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HappehLemons

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About HappehLemons

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    Happy
  1. Promote Specific Parameter with Python

    In case it's not clear what I'm looking to do: I want this file parm promoted automatically. Any insight? Still struggling here
  2. Promote Specific Parameter with Python

    I've got a script the creates a small node network and links them together. There was one thing I was stuck at though, how to I promote certain parameters on some of the nodes? Here's the script: #Written by anim (odforce.net) #Allows you to create nodes in currently active node view tabs = hou.ui.currentPaneTabs() # get all active tabs tabs = [tab for tab in tabs if tab.type() == hou.paneTabType.NetworkEditor] # keep only network editors tabs = [tab for tab in tabs if tab.pwd().childTypeCategory().name() == "Vop"] # keep only Vopnets #Creates nodes in active frame if tabs: node = tabs[0].pwd() #Creates global variable, sets name, and sets output settings to single variable mode globe = node.createNode('global', 'global_wetmap').parm('usemenu').set(1) #Creates a transfrom node, sets name and changes space to world trans = node.createNode('transform', 'transform_wetmap').parm('tospace').set('space:world') #Creates a defult point cloud open node and names it pcopen = node.createNode('pcopen', 'pcopen_wetmap').parm #Creates a defult point cloud filter node and names it pcfilter = node.createNode('pcfilter', 'pcfilter_wetmap') #Sets up all node connections, ready to be attached to layer mix hou.node('/mat/ttop/transform_wetmap').setInput(0, hou.node('/mat/ttop/global_wetmap')) hou.node('/mat/ttop/pcopen_wetmap').setInput(2, hou.node('/mat/ttop/transform_wetmap')) hou.node('/mat/ttop/pcfilter_wetmap').setInput(0, hou.node('/mat/ttop/pcopen_wetmap'))
  3. Creating Shaders in active node view with Python?

    This works perfect, thanks for the guidance.
  4. New to Python scripting. Hoping to get a better understand of how to use the documentation and features to create shaders in my currently viewing spot in the Network editor. What I want to do should be simple enough. I want to create a shelf tool to automatically makes a shader network in the current node network I am viewing. However, I am a little confused on how to generate a shader using python in a variable location. Here's why I've gotten done so far: myNode = hou.node('/mat') myNode.createNode('principledshader') This works! However, I would like this to place shaders in my current shader network I'm viewing without having to hardcode it (As it works now it just put them in /mat). How can I do something like this? Hope this makes sense!
  5. I later found out this was the solution. In the Jeff Wolverton tutorial they used color mix, so I stuck with that. Thing's went perfectly after I moved onto the layer mix.
  6. Here's somewhat simple scene. I'm merging two Shaders in the color mixer, with a point cloud made for my wetmap. I did this following Jeff Wolverton tutorial on Pluralsight on "Creating a Dynamic Wet Map Shader in Houdini" In his second example with the torus, he does almost this exact thing and is renders very quickly. I've got a 36 thread CPU, and let this sit for 30 mins and it still doesn't finish. It seems like mixing two principal shaders (I've tried core and classic shaders too) is the root cause here, however in his tutorial he does this "Surface Model Shaders" (Which I think is classic core now?) and I still get supper long render times. Can someone lend me a helping hand here?
  7. Applying wetmap on top of existing materials?

    Here's how I'm building things out if it's helpful. Really banging my head against the wall on this one. Everything seems to loop me back into either having a wetmap only, or having the original textures.
  8. I've currently got a wetmap that I've got built into a principal shader based off a point cloud texture I wrote out for an entire model. How to I overlay the shader I’ve built on top of several existing materials so the wetmap shows on top of it? It works independently - but I've got no clue how to layer this on top of geo with several currently assigned materials. Any type of guidance would be very helpful. I’ve done a lot of research but I seem to not be on the right track for finding a solution to this. Ideally, I'd like to use the point cloud data as an alpha if possible (I would like to avoid baking anything to textures though. I want to do everything within the shaders if possible.) , to merge two different shaders together... but I'm a bit lost on the method here. Scene File: WetMapHelp.hipnc PointCloudTexture.zip
  9. Prevent emitter from re-cooking on frames before its active?

    I was able to find what I was looking for. It was the' Start Frame" in the DOP Network setting. Thank you!
  10. How do you prevent a fluid emitter that starts on frame 100 form being elevated on every previous frame when a change is made, even though it's not active until the 100th frame? I've got an animation that runs before a fluid emitter starts on frame 100, but every adjustment on the the sim requires the 100 frames before the emitter to be evaluated again for every small change. How do I avoid that and only start evaluation on frame 100
  11. Small Scale Flip Sims are Unstable

    heyyy now that fixed it! You're truly an expert. Thanks for the help, it means a lot.
  12. Small Scale Flip Sims are Unstable

    So, this is very helpful, but still leaves me with some questions. Scaling down the bounding box sped up by sim by 2x. A huge improvement. However, the bugs still persist with meshing instability (Although the particles stopped escaping when bringing down the grid scale), I matched your setting, (but kept the viscosity high). See here below. Also I noticed you changed a few settings. Could you explain why? What is the logic behind changing the Grid Scale to 1, and enabling the Closed Boundaries option. I also see something called "Voxel Estimate" why is that now an option in your scene, it's not something I see at all in my scene. Also you adjusted the Reseeding settings. I understand that'll get you a better looking mesh at a much lower cost, but what's the idea behind the Particles Per Voxel vs the Surface Oversampling. How do you determine the balance between the two? From what I've gathered, Grid Scale and Particle Radius Scale (You didn't touch this one though) are just multipliers for Particle Separation and should be generally left alone. Is that not correct? Thank you, sorry for all the questions. Really trying to get this down.
  13. Small Scale Flip Sims are Unstable

    Looking for some help on this one, also been getting conflicting information. I hear from a lot of people to scale up small scales sims and adjust the settings to "fake" them being small because Houdini doesn't handle small scale sims well. I've also been told that later versions of Houdini DO handle them well, and you should always work in the proper scale. Well I'm trying very hard to work within the proper scale, but it seems I always run into issues. Truthfully, I should be going even smaller then this, but I can't even get this scale to work (Shown below) My example is crude, but in practice the scale should be relevant to pouring chocolate on a strawberry. I want to do this in scale if possible, but it seems like not only is the sim very very slow, but it becomes very unstable. Here's my example: Scene File: Small Scale Flip.hipnc Settings: Particle Separation: 0.001 Substeps: 10 Can someone point me into the right direction of not only speeding the sim up, but getting it to work more accurately at very small scales?
  14. Wetmap Asset No Longer Working on Deform Geo?

    Whoops! Looks like I attached a broken scene file. Fixed if anyone is willing to look into this.
  15. Here's the asset I'm using: https://www.orbolt.com/asset/Julian_Davidson::jnd_wetmap::1.0 It seems to not be scattering on deforming objects for me. Anyone know how to go about fixing this, and what may of caused this? I really like the asset so I'd like to repair it if possible. I know there are other methods of doing this (Peter Quint has a great tutorial on deforming Wetmaps) But I do really like using this asset because of how straight forward it is to use and seems to be a bit faster. Looks like things go wrong once the scatter is run thru the vopsop1. I'm not sure what this is.. is it legacy Houdini tools or am I just not experienced enough to know? Wetmap_Asset_Deform2.hipnc Scene file attached with bug. Any help would be amazing!
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