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philpappas

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About philpappas

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    philpappas
  1. Transfer Low to high sim - vellum

    thank you very much for the example file! its pretty clear now that you must have the high res version copied to match the low res copies and then transform them, avoiding generating every frame new geo. One thing though, you are using the template points from the transform SOP to copy the high res, but i dont have that in my real scene, i just have the low res sim cached and loading from disk i ve made some minor adjustments to my hip file in order to access the template points and got it working
  2. Transfer Low to high sim - vellum

    following up on your advice i've been trying to make the simple version work where i am not emitting but i have all objects present from frame 1, but the copy to points isnt working as expected. the extract transform takes the rest geometry and the sim and computes the transforms for each piece. There is something i didnt understand obviously, take a look at the help file i've uploaded extract_transform.hip
  3. Transfer Low to high sim - vellum

    ohh i see, so reference and target were referring to the same object, thanks! if you had thousands of objects though, that foreach loop would get really slow. at least the extract transform method when compiled is 20 times faster compared to the pointdeform compiled version
  4. Transfer Low to high sim - vellum

    i tried that but it spits out a warning " reference and target geometry have different point counts", which is exactly the point of this i could go with the proposed thechnique, its already working, but i would like to know how to do this because it seems fundamental - swaping low res with high or any other object
  5. Transfer Low to high sim - vellum

    yes this works! but its a bit overkill for me since my geometry is not deforming. the emitted objects are practically rigid there should be a way to extract the oriented bounding box of each emitted object then take the transform matrix of this bbox and apply it to the high res. sounds simple Also the dop import has this wonderfull drop menu with an option " transform input geometry". it would be so straight forward if that actually worked for vellum. i ve seen some old tutorials but i was used with rbd.
  6. Transfer Low to high sim - vellum

    then maybe i could use another solver? i dont need the emitted primitives to be soft body but they have to collide with vellum geo.
  7. Transfer Low to high sim - vellum

    Hello, i have a vellum source emitting a low res model every 10 frames. How can i exchange the low res output with the high res version? this is my setup, i am working on Houdini 17
  8. Wedging before 17.5

    i have a simple vellum sim in Houdini 17 with a few parameters i would like to change each iteration. The sim takes 45 frames to give the result i want and in the end i export an fbx. is it possible to run these 45 frames multiple times with different parameters and each time export a different result to fbx?
  9. i have a simple audio file that is one note from a bass. using a trigger attribute from SOP piping that into a trigger node in CHOPS i can control where this audio will play. how can i change the pitch of each copy of the audio according to some other value from SOPs?
  10. Straighten Curve Segments?

    Is this possible with the current sop nodes or do i need vex for this? black is the input curve and blue should be the output. i nt to achieve the same result you have with a blast node but keeping the inbetween (orange) points
  11. Where can i find every available global variable?? specifically i am looking for the number of points, i think its something like $NPT but i would like to have a list of every global variable so that i can search. its really difficult to find it, i only managed to find some about frames etc but nothing more. A link would be much appreciated
  12. Smooth Curve Bumps

    I have some curves i want to smooth out but not everywhere. i need to keep the peak of every bump at the same height and ease in and out.
  13. Python write vector attribute to text file

    thanks a lot, it works (not so fast though if you have thousands of values ) import hou import numpy as np node = hou.pwd() # get the current node geo = node.geometry() #get geometry of node # Read the attributes into numpy arrays pos_array = np.frombuffer(geo.pointFloatAttribValuesAsString('pos'), dtype=np.float32) dir_array = np.frombuffer(geo.pointFloatAttribValuesAsString('dir'), dtype=np.float32) i read the point attributes directly from the python node, absolute paths wont help a lot because i'm working in an asset. i also found this blog and the code takes about the same time to write the text file. http://astroukoff.blogspot.com/2018/05/data-from-houdini-to-unity-via-text-file.html this is the code i used (one attribute at a time though): node = hou.pwd() # get the current node geo = node.geometry() #get geometry of node myTxt = file("$HIP/POSITION.txt", "w") #create file, w = write mode for point in geo.points(): #iterate through each geo point pos = point.attribValue("pos") #save position in a pos var s = str(pos) #write position to s string myTxt.write(s) #write s string into a file myTxt.close()
  14. Hello, i think this will be simple for someone more experienced. i have two vector primitive attributes and i want to write them in a text file so-------> v1.x, v1.y v1.z, n1.x, n1.y ,n1.z , v2.x, v2.y v2.z, ....etc for each primitive this is how far i am now ############# READ ATTRIBUTES ###################### for prim in geo.prims() : pos = hou.Vector3(prim.attribValue('pos')) dir = hou.Vector3(prim.attribValue('dir')) data = str(pos) + "," + str(dir) ############# WRITE TO TEXT FILE ###################### myfile = '$HIP/lattice.txt' with open(myfile, 'w') as f: for item in data: f.write("%s\n" % item) spits out this nonsense, splits every character to a new line [ - 1 7 5 2 , - 1 1 9 . 0 3 , 1 4 6 4 ] , [ 0 , 3 0 . 9 0 1 4 , 0 ]
  15. Random Sequence jpg to each grid

    ohhh snap this works didnt know about attribute string edit! only problem is that the textures do not show up on the viewport but only on render for some reason, just an average solid color of the image no it works. this method with the image path inside an attribute overriding the material texture is straightforward but doesnt play live. the fps drop to 1.5. do you think this is normal? considering i'm loading 50 different sequences. Could there be another technique that plays live?
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