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RustyMac2020

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Posts posted by RustyMac2020


  1. On 28/04/2020 at 10:29 PM, graham said:

    hou.cd() is basically only for changing the sessions's working directory and doesn't do much in terms of anything interactive stuff.  If you are wanting to just select that other node you just need to call hou.Node.setSelected

    In your example file I'd do something like the following to set that node selected (and the only selected node)

    
    hou.pwd().node("../paint").setSelected(True, True)

     

    Hey; so why does this happen then? wouldn't the hou.cd alone change the current working directory? and why does Houdini require the Present Working Directory? is this like getting the software to ask questions? for example which directory are we in currently? then what node can we see?... now select that node? would this be how a programmer or coder would think about it? 

     

    Because I understand the concept of going through files and have done some shell script before & windows cmd; however I am still trying to learn to think like a coder/programmer in order to learn new skills. 

    Kind Regards 

    Rusty.M  


  2. On 28/04/2020 at 10:29 PM, graham said:

    hou.cd() is basically only for changing the sessions's working directory and doesn't do much in terms of anything interactive stuff.  If you are wanting to just select that other node you just need to call hou.Node.setSelected

    In your example file I'd do something like the following to set that node selected (and the only selected node)

    
    hou.pwd().node("../paint").setSelected(True, True)

     

    Wow! thank you so much for the help :D really appreciated


  3. On 20/04/2020 at 12:42 PM, eunchae said:

    Hi.

    I want to select all the parent nodes of the selected node.

    For example, if you select null3 and click the Python shelf, the parent node null2 is selected, and if you press the Python shelf again, the parent node above it is selected, and all the parent nodes are selected.

     

    Please refer to the image.

    Please check my script.

    Thank you.

     

    
    node = hou.selectedNodes()[0]
    b= node.inputs()[0]
    b.setSelected(True)

     

    setSelected_ex.jpeg

    setSelected_ex2.JPG

    This is so similar to what I am trying to do also; I need a button to select a specific node from another location directory.


  4. 22 hours ago, ninhenzo64 said:

    Hi people,

    I had some code which I was running to find the rendered image in the "Render View" pane and save it to file.

    
        _desktop = hou.ui.curDesktop()
        _ipr = _desktop.paneTabOfType(hou.paneTabType.IPRViewer)
        _ipr.saveFrame(_file)

    This was running fine in Houdini 17. However, since updating to Houdini 18 (I'm using 18.0.440), the desktop object seems like it can't find the IPR pane, the paneTabOfType method is returning None.

    Anyone have any ideas what I can do to get this working?

    Thanks,

    Henry

    Your IPR being your output mantra_IPR? unless you are using another render engine?


  5. On 02/11/2019 at 11:52 PM, jeremiah said:

    Hey Ahmet, is your lampposts copied to a template of points? If that's the case, simply use group sop to group points with object ( your "building box") and delete points by its group. Cheers,

     

    Hi Jeremiah; sorry for the late reply, I managed to sort it out. I wanted to learn a bit of programming hence why I chose this weird way of producing the same result. Thank you for your input it is well appreciated. 


  6. Hi all; I seem to be having a strange issue where I create a button on a null that is suppose to be a control system for a paint node; however, the button does not select the paint node. I have tried to use callback scripts by using a function like hou.cd("../path to the node") however I'm not getting any results and the button is not activating I'm not sure what is happening?. I appreciate all help anyone has to offer & I'm going to link the file that is isolating the issue underneath if anyone would like to take a look at it  thanks.

     

     

    Kind Regards

    Rusty.M 

    A simplified HIP file version of the same issue: cd_Button.hipnc

    InvalidPath_Issue.png

    My_Callback_Script_location.png


  7. 34 minutes ago, ThomasPara said:

    npoints() gives you the number of points the input have.

    point() can give you an attribute value from a specific point.

    If you write the function in vex you can put your mouse over the function and hit f1, then a helpcard will tell you what it does.

    Hi I just checked it out, it says that npoint() function Returns the number of points in the input or geometry file. and the point() function reads a point attribute value from a geometry. Another question I wna ask with The point() function, is what would be a attribute value of a specific point? do point hold attributes? and if so what are they?

    Kind Regards

    Ahme.B


  8. Hi all

    I am currently working on a feasibility test in order to build up some understanding of procedural modelling, I have a question regarding expressions in Houdini today, I have received great help from artists in the community which I am very grateful for, thus has helped me get this far, the new question I have is, I would like to delete all the lampposts based on the location of a building box I am using to represent a futuristic house, this box will be a model of a house and will have details like windows and doors later on, with this in mind, am I better of using a proxy box over my model which deletes the lamppost inside the box's radius or is this possible with the actual asset itself?, I have attached an image of what I mean including the current expression within the delete node thank you 

    Kind Regards

    Ahmet.B

    Illustration_Example.png


  9. On 22/11/2018 at 12:40 PM, Spike said:

    if you want to stick to her workflow you can stick to her implementation - also of the vex code - just use detail() instead of stamping and the new setup in the foreach nodes - the major part stays the same

    Hi Spike, thank you for all your support so far, it has been some time since i last posted and want to thank you once again, I had to take a long break from trying to replicate the lakehouse tutorial due to some obstacles & university being in the way, however I have been contemplating and have started the tutorial back up again as seeing as I payed for it I might as well finish it.

