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vtrvtr last won the day on April 22

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  1. Custom Solver

    Since you can write and read attributes, you "can" do it in python, but it will be awfully slow. VEX would be a better alternative, but yet it isn't what the language was really made fore. The HDK is for sure the correct way to do it. In fact, one the examples of the HDK is a snow solver. You can find it in $HFS/toolkit/samples/SIM/SNOW_Solver.*
  2. Run script in Command Line tools with Python

    Sure, here's a hip. The code is all inside the pythonscript node. It's the following: import os.path as op import subprocess hython_path = op.join(hou.expandString("$HFS"), "bin", "hython") hrender_path = op.join(hou.expandString("$HFS"), "bin", "hrender.py") hip_path = hou.hipFile.path() subprocess.Popen([hython_path, hrender_path, "-e", "-d", "mantra1", hip_path]) As for importing hou, it's not very straight forward. Besides adding the path to the .py file to your current python path, you need to also add the $HFS/bin folder to your PATH variable in order to correctly import the custom houdini C libraries. As described here http://www.sidefx.com/docs/houdini/hom/commandline.html subprocess_hython_odf.hip
  3. Run script in Command Line tools with Python

    If you want to render the files sequentially, you can do the same you did in that .cmd, but in python. Something like hou.hipFile.load(file1) rop = hou.node(path_to_rop) rop.render(args) hou.hipFile.load(file2) rop = hou.node(path_to_rop) rop.render(args) ... If you want to to spawn new processes to render your files, you can call hrender using subprocess subprocess.Popen([path_to_hython, path_to_hrender, hrender_args]) And, of course, you can write a specific custom python script to suit any other needs
  4. Run script in Command Line tools with Python

    Is there a reason you're not rendering using python directly? You can check inside $HFS/bin/hrender.py or render.py for some examples. If your usage is simple, those scripts would be enough for you to use directly
  5. Pyro source Wedges TOP

    I think your doubt is how would the pyro load difference sources. You might be able to do that directly in tops with some clever usage of switchs, maybe some python. But I figure the default workflow is to cache your sources and use a File SOP do read them back. After that it's just another normal wedge. See file. pyro_simple_wedge_odf.hipnc
  6. Pyro source Wedges TOP

    I'm not sure I understand what you mean. Do you want an item for each source? Like this sh
  7. In this particular case, nothing. It's just way to get a easier-to-write reference to the metadata node. In other cases it enables you to compile a block of nodes. More information the video below. Compiling nodes is useful for performance reasons and to be able to use the Invoke SOP. Which is a bit of a more advanced workflow. The new material rbd tools in 17 use them, if you want to see some examples.
  8. I'm not sure if 17.5 has this fancy new notation. But usually you would do like in this following file: odf_group_rename.hipnc
  9. Working with packed prims.

    As is common in this industry, just after posting this I came across GU_PackedGeometry which does what I want. If there are some other ways to populate packed prims, I'm also interested.
  10. You might want to share that file or a similar file. Hard to tell from two screenshots. Generally speaking, your collision is only as good as your simulation resolution, specifically your density resolution. Also, you don't need this -1 shenanigan anymore, that's an old practice. You can somewhat get around this by modifying the collision field directly in DOPs. Note the changed node inside the solver. col_vdb_rbd.hipnc
  11. Hello. Per this link I can use GU_PrimPacked::build to create a packed primitive inside some detail. But I'm not sure how or where I can add the geometry I want inside the packed primitive. Hopefully that makes sense. Thank you.
  12. Confirm ui message

    Yes. Check the docs. http://www.sidefx.com/docs/houdini/hom/hou/ui.html
  13. Optimize Pyro Container, H17

    @Mechanica Sorry for the late reply. I didn't do anything to the source, you can absolutely control the emission to suit your needs. The file there is exclusively to demonstrate the container transformation Also, there's a reason this setup isn't mentioned anywhere officially. You'll have to fiddle with it to get it working properly. You might also want to use clusters, as previously suggested. Which is another setup that needs fine tunning There's a thread in this forum about smoke tricks that contains a custom resizing method. You might want to take a look at that @Andrea I don't have have 17.0 currently, so I can't test, but unless I'm misunderstanding you, it doesn't seen to be translated twice in 17.5
  14. Optimize Pyro Container, H17

    Here's an example of orienting your box in H17.5. Since Sidefx is doing most sourcing on SOPs now, I did the same for the matching orientation https://giant.gfycat.com/ExcitableDaringArizonaalligatorlizard.webm houdini175_orient_pyro_odf.hipnc
  15. If you need to delete them based on the biggest size in the whole timeline you'll need to use a Solver of some kind to get the biggest possible bounding box. See below. blast_over_timeline_odf.hipnc