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tagosaku

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Everything posted by tagosaku

  1. Can we execute python def by another node remotely?

    I am using kwargs["node"] or hou.node('.') in order to point out self node. When executing from 'target_python' node, it makes sense to be kwargs["node"] = target_pyhon. However, when executing from python_remote_control node, kwargs["node"] becomes 'python_remote_control node' and code does not work anymore. Do I need to write 2 code versions? In general, I guess python_remote_control node executes 'target_python's code as own self code. Then the code looks up not 'target_python''s parms but python_remote_control node's parameters ?!?
  2. there are 2 nodes, and can we remotely execute a python script by another node, especially def too? For instance, there is a python_target null node. If I click its execute button, it writes C in result as I expect. Then I want to do same thing by a code of another python_remote_control null node. After succeeding controlling remotely, I also like to execute setA() remotely, too. Is that possible?
  3. Can we execute python def by another node remotely?

    code = hou.node('../target_python').evalParm('code') exec (compile(code, "inline", "exec"), globals(), locals()) setA() setB() After adding an extra bracket, it worked for a test code now. From now I try to apply it for actual scripts. Thank you, Alex, R !!
  4. Can we execute python def by another node remotely?

    I know I could write script directly in python_remote_control node import hou a = hou.node('/obj/pipeline/python_target') a.parm('result').set('C') but I would like to know how to control/execute the code of 'python_target' node indirectly
  5. how to set unexpanding string to parameter by python

    >> I don't understand the purpose of doing this This is just for a test, and I want to study how much we have option with python. >> why don't you just evaluate the parameter and set the value directly ? For example, $F4, as frame number, we don't want to put the result of evaluation. Houdini should automatically update $F to number. It also can produces substep numbers, but not python. I already know we can write \$F to make unexpanding in python.
  6. Hi, I am studying python to set a parameter of string (cachePath) by script. After executing the code, ideally it pastes original, "`chs("resouceA")`_`chs("resouceB")`", instead of expanded result "G:/Projects/RnD_000_001/geo_element " So far, I am thinking two methods: A a = r(\"\`chs(\"resouceA\")\`_\`chs(\"resouceB\")\` ") # this way is too many back splash and so confusing B resA = hou.node('.').parm('resourceA').unexpandedString() resA = hou.node('.').parm('resourceB').unexpandedString() a = resA + resB # this way is ok, but when there are 5-10 parmeters, it would be too much work. Do we have a simplest way or special command?? Ideally something like this: a = unexpandedExpression("`chs("resouceA")`_`chs("resouceB")` ") Thanks
  7. how to import speedtree's leaves

    There is a bug in my version of speedtree. It sounds that I need to update software, and it should be fix, according to Speedtree admin!
  8. Hi, I try to import speedtree alembic file. So far I get spines and tree wood meshes, but cannot get leaves at all in Houdini and Maya. Do I mistake exporting, or have to choose specific tree types? Or I have to modify to do something unhide in imported alembic file? Speedtree v8.3 houdini 17 maya 2017
  9. Hi, I try to make a enable/disable switch for displacement, instead of cutting node's connections . So far, I tried to connect 'switch node' between collect node and displaceOutputVariables and Parameters. but it does not work. Next, I tried' Properties > add Disable displace Shader rendering'. However, it still renders displacement. Thus how should I properly create displacement switch? I am using copy instance after material is assigned with a "share displacement with instances" in properties. That's why disable button possibly won't work correctly...
  10. how to disable displacement in matnet

    Davpe, thanks for reply. Your method also does not work for me. I took many tests and it seem like problems are that I use packed instacing(copy node) and shaders are applied on material SOP. These combination breaks displacement switch.
  11. hi, I am testing vellum, and have a question. When testGeo is coming up from ground, all vellum particles are influenced and pushed away. Also, when he hit ground with hummer and lift it up, particles looks being sucked into holes made by hummer. However, these particle reaction should not reach such far away distance. I'd like to know how to control the influence distance. So far, I am thinking of solutions: 1 - reduce constraint iteration, 2 - make a space between particles at emission/creation times. 3 - add more friction, increase particle separate / highres- sim, etc. This result could be ok for sand FX, but when making snow ground, this won't work. Particles should be very rigid, and particle only moves around testGeo's feet and hummer. If anyone knows how to control it properly, let me know thanks!!
  12. advect by volumes node limitation