    However, I am still having a hard time trying to fit and integrate some of the old workflow methods Anastacia uses in Houdini 16 into the more standardized version of houdini 17, mostly the For-Each Loop the more I watch the tutorial and try to think about recreating it in Houdini 17 the more daunting it gets, I have followed your example you posted and I understand it with simple geometry, additionally when I have to change it for the more complex looking stuff it is then that it confuses me the most, I will try not to give up and will go forwards with this, moreover, I hope to hear from you again this year 2019 :D

    Kind Regards

    Ahmet.B 


  10. 23 hours ago, ThomasPara said:

    Impossible to know what happens inside your delete-node and vop-node. And since its all merged, the screen doesnt realy help either.

    Hello, yes sorry that is true I did not, I have attached a screen shot of what I have inside my VOP node, however I managed to get a reply from the user "constantine magnus" who had previously helped me with the VOP node connections, I was silly and had forgot I could enter my VOP node to apply the same connections "constantine magnus" posted to me in VEX form. I have also attached a screen shot of my delete node I have a code inside it that again was help from "constantine" which basically takes the position of the main building block and deletes the points based on targeted components positions and translation coordinates. 

    Kind Regards

    Ahmet.B  

    VOP_Node_01.png

    Delete_Node_01.png


  11. 18 hours ago, konstantin magnus said:

    Hi Ahmet,

    just to confuse you a little bit more, here is the definite answer ; ) use addpoint(), prim_normal(), setpointattrib() and removeprim() in a primitive wrangle:

    
    int pt = addpoint(0, v@P);
    vector nml = prim_normal(0, i@primnum, vector(0.0));
    setpointattrib(0, 'N', pt, nml, 'set');
    
    removeprim(0, i@primnum, 1);

    Out of curiosity: Hasn't this already been solved in your old threads? 

    Another thing: You keep posting in the wrong forum section: 'Education' is for posting tutorials and learning resources. Your questions belong to 'Modeling'.

    Hello, oh sorry I had no idea, I will post for help on the Modelling forums next time I need to start a new topic in regards to this, and that piece of code you sent really worked, I will need to experiment more with the VEX code you have sent me, you have been really helpful and I cannot thank you enough for your time.

    I forgot I can access the VOP node, I'm so silly >_< I was missing a few of the connection we did in my previous post, my apologies.

    Kind Regards

    Ahmet.B

    Konstantine_Code_Helped_01.png


  12. Hi all

    I am starting to get a small handle of things regarding procedural modelling, and once again I have hit the cliffs during my journey; I am having trouble with trying to spawn these small Air-con units along a cube's normal's this is in order to get them more straight, and as a bonus I am trying to get the Air-con units to just specifically spawn on the normal's in a specific direction either X,Y,Z axis will do so long as I have control of the Axis myself that would be great : )

    I have attached a screen shot of what I mean.

    I have tried to personally use the N attribute to get them to latch on the normal's, however it does not seem to work and I am out of ideas as to what could have possibly gone wrong

    I have also attached an image of a previous element I rigged up to this same system with Lampposts and they have spawned in the centre of the primitive.

    How would I go about fixing this please.

    Kind Regards

    Ahmet.B

    Aircon_Unit_To_Be_Mounted_OnBuilding_Wall.png

    Lamppost_Feasability_Test_02_Odforum_Posting.png


  13. 16 hours ago, konstantin magnus said:

    Hi Ahmet,

    simply put an expression like $TY < -0.01 into a delete node.

    Also please make sure to learn the basics of Houdini. Things like these are well covered and can be googled in no time.

    copy_to_prim_center_2.hipnc

    Hey thank you so much for all the help, I am ok in Houdini I have been using it for about a year on and off, and I haven't fully focused on it due to course work & studying along with reading and note taking revision on mathematics as a first for me, I have however been using Maya for 5 years prior, and have done a lot of great stuff on it, so my 3D knowledge is somewhat ok, its just my understanding of Procedural work flows that need to be worked on. Thank you again for all the help.

     

    Kind Regards

    Ahmet.B 


  14. Hi all,

    I was just working on something that I received help on regarding a cube with Cones coming out the normal's, now I want to learn how I can generate the cones above a certain the height of 0 so If my cube is centred on the Zero plane I would like to only generate cones above the Zero plane such that they also spawn on the Normal's of the cube.

