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Everything posted by infinity_spiral

  1. upres solver and collision?

    Hello, Is there any way to make the upres solver to respect collision from the initial simulation? I am trying to retime smoke simulation and make it 5-6 time slower but keep exact shape.I tried doing that by linearly interpolating the cache between current and next frame but when you go more than 3 times slower it starts to be visible.Then i used upres re timing option which is working great but it has one major problem it doesn't respect the collision. Is there a way to include a collision to upres solver.Does anyone done that before?Any tips? Thank you!
  2. How can I return points inside geometry volume in VOP shader? I've tried to use pcopen and pciterate but it seems it's not the right way, or I am doing something wrong and can't get it to work. I need integer data 0,1 so I can plug it to switch node.In Softimage ICE there is node called "Point in volume" I need something similar in VOP. Thank you!
  3. Bones from multiple curves?

    Is it possible to create bones from multiple curve primitives? I am creating multiple curves with the add sop than when I run "bones from curve" button on the shelf it creates bones only for the last curve primitive.I tried to look for the python script for this command so I can modify it but couldn't find it. Anyone have an idea how I can automate creation of the bones on multiple curves? And one more question: Is it possible to paint the wire capture per curve primitive if I have multiple curves?The default setup it doesn't give me a way to paint but I think this should be possible trough paint node and attribute create.The problem is that I can't get it to work.Any ideas how I can do that?
  4. Can someone tell me how to return the primType on any selected node in Python? I saw the hou.primType() in the docs but not sure how to use it on selection. What I want is for example to select some curves or geometry and the script to return what is the prim type of each selected node (NURBS, Bezier,Polygon ,Mesh,NURBSSurface, etc) Thank you! ,
  5. Return the PrimType on selected nodes ?

    Anyway I think I figured it out .If there is another way I will be happy to see it. def primType(): sel = hou.selectedNodes() nodes = [] types = [] for node in sel: nodes.append(node.name()) prim = node.geometry().prims() for i in prim: types.append(i.type().name()) return dict(zip(nodes,types)) Cheers
  6. Return the PrimType on selected nodes ?

    Sorry if my question is unclear . Please let me know if it's so I can try to explain it better . Thank you!
  7. Stiky Flip Fluid

    Hello, I am trying to make flip flid to stick to an object but can't really get good results.I tried to use a popsolver by finding points inside volume and then change particle acceleration by volume gradient in vop . Stick on colussion option in the solver doesn't really work well it just slows the fluid but doesn't seems really to stick it to the object. I found this in the Help : "You can vary amounts of stickiness to different objects, by building your own sticky field. The Fluid Source can be used to take a point attribute like sticky and make it a varying volume where you want stickiness to occur. Then, in the solver, you can fetch this field and either multiply the velocity by its inverse in the volume velocity stage or scale the particle velocity by it directly." But I am not sure how exactly to fetch the sticky field inside the solver.Can someone explain how exactly to create this setup?And any idea how we can realy stick flip fluid to an object?
  8. upres solver and collision?

    Something that we can do is to use sink relationship(maybe better than nothing ) instead collision relationship but unfortunately again the final look will be different from the main simulation because you kill the density instead push it by collision. Can anyone help with this problem?It should be a way to include a collision inside the solver. I still exploring it.I also tried to use the relationship setup from the smoke solver and connect it to the upres solver but it seems that the problem is more related to the advection method inside upres solver. Anyone?
  9. upres solver and collision?

    Thank you for taking the time for making the scenes but I don't see any difference in the result from the scene I posted .Upres solver doesn't use the collision field.If you want turn on the low res sim and compare it with the upres and you will see that on the upres the smoke is going trough the box, and yes I tried it on the latest Houdini build. Anyone with idea how to make collusion working with upres ?
  10. upres solver and collision?

    Yeah I tried that already but it doesn't work.The upres solver doesn't seem to use collision at all.I think somehow i have to bring collision field inside the upres solver but still can't get it working .Anyone?
  11. upres solver and collision?

    Yes I am importing the collision field but the upres solver doesn't use it.Or maybe I am not doing it right.Here is very simple scene you can see how the smoke goes trough the collision box on the upres. upres_collision.hipnc
  12. Vdb to upres solver?

    Is there a way to use vdb pyro cache with all attributes from pyrosolver in upres solver?I tried but didn't work.Is there a way to convert and rename vdb primitive attributes so upres solver can recognize them?I need to do retiming trough upres solver on already saved vdb cache from pyro simulation.
  13. Vdb to upres solver?

    So it seems that when you cache to vdb the detail attributes are not written to the cache and this is why upres solver doesn't read the cache properly. Is there any way to write this attributes to vdb or maybe a way to transfer them from original simulation without resimulating? Or only way is to save the cache as a bgeo?
  14. Stiky Flip Fluid

    Thanks a lot ! This is looking great.
  15. Stiky Flip Fluid

    Thank you!I will try your suggestions .The Geometry VOP sound like a good idea to try but I am not sure how exactly to sample collision sdf inside it (will play and see).If you have any simple example will be cool
  16. Stiky Flip Fluid

    Thank you.Here is what I am getting for now. I think will be nice if the fluid doesn't slide on the surface but also slowly losing the velocity and sticks to the position even the object is moving. Any tips how to achive that? stiky_test.hipnc
  17. Edit SOP after PointCache?

    Today I faced this problem and while I am thinking for solution I wanted to ask here . The idea is to deform geometry (using edit SOP) after point cache and keep the deformed shape during the animation? I am attaching a file with simple scene that shows the problem. Thank you!
  18. Edit SOP after PointCache?