    Hi, I am trying to understand advectByVolumes node. Basically I create custom vel field and animate density by advection. When increasing timestep, density moves more, but there looks a certain distance limitation, and density does not move further anymore. I wonder what's a logic and a solution for that, instead of using sop-solver, in order to continue to proceed density animation. advectTest.hip
  13. advect by volumes node limitation

    uh, that's good to know there are step limitation! Then, I tried VDB advect. It's working well. but calculation gets heavier and heavier when setting time step more and/or faster vel. I wanted to try this method because I heard one of VFX companies have a VEX/VOP based fog animation, instead of using sop-solver or dopnetwork The system is not for replacement with regular fog sim, but it works for a simple Background-quality fog. And I assume that should create unique fog shape and unique motion, unlike filling out an entire box boundary volume, unlike simple linear straight offset animation.
  14. hi, I am wondering if we can set an expire-date for HDA or blackbox? Let's say a freelancer works a project at a company for one year with bring his own HDA of a custom solver. Then that HDA will be expired and won't work any more after 1 year.
  15. thank you so much for all our tips. Legal agreement and violation things are tricky. And using python with date and switch is a great idea!! In general, most houdini artists simply bring own tools to use for own shots, and other artists and production won't pay attention so much about how great a tool would be. HR says Houdini artists almost never sign up for own pre-invention uses, but sometimes pipeline artists do that.
  16. Vellum's bend-stiffness control

    hi, I try to use vellum in order to create TreeFX. Then I took two tests with Lsystem, and vellumsolver with wind and standard gravity: 1 - apply polywire and vellumCloth. 2 - apply just vellumHair I set bend stiffness a very large number for the both tests, but branch still bend so much, cannot make stiff well. Setting more substep helps not to bend, but not enough. Does anyone succeed to control bend parameter very well? vellum_v0002.hipnc
  17. Vellum's bend-stiffness control

    yes, that's true. Question would be how to attach leaves/fruits on tips of branches. If anyone find tutorials shows how to create/construct real tree, instead of using the speed-tree, it would be great!! Or if you can just tell me how to detect the end of wires or tips of branches, it would be very helpful, too. I think I have to use VEX like a primvertexcount in order to find points that share only one vertex, which should be tips or beginning of root.
  18. Vellum's bend-stiffness control

    To AtomicPerception Thanks for your reply. I took a look at your file, too. So far, important parameters to keep not-bending are: resample node > max segments 1 or 2 (more than 3 are bending a lot) GroupExpression node > @P.y<0.25 0r 0.5 (How many particles to pins also effects a lot. In other words, Pinning only a root particle is not enough) vellumconstraints(hair) > stiffness 1e+10 and dampingRatio=0.1 is pretty good. (1.0 makes bend a lot. 0.01 makes to keep moving/shaking.) VellumSolver node > set constraintIte and substeps larger numbers make less bending After that, I added subdivide node, instead of resample. Then wire gets smooth&curvy.
  19. Vellum's bend-stiffness control

    To Vusta Thanks for you reply. Yeah, I tried your hip file. Motion is very unstable and animation never stop. I think we need something new ideas to make a wire simulation. Otherwise I need to cheat to set gravity zero. Of course, the stretch prevention is so much better than a traditional wire sim. I was thinking vellum could replace the wire sim but maybe not...
  20. hi, I am looking for a way to change a node name automatically by parameter change. For instance, there is a fetch node. When connecting file cache node into source parameter, I want to change fetch's name to the file node's name. To do it, at first, I am trying to use python events. However, any events don't trigger setName code. Thus, I'd like to know how to use these python events, and know how to change node name by parameter change/update. Thanks!
  21. hi, I am a python script beginner and have a quick qustion. I have a null node in rop which connects fetch nodes. The fetch nodes have linked fileCache pathes toward SOP. I'd like to know how to write python script, in order to change a float value in those cache nodes' UI value. I attached a captured picture and example hip file. If anyone knows how to write it, I would it. TST_000_000_fx_tsunami.v001.99.hip
  22. deadline customize question

