

    Do you need to make it hscript? If not, the python equivalent would be something like On PythonModule define a function: def displayMessage(kwargs): hou.ui.displayMessage("Are you sure?", ("Delete", "Cancel")) And then on the Callback Script field you can write `hou.phm().displayMessage(kwargs)` and that's it.
  12. how this "show surface" system work?

    It's a two steps functionality. First, if you go the type properties under Node you'll the "Guide Geometry" points to the GUIDE null. Second, the switch1 inside the whitewater source node is connected to the Show Surface parameter of the HDA. It's a bit unclear because in the actual HDA parameter interface there's no mention of where it's referenced
  13. setDeleteScript method does not work?

    >>> n.setDeleteScript("aaa", hou.scriptLanguage.Hscript) >>> n.setDeleteScript('setenv x = "hello"', hou.scriptLanguage.Hscript) >>> hou.getenv('x') 'hello' This works. You can also take a look at this Particularly the Script Variables section. You can set a script that will trigger whenever any node or a specific node is triggered
  14. Copy to points multiple geometry

    Here's a way to do it in sops But if you want to do this with a big amount geo, you should take a look at instancing it by changing the intrinsic path of packed geo, which will be much faster and allow your to have much more geo for the same memory footprint switch_scatter_compiled_odf.hip
  15. Volume sourcing with reoriented simulation container

    Sourcing assumes world space, you need to change that to get the correct orientation Here's one way to do it orient_pyro_container_odf.hiplc