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catchyid last won the day on October 11 2020

catchyid had the most liked content!

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About catchyid

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  • Name
    Khaled Abdelhay
  • Location
    Montreal, QC

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  1. how to update a menu items (not using menu script)

    Thank you guys I've tested calling back the menu pressButton() function and does is exactly what I want I have not tested the first solution bc my knowledge with hou.ui is limited... Once more, thank you guys for your help
  2. how to update a menu items (not using menu script)

    B only gets update when I click on it (to display its items). So if A changes, B won't until I click on B
  3. hi, I have a digital asset that has menu A and menu B --> I use "Menu Script" to generate dynamically the contents of each menu, however I have this dependency : Menu B contents depend on A (so if user changes menu A selection, menu B needs to dynamically regenerate itself). Currently the only way to "refresh" menu B when A is changed is to manually select Menu B which calls its "Menu Script" (counter-intuitive for end user!). So my question : is there a way to force Menu B to run its "Menu Script" when Menu A is changed?
  4. how to run a bash command and show result to user?

    what can I say , thank you is not enough , really appreciate your help thx
  5. hi, houdini 17.5, linux, python 2.7 (the version that ships with houdini :)) i want to launch a hython script in a shell (e.g. xterm) and show its progress to end user (basically, I need to show to artist the progress of this script, also, I want this xterm to be independent of houdini, meaning, if the user shuts down houdini, i want xterm to be running and finishe the job). I am new to python, so I checked quickly and found a way to use subprocess.Popen(['xterm'],stdout=PIPE,stderr=PIPE) which starts a shell, but could not find anyway to send the command (e.g. my hython script) to the shell (tried process.communicate, ...but nothing worked!) I am thinking, maybe there is another ready to use gui/API in houdini to allow that? note: i don't want to use "run in the background" in file cache node because I need to run a script, plus i might run multiple instances of the same script (each one is doing processing different part of the hip file, it's all done on the fly, so I don't even know how many file cache node I need) Thx
  6. hda to get called back when hip file saved?

    thaaaaaaaaaaaanks Drew
  7. hi, I am developing an hda, and some of its parameters need to update themselves when the file is saved (e.g. if the user changes the file name, then i need to run a code in hda to update some paths accordingly). I found some event handlers (e.g. on Created, On Loaded, ...), but could not find a handler such as (On File Saved?) ... thx,
  8. using packed primitives did it, thanks everyone
  9. Hello, I have some "transforms" (similar to maya locators) to be read in a rendering software. Is this possible? I can export easily points but not transforms? Thx
  10. vdb combine produces "errors" in combined volumes

    hi Karl, I am using 17.5...it's an older houdini version, so I assume it should be OpenVDB 7.1.0, however, I am pretty confident now that vdb merge in this houdini version as well is buggy: when exporting each cloud alone I get good render, when I merge all clouds I get flickering and bands...maybe it was not noticed/reported in houdini 17.5, but i think it's still there... thank you Karl
  11. vdb combine produces "errors" in combined volumes

    thx, will check that node to see how it works...i am using vdb for fog, so i am not sure a SDF function would work, anyways, will double check, thx
  12. Hello, I have 4 cloud vdbs that I combine at the end using vdb combine. The problem is if I render each cloud individually they look right in rendering, however if I combine the four in one big vdb the render looks "almost" perfect, meaning some areas could flicker for couple frames then go back to normal? has anyone experienced this problem before? the only solution now is to export each cloud independently instead.... thx
  13. Hi, Would increasing bullet sub-steps improve stability (I think will just give more "resolution")? same for constraints sub-steps? What should I except from increasing sub-steps specially for constraints sub-steps? I know that bullet has continuous collision detection so we will have "right" collision regardless of the simulation step length? Also, are there any guidelines or good numbers for sub-steps? defaults are 10 and 10, are they good? Finally, why there are two sub-steps : one for bullet sim and one for constraints? for example, If I increase bullet sub-step, would it automatically increase collision sub-steps as well? Thx
  14. break dop constraints in python dop solver

    did some investigating, it's possible to break constraints also but they must be attached to objects (and not the generic relationship subdata), attached file is an example if someone is interested pythonrbdscript.hip
  15. Hi, I am using Script solver inside a DOP RBD bullet sim, I was able to change velocities of individual RBD packed objects, however I don't know how to access/modify constraints network parameters (e.g strength, add/remove broken group, etc.)? The constraint network in defined globally "Relationships" subdata (i.e. not attached to each object), below is the code I am trying to write : from __future__ import with_statement def solveForObjects( solver_data, new_dop_objects, existing_dop_objects, time, timestep): dopsim = solver_data.simulation() relationships = dopsim.findRelationship("constraintnetwork1") constraintsnetwork = relationships.findSubData("constraintnetwork") # geometry lives inside 'constraintnetwork' subdata geo = constraintsnetwork.findSubData("Geometry") #that works, but it's not a hou.Geometry that can be edited! with constraintsnetwork.editableGeometry() as geo: #error: AttributeError: 'DopData' object has no attribute 'editableGeometry #.... do something here