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Fireandsmoke

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Everything posted by Fireandsmoke

  1. 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.
  2. Return position of pivot point

    Thank you Rence, the centroid function looks like what I need. Cheers
  3. 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
  4. 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?
  5. Flickering colours in slow Coloured Smoke

    Hi, I have a simple smoke sim using the Colored Smoke shelf tool which I have run at timescale 0.1, cached out to VDB, and am using Redshift to render. Not problems if I render a sim at full speed, but I'm noticing at this slower timescale I'm getting random flickering of my colours, the saturation dropping away to a varying degree every few frames. https://giphy.com/gifs/FfpdaTVBqu7CVlcAd8 Any ideas?? Thanks for the advice
  6. 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!
  7. 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.
  8. 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?
  9. 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
  10. 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
  11. 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.
  12. 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
  13. Very useful attribute when doing anything that involves rendering particles or copied geo. I use it endlessly. For example, it can uniformly change the size of your particles, by creating a wrangle and adding @pscale = "insert float value here" And beyond that add noises etc to the pscale value in VOPs for interesting effects. Remember as well that when copying geo to points the pscale attribute will also affect the size of copied geo if "Copy Point Attributes" is selected in your Copy to Points SOP.
  14. Reference geometry filename in export filename

    Thats great, thanks for your help, much appreciated
  15. This is probably a fairly simple one.. I have a geo sequence which I want to convert and export into a different format. I would like the filenames to remain the same as the original geo, (apart from the new filetype suffix). How would I reference the name of each frame of the original geo sequence? Thanks for the help
  16. Hi. I have an interesting problem I've been trying to solve for the last few days but still haven't managed to find a good solution. I have a sequence of geo which has been captured with a depth sensor. One of the issues with the sequence is that the point numbers change positions every frame. Whilst there is a rough order to the point numbering per frame, its not very consistent. I'm wondering if there would be a way to homogenise the layout of the point numbers by reordering, or to somehow re-mesh the geometry sequence to create a new version with more of an ordered structure? I've attached a short bgeo sequence as a sample if anybody would be interested in having a look. Thanks for any advice VolumetricTest.rar
  17. It's quite common that Ill set off a render at night only to find out in the morning that it has crashed at some point a short way through. Generally, if I simply restart houdini and render from where it got up to, it will continue without problem. Not sure why this happens, but it does mean over night renders are often a gamble. What I'm wondering is, would it be possible to have some kind of script which detects a crash, reboots houdini with the working project and takes off from the last rendered frame? Would such an idea even be possible?
  18. Script to resume crashed render

    Thanks for everybodys input. Ive ended up going with the free version of Royal Render, and it has been relatively easy and effective to setup on a single machine, and I have very minimal networking skills. For whatever reason, I was finding that the rrSerivce was not resuming my renders on a system restart, so I placed the win__rrClient.bat into the Windows startup directory to force it to start.
  19. Script to resume crashed render

    Thanks. Do you know if the free version of Deadline has this functionality?
  20. Convert tris to quads

    As a side note to this which may help someone in the future: if youre wanting to render a wireframe quad look (which is what I was after), using Redshift selecting Rendering an object as Strands will automatically render the wire frame as quads.
  21. Convert tris to quads

    Hi, Im wanting to render a wireframe look of a scan captured asset, but Id prefer to lose all the diagonals and have it in quads.. is there a simple way to convert tris to quads in Houdini 17.5, I cant seem to find it? Thanks
  22. Convert tris to quads

    Cool, thanks for the help
  23. Redshift Proxy Workflow in Houdini

    So does that make the above instruction now irrelevant?
  24. Flickering colours in slow Coloured Smoke

    Ha..! I will have more of a look tonight as well. Very easy to replicate the problem, just lay down a coloured smoke (via shelf), and gas upres it (also via shelf). Youll see straight away that the upres smoke is black. -J
  25. Flickering colours in slow Coloured Smoke

    Thanks Jesper. Nice try but no cigar unfortunately!
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