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Fireandsmoke

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About Fireandsmoke

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  • Name
    JHeks
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    Sydney, Australia
  1. Paste node downstream

    I find myself often in a situation, particularly in SOPS, where I want to copy a node from one area of my graph and paste it into another. My gripe is that if I copy the original node, and then paste it to its new position, the copied node maintains its wiring to its original parent (which is almost never what I want). I want to be able to copy it, select its new parent, and then have it wire itself in underneath its new parent when I hit paste. Is that possible? It seems to me like very logical functionality, so I'm wondering if I'm missing a shortcut.
  2. How would you cap this pipe?

    Fantastic, thanks so much, very simple indeed.
  3. How would you cap this pipe?

    Simple modelling question: How would you most efficiently cap the ring of this pipe that I have highlighted in yellow? Thanks for the advice.
  4. Hi, I have some geo with point animation (such as animating the surface with a point VOP, or alternatively using a mountain SOP). I want to be able to export this to an FBX (or other format) for playback in Unity. When I export FBX, the animation will import fine back into Houdini, but Unity is not showing any animation, and from my research thus far it seems that I cannot export point animation to Unity, only object level stuff which seems quite limiting. (See Olivers post here: https://www.sidefx.com/forum/topic/76189/) Does anybody know what the best way is to do this? Thanks
  5. I've got a list of coordinates in a .txt file and I'd like to be able to create a loop which iterates over these values and pipes them into a parameter, so I can watch that parameter animate in realtime (as though I was middle mouse dragging over a parameter, for example). So far, by importing the data as a for loop and applying it on each iteration to the parameter, it doesnt work.. it will just update once on applying the script, but wont continuously update in the parameter in the viewport as new values are iterated over and assigned. Is there a way to achieve this? Using python 3, preferably. Thanks for the tips.
  6. Return position of pivot point

    Thank you Rence, the centroid function looks like what I need. Cheers
  7. I have an animated model, Model A. I want to set its pivot point, and then return the position of that point, using that position to drive some transform parameters of another object, Model B... so for example, as Model A rises vertically I want the other Model B to scale wider. How would I most easily achieve this ? Thanks for the advice
  8. Hi, Probably a fairly simple answer to this one... I've scattered my source points onto a grid and fractured an identical grid using a voronoi fracture. I have a Point VOP which I've created which animates those source points. What Id like to do is have each of the fractured voronoi pieces follow the animation of it's associated fracture source point. Hip is attached. How would I go about this? Thanks for the help Voronoi_Points.hiplc EDIT: I achieved what I needed using the Assemble SOP, and applying my Point Vop directly to the packed geo. Though I am still curious to know, without an assemble SOP, how you would assign a group of @name:piece* primitives to a follow the fracture points?
  9. Reproject dirty animation for new point IDs

    Yes! That's just what I wanted, only had no idea how. To stop the points changing every frame, I changed your "else" just set the unused points to Alpha = 0 rather than delete them, keeping the constancy of the point numbers on the grid. So now I can do things like blend shapes or fx which reference the point IDs. Thanks mate, much appreciated!
  10. Instancing multiple objects onto DOP simulation

    Not entirely sure if you've already done this, but have you tried caching the simmed points out and then applying your instances to that, rather than re-running your sim with the new objects?
  11. Reproject dirty animation for new point IDs

    Sure, here is a sample, it's a very decimated example to make it easier to work with. The .hip is nothing, its just a file sop for the supplied BGEO. Thanks for taking a look at this, it's greatly appreciated. Azure_Test.zip
  12. I'm revisiting a problem which I couldn't solve a while ago, as very much a part time Houdini user I'm struggling to work this out, and hoping someone may be able to give me a push in the right direction. I've simplified my question in hopes that it is more approachable. Basically, I'm dealing with a pretty dirty mesh of an actor which is coming out of a capture from a depth sensor (Azure Kinect). Whilst sequential frames are fairly similar in shape, the topology is very different frame to frame - specifically the point IDs change almost randomly across every frame, as do the number of points. What I'm wanting to do, is see if there is a way to retopo or reproject this erratic frame sequence of mesh onto a new surface, and maintain a consistency of point ID. I've attached a simplified diagram to try to explain my problem and what I'm hoping to achieve. Thanks very much for any assistance with this, much appreciated.
  13. I have a node called wireframe, which takes RGBA values for a wire colour (Parameters: wireColourR, wireColourG etc) If i wanted to wire in the Cd values from points on the geometry, is there a way of adding this Wire Colour parameter as an input on the WireFrame node? Thanks for the advice
  14. Alpha channel settings for EXR into After Effects

    Yeh Mplay displays a similar alpha, but with all channels on it creates an image like in my post above, whereas AE/ Prem do not, the image has far less detail. Maybe this could also be a Redshift thing.. I dont know yet. By changing my AE settings to the following I can get the image to look similar, but whatever I export still seems to have the same alpha issue once in Premiere. Perhaps this is starting to be more of an issue for an Adobe forum, but I just thought there would be some people here who have a simple answer, given this must be a very common workflow.
  15. I'm having trouble deciphering the correct workflow for importing Houdinis EXRs into AE and then out for edit in Prem Pro (EXRs are exported from Houdini/Redshift with default settings). It seems like the alpha channels are very weak, and leaving nearly my whole image transparent. Does anyone have a tried and tested method which they could share for bringing Houdinis EXRs into and out of AE, for an export into a format like ProRes 444+alpha? I've had a look at a few posts online and played around for hours with countless colour management and alpha premult settings within AE but feel like I'm banging my head against a wall. Ive attached the EXR and a Mplay vs Prem comparison. Thanks for any advice ExampleEXR.exr
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