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CorvaenOboros

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About CorvaenOboros

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    corvaen oboro
  1. Tool to run ordered file cache nodes

    A quick way to update all the filecaches can be using a PythonScript node as well , using it in TOPS is a good way ive found to trigger it in sequence . and unlike ROPFetchs in TOPs you dont need to create a explicit node for each filecache . import hou from nodesearch import parser # Create a matcher that finds nodes whose name contains filecache matcher = parser.parse_query("*filecache*") network = hou.node("/obj/") for node in matcher.nodes(network, recursive=True): node.parm('execute').pressButton() This looks for all nodes with "filecache" in their name and triggers their Save to Disk button ( execute ) . the nodesearch function can also do "match only on multiple" queries ( more details in the help https://www.sidefx.com/docs/houdini/hom/nodesearch.html ) as long as named your filecache nodes something like "flip_sim_filecache_01" and "whitewater_filecache_07" then you could have a string of Python nodes in TOPS searching for and caching all nodes of that type in order ( the first nodesearch looking for *flip* and *filecache* , then the next python node looking for the *whitewater* + *filecache* nodes ) . this was ideal for a project that has potentially lots of different filecaches that you dont want to explicitly path to .
  2. get outside shape

    Greetings , If this is for 2d bg like in the image one way i think can solve this is by extracting the longest border . Game Dev tools has great extract border tool that can help . then Measure the area of each connected prim ( sumed for each connected ) , and delete all prims that dont have the maximum perimeter , leaving only the longest prim which is likely the outside border . attached is image showing an example of the node structure : in case the actual scene your working with is 3d and not a 2d background can apply similar method of only keeping the largest connected primitive ( thus discarding the separate interiors ) . For Each Connected Prim > Measure Area > Promote Area to detail ( SUM ) > promote Area back to prims ( first match ) . Then after the for each loop Promote Area to Detail ( Maximum ) and remove prims that dont have the largest area
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