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beeemtee last won the day on November 13 2012

beeemtee had the most liked content!

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About beeemtee

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  • Birthday 05/16/1975

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    Budapest, Hungary
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    Proud dad, interested in Linux, Python, CGI, Houdini, Nuke, Django, whatnot..
  1. Dear Friends, I'm emitting FEM objects into a simulation. Since on a given frame I generate at most one object, I don't need stamping to produce variations, it is enough to animate the initial state. My problem is that these objects share the same rest position, which I would like to vary instead. Is there a way to stamp a variable based on the DOP object currently copying the rest positions to the simulation geometry? In other words is there a function that gives a stable but varying value across objects when a DOP simulation reaches out for rest geometry? Thanks in advance! BMT
  2. Thanks tjeeds! That did the trick.
  3. Hi, is it possible to promote the Attrib Create operator's value parameter to a SOP level asset's interface in a way that allows it to use point expressions? For example: rand($PT) If I create a simple link, the expression does not evaluate properly since it's the value that gets linked and not the expression. It's seems possible to hack it around with callbacks but that way the highlighting wouldn't work and relative references in the expression would point to different nodes. Is there a 'good' solution for this problem? thanks in advance Mate
  4. Determine if file is opened in hbatch or in houdini

    That is exactly what I needed. Thanks!
  5. Hi, I would like to ask that what is the preferred way to determine that the hip is currently opened in hbatch or in houdini? My wild guesses like '$0' and '$ARGV' are not doing the trick. Thanks in advance! Mate
  6. qLib v0.1

    Thanks! Yes, I think this topic could be the place for qLib related discussion since github doesn't provide forum functionality and qLib don't have a dedicated website yet. If the odforce superiors think that it should be moved and/or renamed to reflect this I would be grateful if they would do this for us. No. Unfortunately the current and upcoming releases won't support H11, since it uses the H12 only features of namespaces and asset versioning. It seems that those two assets (camera_frustrum_ql, and curve_offset_ql) already used the new naming scheme in v0.0.30 and thats the reason why H11 can not load them. More to that, we also depend on H12's new geometry engine features, like the more general handling of P and N attributes in VOP SOPs and the new attribcreate operator. This means that even assets that gets loaded to H11 may or may not work properly in H11. To put it simply we currently don't have the resources to backport, to test and to maintain the assets under H11. It's not that it's not possible, so if there is big demand for this, we are happy to help someone who is motivated enough to do the job! cheers Mate
  7. qLib v0.1

    Dear fellow Houdinistas! We are pleased to announce that after more than two years of tinkering, qLib - our open source asset library for Houdini - has reached version 0.1 . qLib is a library of more than a hundred more or less simple tools that we built during and beside production work as Houdini artists. When we started qLib we wanted to have a library that is documented, and actively developed and maintained. Later we wanted version control and decided to embrace the open source development model, so we put the whole library up to github and made it public. But now we want even more.. Now we want to invite all of you to test, to comment, to criticize, to report bugs, to help us to write better docs, to fix tools that doesn’t work as intended, to share your ideas and to share your assets that you find useful and that you have no problem with others finding it useful too. We believe that Houdini has a wonderful user community with lots of clever and helpful member, so we hope that a project like qLib can focus that knowledge and wisdom into tools thus making every Houdini user’s life a little bit better. Even better.. The qLib team
  8. Mysterious Icon

    https://twitter.com/sidefx/status/227797353984303104/photo/1 Any ideas regarding this? Mate
  9. Unified Noise problem

    Thanks Mario! Please check - if you didn't already - (perlin, 4d-in, 1d-out) since it also seems corrupted. Mate unified_noise_analyze_with_chops_perlin.hip
  10. Unified Noise problem

    Ok, I will submit it. Thanks for your help!
  11. Unified Noise problem

    Thanks Jeff! I attached a modified version of your file with the signature of the Unified Noise set to f4 (vector4 input float output) and the fractal type set to fBm (I left the noise type at Simplex). This is one of the cases where the problem is present. ps.: I forgot to mention in my original post that the output signature must be float to see the problem. unified_noise_analyze_with_chops_problematic.hip
  12. Unified Noise problem

    Thanks Julien, but my question is about some specific settings of the Unified Noise operator which is intended to output its results in the 0-1 range for every noise and fractal types. Actually it's not the output range that is incorrect, but the average (middle point) of the result, which is harder to detect, but can cause strange results later in your scene if you expect it to be in the middle.
  13. Hi, if the input signature of the Unified Noise VOP is vector4, the noise type is Perlin or Simplex and the fractal type is other than None the output is biased, so that the average of the resulting noise is not around 0.5 but some higher value. It is also apparent that in these cases the average that Unified Noise outputs is considerably different - around the half of - that the calculated average by Attrib Promote. For the sake of simplicity I used Pyro Noise in the attached file, but my tests shows that the problem is rooted in Unified Noise. My question is that is it a bug or some inevitable implementation side effect (no pun intended)? thanks in advance Mate unified_noise_problem.hip
  14. Hi, could someone explain me the math behind and the benefits of the Bias and Gain VOPs over the classic add/mult/pow approach. These "functions" are present in the Color Correct VOP and recently they found their way to the Unified Noise VOP as well. Still I wasn't able to find any description of how they work and why should I prefer them over other value correction methods. thanks in advance Mate