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catchyid

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catchyid last won the day on November 20 2016

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About catchyid

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    Khaled Abdelhay
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    Montreal, QC

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  1. Breaking Glue Constraints - Bullet?

    sorry! that update was outdated in summary, after looooots of testing, two ways only to break glue constraints: (1) manually, i.e. add it to broken group (i remember it's actually an attribute that you need to set to 1, but I don't remember the exact attribute name), or (2) via impact, i.e. something has to hit the object containing the glue constraint (and it has to be fast/heavy enough to break the constraint). So, using forcing alone will NOT break any constraint...
  2. Is it possible to import hou module outside houdini?

    just an update : It's possible to import hou in standard python interpreter...the problem I was having is the python interpreter I used was compiled with gcc 5.4 and Houdini was compiled with gcc 6.3 --> so it's a binary (or ABI) incompatibility, hence the crash. To fix there are two solutions: either use the python interpreter shipped with Houdini, or update the python interpreter to match at least the same gcc version used to compile Houdini...
  3. Is it possible to import hou module outside houdini?

    Yes, what you says is correct JO. The problem I am facing is compatibility between binaries, meaning, we have main components: (1) the default python interpreter, (2) python interpreter/libs that ships with Houdini (are they exactly the same like the default implementation, i.e. item 1, or do they have something special, I guess only SideFX people will know) (3) Hou python module Now, a simple question: can I import (3) using (1) OR I "must" use (2) in order to import (3)? In theory, I should be able to use the default interpreter, ie (1), to import Hou but from my testing this is not the case. There are many reasons why for this limitation (for example, binaries complied with different flags, mismatched versions, it's too complicated...). Anyhow, my conclusion is that I must use (2) to import Hou. Now, add this compatibility issue using Maya modules, Maya Python interpreter...
  4. Is it possible to import hou module outside houdini?

    Thanks Alex...Logically, it should be possible to use them in standard interpreter as you mentioned, maybe I am doing something wrong (my first time to write python code ) ...
  5. Is it possible to import hou module outside houdini?

    Hi, Just an update if someone is still reading It seems to me that application specific interpreters, such as hython in Houdini or mayapy for Maya, are just there to run their own python modules...I "think" over simplifying hou as just a standard python module is just wrong, i.e. it must be run by hython interpreter ... Now that seems rather limiting! what if you want to have a python script that processes both houdini and maya objects? It would be still possible, but this won't be in "one" application.
  6. Hi, If I try to import "hou" module using the standard python2.7 interpreter, it crashes. If I use the python interpreter that's shipped with Houdini and I import "hou" module, it also complains about jemalloc libs I see that the only way to use "hou" module is either (1) inside houdini directly (e.g. in parameters), OR (2) by running hython --> Is this correct? I just don't see it logical that I have a python module "hou" that can only be used inside hython interpreter? for example, If I were to write a studio wide tool that needs to process houdini object, then in this specific case I must hython, otherwise I can use python? Thanks
  7. Best/Fast approach for car wreck look (no sim needed)?

    Thanks Andrea, I got your idea until using volume gradient Not sure If I understand that correctly, meaning: If I have a VDB and a mesh, should I boolean them? or use volume gradient then boolean?
  8. Best/Fast approach for car wreck look (no sim needed)?

    Thanks Andrea I have a huge set of cars and the goal is to test whether it's possible to produce their wreck automatically, hence cannot sculpt manually. I am trying metaballs and so far they produce better results than just turbulence/anti aliased noise (but still sometimes, they produce intersecting pieces!). Another idea is to create deformers with metal like deformation (this is step is manual though), but then apply these deformers anomaly ! will see BTW, I've seen your car crash shot on youtube and it looks awesome
  9. Hello, I need to deform a car geometry to quickly create crash like deformation (plz, see attached). Note, I don't need a full simulation, just the final shape. What is the best approach? I tried to deform some parts of the car mesh using turbulence/anti-aliased/mountain noise, but it did not look right! Another idea is to use vellum (or bullet with soft constraints) to simulate metals and hit the car by random objects, but I am hoping for something faster. Any ideas? Thanks,
  10. what is du/dv in vex?

    Thanks, I found out about this in a different post My plan now as Christoper said, is to compute them shading context then "somehow" import them in SOP context...
  11. what is du/dv in vex?

    Okay, I think I need to read a little bit more about shaders in Houdini because I never used one Thanks for the hints Christopher
  12. what is du/dv in vex?

    Thanks! I am am still getting 0s when I read @dPdv (whether from points or vertices). I read in another post this @dPdv is only defined in surface context and not SOP context? Maybe that's why... https://www.sidefx.com/forum/topic/56676/ Update: I found a surface context @ https://www.sidefx.com/docs/houdini/vex/contexts/surface.html but I am not sure how to expose it or use it in sop context ?!
  13. what is du/dv in vex?

    Nice, but is it defined already for each point in a sop context? I've tried the following functions calls in SOP but it returns 0: v@dd=@dPdv; //I assumed maybe it's defined automatically like @N v@dd= primduv("/obj/mlb/x", @primnum, _uv, 0, 1); Thanks in Advance
  14. what is du/dv in vex?

    Hello! Urgent question I have uv map on points. In the uv space, I want to compute tangent du/dv in vex but I am not sure which vex function to use? To be more specific: I want to set dv=0.0001 (ie. go up a little bit in v direction) and compute du (i.e. the corresponding change in u). My end goal is to: for each 3D point, what its new position if I moved its uv in dv direction (maybe it's called dPdv)? Thanks
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