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forbidden14

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    dana ericson
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  1. Hey all, I'm working on a simple paper tearing HDA that creates a tear from an existing image with alpha. I've got all that working ok, but I'd like to embed the source image into the HDA parameters window itself for visualization purposes. I've looked into the icon strip parameter, but I can't really get it to scale up and visualize how i'd like (I'm using the file path in the token dialog in the Menu tab on the Edit Parameter Interface), but feel like I may be using this wrong. I also like the idea of a background image in the network editor that gets linked to the HDA node itself. I've found this bit of code on the sideFX site: editor = hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor) image = hou.NetworkImage() image.setPath('$HFS/houdini/pic/Mandril.pic') image.setRect(hou.BoundingRect(0, 0, 5, 5)) editor.setBackgroundImages([image]) but Ideally I'd like to tie it my source string parameter and to go into a specific geo node network and place the image. It's weird, this code only worked one time when I was playing about with it switching around variables and such, but I couldn't even recreate the mandril BG on the root /obj level even with this code from the SideFx site. I feel like I'm close but missing something or have some python class error or typo, thanks for any help in advance!
  2. Hi all, I've been working in some separate python environments for a number of image processing / model creation purpose and found a way of running .bat files from my conda enviroment to avoid loading different python paths / module errors. I was wondering if there is some way to stall the PDG process until the resulting python file arrives in a directory? Almost like a watch folder and if the file exists, continue down the chain. Thanks in advance!
  3. I've also got another question regarding anaconda envs in python: I've hacked my way through the previous part, now I'm trying to load the output "test.txt" file to run as a settings file in PDG. I've loaded my environment successfully, as I've output the values to work_item attributes. Now my issue is how do I run an external script in this PDG environment? I've tried copy pasting the .py file into python script and setting my environments custom python Bin and working directory, but it seems to get held on import cv2 (I've installed in env), even though I've just imported torch successfully. I've also tried to run a command in a python processor window, which cooks fine, but nothing happens. Anybody have any tips for this environment swap? Thanks in advance!
  4. Hey All, I'm trying to customize a python settings.json file with int, float, bool, and sting values set up on a Null control with parameter sliders. I've read in the initial file I want to modify with a Json file, and have matched all the tags with the slider controls. I'm then collecting the tags into an array called query and trying to replace the original values in the .json with the slider control values. This is what I have so far (python novice), but I feel like there is a more solid way to do this. I know I'm not actually storing any files or values, I'm just printing to console for now import hou parentstr = '/obj/geo1/null1' query = work_item.stringAttribArray("query") vars = {} for q in query: parmstr = parentstr + "/" + q transval = hou.parm(parmstr).eval() vars[q] = transval if isinstance(vars[q], str): strv ='"'+q+'"'+':'+'"'+vars[q]+'"' print(strv) else: strv = '"'+q+'"'+":"+str(vars[q]) print(strv) There's also one section "animation_prompts" that goes one level deeper and would need some sort of formatting love where I need to indent and put in a few other lines. Thanks in advance! -Dana
  5. Hey all, Trying to get this skin node to have uv along spline like the sweep node. I would use the sweep but the width is varying along the spline and i found this gives semi good geo for a road base. I have the base spline then running a for loop over each point, then copying a line with the points with attribute to give a varying width cross section. Then for each primitive and skin the cross sections Anyone have experience UVing with skin node? Thanks in advance,
  6. Any leads how do achieve this in xpresso or python? Would you be feeding the custom attr on to the UV tag? or in a vertex map shader or something of the sort? Thanks for your help, thought I was going crazy there.
  7. Hey all, I have some geo based lava where im throwing the @uv through a solver offsetting the v value so it appears to flow. I'm trying to bring this into cinema, but the uv's seem to be static. When I re import the alembic into houdini, everything is animated and working. Anyone ever run into this? @uv is on vertex and shows up in cinema, just not animated. Thanks for any help in advance! untitled.mp4
  8. Hey all, I'm trying to render out a crowd in mantra, and while my hair and hat styles are working, I'd like to add some variation to the crowd agent itself. I've already baked out maps for each agent via COPs ( 8 each) and the idea is to create a style for each agent, in this case M_01_*. I'm Trying to randomize the highlighted number in the img attached and fit it 00-07 based on @primnum or @ptnum if possible? Or can you directly use an attribute value in Material style sheets? I could just create an integer value per agent via vex then somehow use it in the style sheet? Thanks in advance!
  9. Hey all, I'm trying to match the animated detail attrib from the mocap stream to the blendshapes in the mesh via the characterblendshapes. I've managed some vex to match some of the channel names. Is there some sort of wrangle that would match the detail attrib to the blendshape? Or am I missing a step? Thanks in advance, this is my first time messing with blendshapes in this way.
  10. Found out it was a matter of Checking 'Transform shape' in the Packed Transform Dropdown on the ROP alembic
  11. Hey All, I have a stadium which ive generated in houdini and want to bring over to c4d for render. I have a copy to points setup with pack and instance checkbox ticked, which gives me around 15000 packed geos. Upon bringing into c4d, it seems sluggish and slow and was wondering if there is any way to bring over the instance settings for c4d. I've tried to set it to instances in the import alembic dialog in c4d but nothing seems to work. Thanks in advance
  12. Hey all, Trying to attach some clothing by using the biharmonic capture to put the boneCapture attribute onto my shape which in theory should get deformed with the agent animation, I just don't know how to apply it with an agent. Usually with kinefx I would do a bone Deform but don't know how to access that in the Crowd world. I've successfully transferred some sort of bonecapture attr onto the Jersey Shape, I feel like I'm just missing something simple. Here's some screenshots of my setup below: Thanks in advance!
  13. Hey all, Think I'm pretty close to what I'm trying to do, but missing how to read the iteration attribute into python to create the material names. Basically I'm trying to make a material for every US state. I'm making the 50 materials but they are all stuck on alabama then incrementing number added to alabama instead of the names other states. I'd like to also assign the basecolor texture based on the s@state attribute that would be something like C:/filefolder/`@state`.jpg into the python script creating the material. I'm pretty new to python in any sense, and slapped some code together from stack overflow, so would appreciate any hand holding! Also if there is any other way to do this without creating the 50 textures and access a file path in a single texture in PDG, would love to hear. Thanks in advance
  14. Hey all, I know I'm pretty close, but think I'm missing a step, was wondering if there is an easy way to replace spaces with hypens at the attribute level in tops? Or assembling a split string with hyphens in between? I have the string split into an array (@split) and the split count in an integer attribute(@splitcount). Thanks in advance
  15. Hi all, I've been combing the forums trying to get some fluid to stay in this fairly fast moving alembic animation which I think I've converted to proper polygons. I'm wondering how to make the fluid stick with the alembic container (martini glass) while still maintaining some sort of fluidity. As of right now it ghosts through my collision vdb on a faster move. I've tried fiddling with a number of properties like the resolution of the collider VDB / particle scale / particle separation / seeding / attribute transfers , but I fear I've just checked something I shouldn't have somewhere along the way. Excuse my novice ways and feel free to school me on better workflows. Any advice or solutions much appreciated. Thanks in advance. Flip_test.zip
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