    Thank you for the example.Actually this was the first thing I tried and didn't work for me .Now when I play with it it seems that somehow edit SOP it doesn't take the last modification into account and maybe that is why I gave up.Maybe I am doing something wrong.How yours it's working is the question ? Again the idea is that this is alembic point cache, so I am using time shift node to get static geometry as reference. And BTW I still eager to find a way to do this in VOP....just for learning purposes Here is the same setup in this case doesn't work.What I am doing wrong? EditAfterPC_hm.hipnc
  19. Edit SOP after PointCache?

    91 views and nothing. I hope I didn't ask something stupid....or maybe my question wasn't clear enough.I am sorry if it wasn't . What I want is to add to the existing vectors on the geometry (by using edit sop ) witch means deforming without multiplying by the normals of the geometry, and somehow to preserve the new edited shape during the underling pc animation. I want this to be entirely in VOP. Today I had some time and I tried to play in VOP by storing rest pose for the deformed mesh and then using it's N and P and do some math but still stuck on the math part :)It has to be a way I just can't give up Than I remembered that I saw some time ago how Brian was using attribute reorient and storing vector attributes to point .So here is an example that uses Brian's method. But I still want to find a way to do it entirely in VOP.So if someone has any ideas will be great. Thanks. EditAfterPC_solution01.hipnc
  20. Edit SOP after PointCache?

    I am sorry I forgot the file. Here it is. EditAfterPC.hipnc
  21. MaterialID script

    Here are two simple python scripts . Someone can find it handy ,especially if has to deal with big scenes with many materials. The first one creates material ID for multiple selected materials and also creates list with the ID's on sticky node inside OUT context. And the second one adds automatically the channels that you want to include in selected mantra node. In the first script I couldn't find a simple way in Houdini to have the color picker UI so you have to type the color vector value.Something like : 1,0,0 for RED and 0,1,0 for Green and so on. Maybe I could use option to pick R G B but I wanted the script to have the freedoom to put any color value. If anyone has an idea how to call Houdini's color picker without using external ui files and libraries will be great to show me. MatirialID: def colorID(): sel = hou.selectedNodes() n = hou.ui.readMultiInput("Set ID Name and RGB Color",["Name","Color_Vector"]) name = n[1][0] color = eval(n[1][1]) for i in sel: chan = i.createNode("parameter",name) chan.moveToGoodPosition() chan.parm("parmname").set(name) chan.parm("parmlabel").set(name) chan.parm("parmtype").set("color") chan.parm("colordefr").set(color[0]) chan.parm("colordefg").set(color[1]) chan.parm("colordefb").set(color[2]) chan.parm("exportparm").set(1) if hou.node("out").findStickyNote("colorID_list"): note = hou.node("out").findStickyNote("colorID_list") text = note.text() if name in text: pass else: note.setText(text + "\n"+name) else: note = hou.node("out").createStickyNote("colorID_list") note.setColor(hou.Color((1,0.5,0))) note.setText(name) colorID() AddMatID: import hou mantra = hou.selectedNodes() note = hou.node("out").findStickyNote("colorID_list") text = note.text() textlist = text.split() numIDs = len(textlist) sel = hou.ui.selectFromList(textlist) pick = [textlist[i] for i in sel] numPick = len(pick) implanes = mantra[0].parm("vm_numaux").eval() addplane = implanes + numPick mantra[0].parm("vm_numaux").set(addplane) planeN = implanes + 1 for i in pick: mantra[0].parm("vm_variable_plane%s" % planeN).set(i) mantra[0].parm("vm_quantize_plane%s" % planeN).set("half") planeN += 1 You can simply create shelf button for each one and paste the script in it. Cheers.
  22. Bones from multiple curves?

    I feel bad that this thing left unsolved.Is there any other ideas on this matter or I have to dive deeper and write my own function for creation of the bones....(if i find enough documentation on that)?I just don't want to leave this unsolved.... I manged to do what I need it but in the hard way. Hope someone can help.
  23. Bones from multiple curves?

    Yea that is the problem I faced .And I used this command in the end of the loop to simulate the 'enter' : import hou import toolutils as t pane = t.activePane(kwargs) pane.enterViewState() But I am not sure if it's right way because it still doesn't work in the loop.
  24. Bones from multiple curves?

    Thanks for your time! I will take a look now.
  25. Bones from multiple curves?

    I hope | understand your question. What I am doing actually in my case is that I am extracting curves from geometry by using add sop witch generates multiple curve primitives.I'm not using merge node. Than I need to create bone chain for each curve primitive.So I got the script to the point that creates multiple geo nodes for each curve primitive the problem is that the "bones from curve" command doesn't work in the loop.So my question is how I can automate the creation of "bones from curve" for each curve primitive because right now this command doesn't work in the loop.I have a lot curve primitives and will be crazy to go and apply the command one by one. I saw in the SESI forum that someone asked how we can paint the wire capture. http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25826&highlight=wire+capture If there is some simple way to do that this will be great and the creation of bones will be unnecessary in my case. I just couldn't get this to work well for multiple curves.It kind of works for one curve but if you have many curves close to each other it fails. If someone can post some example on this will be really great. Edit:Obviously I misunderstood your question.Sorry sometimes my English sucks I am creating object merge because "Bones From curve" works in object level.And than I want each bone chain to follow each curve witch can't happen if I don't have them in separate object.