    Hi, I have 4 pipeline questions for deadline. If anyone can answer these technical issues, I really appreciate it, thanks! 1. auto ifd delete Can we delete ifd file automatically after deadline finishes mantra rendering? I guess we don't have this feature as default, and need to create and send a external script file to deadline?? 2. save hip file and "submit to deadline" When hitting the button"submit To deadline", can we create a pop-up message like a "save hip file before submit" if a hip file is not saved after modifying it? As default, because there is no such function, I sometimes forget to save a file before sending to deadline renderFarm. 3. auto cache path change by submission When submitting, I want to change cache path by script. When doing local sim, pre-render script takes care my python script to change cache. As the same way, I wonder how to execute or change cache path by deadline submission. 4. frame dependency for sim When making ifd and mantra jobs, I think deadline sets a frame dependency to mantra job. Then, I try to make a same system for flip sim and particleFluidSurface generation. For example, a flip sim has 100 frames. Normally deadline needs to wait for completion of that job and finally resume a particleFluidSurface job. However, I want to make frame dependency for particleFluidSurface job. Then, particleFluidSurface job can starts immediately from any frames after each frame of flip sim is done, instead of waiting for the end frame of flip sim. So far, I tried frame dependency in deadline, but it seems not working at all. How can we set up frame dependency for these sim situation? Also, can we add this frame dependency with deadline node in houdini ?
  23. snow effects with POP grains

    hi, I try to make snow effect with grain solver, started from wet sand shell, wetness=1, and changed clump stiffness to 100. After tweaking around parameters, I got 3 main problems. 1 – how to add friction to static object? I set friction 10, bounce 0 , but particle is still sliding a lot. 2 – When dynamic object collide grain particle, it pushes away too much, but should not influence to surrounding particles. I think constrain pushes away in order to keep space between particles. 3 – particle motion is kind of springy or bouncy. Snow should damp velocity immediately. I guess I need to figure out how to control compression or density of particles by grain's internal constraint?! If anyone knows solutions, it would be great, thanks! grainSnow_v01.hip
  24. Hi, I have a question about how oceanEvaluatenode in SOP, and ocean_samplelayers node in VOP/MAT pick and match up each spectrum and mask. For instance, I start from shell, ocean flat tank. And go to obj>flattank_fluid_extended. There are node network to create a bake_spectra and bake_masks cache file. They split , cache and merged them, and feed to oceanValuate. From there, I delete hifrequency_mask node and created 1 more oceanSpectrums and 1 more custom mask. After that, I don't know how to make a coupling/group of default spectrum & default mask, and sceond spectrum & customMask, before merging all spectrums and masks to output. There are primitive names, phase, frequency, amplitude, pointmask, mask in geometry spreadsheet. I guess they check primitive number or some group attribute to make each displacement group?? Also, what pointmask does do? Thanks!!
  25. Hi, I try to make my default set up. Then I want to make a auto-enable setting for staticObject node, instead of creating/deleting the node every time. This is because whitewater solver, for instance, makes a strange collision artifact if staticObject node does not get any collision objects from SOP. So far, I tried a enableSolver, switch node with if(nprims(surface)>0, 0, 1), etc. None of them works well. Alternatively I made to insert a dummy object in SOP, then the staticObject takes it to avoid artifact. We could unlock the staticObject node and implement nodes in there, but I want to avoid this way because it causes a file size larger. Does anyone have smart ideas to do auto-enable/bypass staticObject node?
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