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trzanko last won the day on June 21 2018

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About trzanko

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  • Name
    Tighe Rzankowski
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    VFX Legos Star Wars Cameras

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  1. Mplay and python

    Been having a go at this with shadesoforange Using xml to append a menu you can get to a place where you can execute python, but there is an issue when trying to use hou.ui, it states that 'module' object has no attribute 'ui', hou.qt throws the same error. You can get access to the hou module without having to import, so it is working, you are able to do things like write out hou.getenv('foo') to a file. What might be the limitation on accessing hou.ui here? Also, there is seemingly no way to get access to the current mplay session for writing it out or doing stuff, as it is dependent on a hou.SceneViewer object to actually stash the settings. Going to write to sesi with these findings, does anyone know of any options here we might be missing? <?xml version="1.0" encoding="UTF-8"?> <mainMenu> <menuBar> <subMenu id = "extra_menu"> <modifyItem><insertAfter>window_menu</insertAfter></modifyItem> <label>Extra</label> <scriptItem id="export_sequence"> <label>Export Sequence</label> <scriptCode><![CDATA[ hou.ui.selectFile() ]]> </scriptCode> </scriptItem> </subMenu> </menuBar> </mainMenu>
  2. Feather Tools

    Houdini Feather Toolkit is here! Excited to announce the release of the tools developed for my thesis project! Special thanks to Alt.vfx for proving out these tools in production! They're better at making birds than I am with my own tools! Get the full commercial FX Tools here: https://gum.co/featherToolsFX Get the Indie Tools here: https://gum.co/featherToolsLC Comes with: 1hr+ Video Tutorials Example Files 9 HDA's 8 Feather Presets Works with 3rd party render engines. These tools are not affiliated with The Mill or SideFX, they were created for my thesis project at Drexel University. For any questions please reach me at trzankofx@gmail.com
  3. Hey everyone, I'm happy to introduce Bullet Breaker Core, a toolkit for easy animation of bullet simulations. Link to Bullet Breaker toolkit -> gum.co/hTnq The purpose of Bullet Breaker is to allow for easy animation control of fracturing objects inside of Bullet simulations in Houdini. Bullet Breaker Core comes with digital assets to allow for ease of use in setting up and visualizing Bullet Breaker attributes. Bullet Breaker Core also comes with a brief tutorial which goes over how to setup bullet breaker compatible fracture geometries. Bullet Breaker Core does not use Houdini constraints and while it is possible to use Bullet Breaker with Houdini Constraints it is not meant to be used with Houdini constraints. Includes the demo scene file and all digital assets! Hope people find this toolkit useful! You can reach me at trzankofx@gmail.com for questions or comments.
  4. Link to tutoial -> https://gum.co/imSYS In this comprehensive stand alone tutorial we will go over how to set up scene-scale clustered pyro simulations and blend them together post-simulation to make it appear as if it is one large simulation. This process will lower simulation time, allow for higher resolutions, and be more efficient when saving to disk because there are fewer voxels. This process will also optimize large scale pyro scenes, so that simulations are only calculated where absolutely necessary and blend them together so that it appears as if it is the same volume. This tutorial comes with all digital assets, a documented and fully set up file as well as a starter file for following the tutorials along the same as I work through them. An intermediate tutorial for those looking to speed up their pyro workflow, learn some VEX and create massive sims. Includes a documented scene file and all digital assets! Hope to see everyone leveraging these optimizations in the future to create massive simulations and squeeze in those extra few iterations before deadlines! You can reach me at trzankofx@gmail.com for questions or comments.
  5. Controlling Focus Distance

    ye all good, thanks for responding! was testing the expression in the 'tz' channel lol
  6. Controlling Focus Distance

    Is this supposed to work still? It errors out due to infinite recursion in 16.5.378 The chop expression way also does not evaluate.
  7. Great thread, the unpacking method is viable though a bit weird to work with because of the bones and capturing. I recently wrote my own wrangle for normalizing, coloring for visualization, and creating densities per a set of different attributes of an incremental name(basically paint capture weights for a set of attribs). So for example you can display the hda and up stream you can paint in multiple paint nodes overriding the color paint attrib to your own attrib but make sure the names goes like attrib0, attrib1, attrib2, ... attribn. Of course you can make the name anything you want, for my purposes I named it fgroup, simply replace fgroup to your desired prefix, display the wrangle and paint upstream attribs! Happy painting! The multi-parm allows you to vary a density attrib by the amount specified in the channel per painted region, so fgroup0 corresponds to density0 and so on. Just make sure you have as many multiparms as you do painted attribs. Play around with it a bit and let me know if you have any questions, Link to HDA -> https://gum.co/TKCTM
  8. Creating VEX libraries

    I've found that clicking in the network pane recompiles wrangles
  9. Group By Range VEX

    if(@ptnum < chi("max") && @ptnum > chi("min")){ i@group_groupA = 1; }
  10. Bird rig

    Posted a response on the sidefx forum that may help. https://www.sidefx.com/forum/topic/49780/ Tighe
  11. if you hover over the name to the left of the text box for inputting values you will see that the names are uniqued. in a multiparm it would be something like attrib0, attrib1, attrib2 To access this data by groups you can do some string manipulation in vex. you don't necessarily need python for this. for example you can do something like this: @pointAttrib = ch("attrib"+itoa(@ptnum)); if you want unique attribs on the points such that each point has attrib0, attrib1, .... attribN you'll have to do a bit of python but what's nice is that you can create a python script to populate a wrangle with code. To start you'll have to set up a script that cooks every time you click on the multiparm add/subtract, you can do this in the edit parm interface area and set up the multiparm with a callback script. You can write scripts in the script tab of the interface. Your script can look something like this: node = hou.node("/obj/geo1/attribwrangle1/") numAttribs = node.parm("numMultiParms").eval() snippetCode = "" for i in range(0,numAttribs,1): snippetCode += "\n" + "float attribName" + str(i) + " = " + 'ch("attrib"' + str(i) + ");" node.parm("snippet").set(snippetCode) That'll work but you'll definitely want to make it so that you just add to the existing code that's in the snippet or else you'll overwrite it every time unless you set it in python lol it's easy to do just read what's already there into a string, save the code you want to save and then add this stuff. Will probably also want to add some logic to only put a new line when the iteration is > 1 but I'll leave that to you! Hope this helps Tighe
  12. Melting plastic approach

    For the shrinking, I'd try advecting the particles along the gradient of the surface volume towards the center before surfacing. This step could be done on the particle updates input of the flip solver.
  13. Smoke/Pyro | Cluster Simulation

    Nice! Yea, polvy has the right idea, oriented clusters could definitely save you some space/sim time on your sim! You can check out the tut's here: Part 1 -> https://gum.co/TqUNR Part 2 -> https://gum.co/lAcVQ
  14. Point deform would work but if you want it to dynamically dent as it gets closer/further away from the object you'll need to do something else. So long as the topology of the deforming mesh is consistent you need only look back to the same point of the animated geometry from the last frame, get the attrib and apply the deformation ( assuming it's @P += -@N * attrib;). Then after or in the same step you can do a new additive deformation on the animated geo. This ensures that you're retaining the info from the last frame of the deforming object. Things get lossy if the topo is not the same so if you can keep the topo the same then do as it'll make it a lot easier to solve. Hope this helps, Tighe