Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

6 Neutral

About dgani

  • Rank

Personal Information

  • Name
    Dylan G
  • Location
    United States
  1. This is a lot cleaner, but I'm not sure it's what you want. Maybe it'll help you figure it out. Azure_Test.zip
  2. Just took a look at your file. It looks like this geometry is projected from the camera, so your best bet would be to project UVs from the camera angle and look up the UV attribute to drive point position of a 2nd mesh. I'll give it a try and see if I can get a working .hip.
  3. Align primitive orientation

    I made a simple .hip to do this. Just use a group node -> by normals and then reverse that group. normals_reversing.hip
  4. $JOB dependent hdas and python modules

    Bumping this - according to the docs, $JOB/hda should load automatically. I remember this working at one point, and now it isn't... has there been a pipeline change?
  5. Simple Baker UDIMs

    Try <udim>
  6. If you go to your $NETDRIVE path and then click the + icon in the bottom left, you can dock it. Unfortunately, houdini can't detect whether the variable you added is a path or something else.
  7. Try the "Bundle List" panel - that has lots of options for grouping and displaying nodes.
  8. To get a unique animation per instance from sops, you'll have to unpack the geometry. If you don't want to do this, you'll have to use a custom vertex shader, which is definitely not simple. Either way, the way I'd do this would be to generate some sort of stiffness attribute on the geometry, and then use that as a multiplier for some flow noise in vops.
  9. @CLOSED would be the new syntax. You should also be able to use @CLOSED=1 in the group section of the node.
  10. embed external file in hip file

    You have to make your asset into an HDA and then use the opdef syntax. https://www.sidefx.com/docs/houdini/assets/opdef.html https://www.sidefx.com/docs/houdini/ref/windows/optype.html#extra_files
  11. Auto take, exclude flags changes

    Nope, auto takes records everything. However, if what's being rendered is the same for each take, you can append a prefix like "render_geo" to each obj level node, and then use "render*" in the force render objects section on your rop. Alternatively, if you're talking about sop level stuff, you can set the render and display flags differently with alt and control.
  12. Procedural OBJ splitting

    Use the connectivity sop to get an attribute that you can split them with if they're disconnected. I think there's actually a for loop preset called for each connected piece that does the work for you.
  13. Smooth outline of 2D pointcloud

    Next thing I'd test is the point order to see if I can delete all but the edge points. Once you have that, just use an add sop to create a polyline. Looks like the trickiness is coming from the fact that it's not a flat, nice 2d pointcloud. Looks more like a 3d pointcloud that's been crushed to 2d, which gives you those weird curvy bits on the edges. Maybe try a fuse sop to get rid of those weird bunches and then a triangulate 2d.
  14. The standard workflow for this would be to set pscale on the points before you copy to points. If you're scaling each uniformly, you can also scale your box upstream.
  15. Hi all - I've got a TOPS network to render 25 different sim variations at low resolution just to evaluate them. I've stitched together a contact sheet with imagemagick and found a few I'd like to try compositing with. Now I want to render three specific ones with a different ROP setup that's higher resolution/quality. I've tried branching off of my wedge and doing all kinds of things with the map nodes and partition nodes but nothing has worked. Anyone out there know how to do this? Thanks for reading!