     

    Kind Regards

    Ahmet.B  

    Cube_WithPoints_Reduced__and_Cones_Not_Placed_less_Than_Zero_01.tif


  15. 2 hours ago, konstantin magnus said:

    Hi Ahmet,

    you can copy geometries to primitive's center by adding points with normals inside a primitive VOP before using a copy SOP.

    copy_to_prim_center.hipnc

    Hey this has been a great experience, I managed to figure it out, my code had an error where the ch("height") was * 5 instead of * 0.5 

    Thank you for all the help it is appreciated.

    Kind Regards

    Ahmet.B

    Cube_with_Cones_Test_Issue_Fixed_06.png


  16. Ok, so i managed to realise that the (Run Over) on the attribute VOP was set to the wrong setting, and I placed it on the right one now (Primitive), however I am now getting another issue, where the cones are not meeting the surface of the cube. I have tried scaling the cube & the tubes; again to no avail they still wont touch the surface of the Cube.

    Thanks

    Ahmet.B

    Cube_with_Cones_Test_Issue_04.png


  17. 34 minutes ago, konstantin magnus said:

    Hi Ahmet,

    you can copy geometries to primitive's center by adding points with normals inside a primitive VOP before using a copy SOP.

    copy_to_prim_center.hipnc

    Hi konstantin magnus, thank you for replying back and the file you sent is really great, however as I am trying to learn and understand the process of what is happening, I tried to re-create the file for myself to get a better understanding, and I came up with weird results compared to yours, is there anything I'm misunderstanding or I am not seeing? here is my Houdini File and some screen shots of the issue.

    Thank you

    Rusty.M

    Cube_with_Cones_Test_Issue_01.png

    Cube_with_Cones_Test_Issue_02.png

    Cube_with_Cones_Test_Issue_03.png

    Cube_Feasibility_Test.hipnc


  18. Hi all, 

    I am trying to do something basic for now as this will be a huge learning curve for me; I want to learn how I can create a Cube with Cones coming out of each of the Faces, this will be a Feasibility test for a bigger Project at university I have coming up regarding Procedural generated Architecture, and will be implemented in my Dissertation, everyone will be credited in my work, Thank you.

    I would like to scatter some points on top of the surface of a cube then have the points behave like anchor points for the cones to sit on, or for the cones to recognise there are points and connect with them. I have attached some images of what I mean. Thank you. 

    How would one go about doing this simple task?

     

    Kind Regards

    Rusty.M

    Cube_WithPointsScattered_Across_it_01.tif

    Cube_WithPoints_Reduced_02.tif

    Cube_WithPoints_Reduced__and_Cones_Placed_Over_them_03.tif


  19. 9 minutes ago, vicvvsh said:

    Hi,

    "random numbers" is a value of invert transformation of this object. You can cut this values to Pre-transform tab to correspondent parameter of current transform sop, or just put another transform node down the stream.

    Hi, sorry I don't understand what you mean by

    Quote

    'cut this value to Pre-transform tab to correspondent parameter of current transform SOP'?

    the last thing you said worked, however I am not looking to have two transform nodes on all the object that I am going to import to the scene, I am taking them out of a KitBash model, and need to have everything clean and ready for use in a random generator built in VEX, I believe having too many transform nodes may interfere with the VEX code, I'm not that advanced with VEX yet and will be following a tutorial, I don't want to have errors down the line, as I may not be able to solve them. Thank you, all the help is appreciated : ) 


  20. Hi all, I am having some issues with following along with a tutorial in which the person teaching is using Houdini 14, so the Foreach loop and Voronoi are different, I managed to work out Voronoi in Houdini 17 as I have used it before except the Foreach loop nodes in which this case is nod usable due to Houdini 17 new node layout for the Foreach node. Instead I managed to do this in a hackey way and it worked. However I am trying to do this other trick where after applying a voronoi lets say to a cube, I want to be able to delete the outer rocks and keep the center rocks visible, also I managed to delete the outside of the voronoi'd box I am using, managing to delete the flat outer surface of the box and not necessarily the pieces them selves whilst retaining the center pieces. Any help would be well appreciated, I cant figure out how to go past this bit. I can share my save file if anyone would like to see it, and can include pictures, name of the tutorial etc.. 

     

    Kind Regards

    Rusty.  


  21. Hi Spike 

    Thank you for getting back to me so quick and sorry for the late reply, I seem to still be having problems do I still need the VEX code on the wrangle node if you have seen the tutorial she writes a huge pile of code would this have been useful in helping run things smoother with the old For-Each Subnetwork node? or does the attribute wrangle VEX code still work with this new method of nodes in Houdini 17 ?

    Kindest Regards

    Ahmet .B 

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