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underscoreus

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About underscoreus

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    Peon

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  • Name
    Martin
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    Vancouver
  1. Add AOVs to ROP

    I recently did something like this but for a redshift ROP. What I did is that I just use the parm().set() function on that parameter, it acts just as a normal number parameter so you don't have to go the way of dealing with the whole getting a list of all the parms, adding an instance of a parm and then reapplying the new list of parms to the node. If you'd be interested you can have a poke at the shelf tool I made (assuming you are doing this with python): https://github.com/Underscoreus/Rs_AOV_Transfer Hope it can help
  2. [SOLVED] Vellum cloth attached to vellum hair issues

    Sorry for bringing back this older thread, I just wanted to add a short addendum on how I was able to solve this issue in case others find them self in this pickle later on. So after some detective work, I found that the freakouts were caused by some constraints I had, attaching my vellum piece to a piece of deforming geometry (vellum attach to geometry constraint). If these constraints were not present the sim ran just fine. My substitute for these constraints were to simply animate my bottom piece to follow my deforming geometry using a point deform before configuring any of the vellum stuff and then when setting up vellum simply checking the "match animation" checkbox and setting the pin type to stopped. Then inside the vellum solver, using a pop wrangle to change the stopped attribute to 0 at a given frame to allow the sim to take over. One thing to be careful off when using this approach is that vellum creates an attribute called "fallback". I don't know what governs when it triggers and when it does not, but when it does, the sim will try to move your geometry back to the position described in the baseP attribute. For some reason it was triggering whenever my piece would hit the ground and the sim would try to send the piece back to the "rest" position. I simply solved this by adding another wrangle in the solver always setting "fallback" to 0 and it seems to have worked. Thanks for all the helpful advice given in this thread!
  3. Add tools to shelf from external file

    Ah... soooo this is awkward. The answer was a combination of this and me misreading the list... I put my initials MB in front of all my tools names, but not in the label and I have been looking at the label section of the "Edit shelf > Tools" list. Thanks for the reply, sorry for the confusion
  4. Hey guys! I was wondering if it is possible (and if so, how to) add tools to a shelf from a file on disk. I have written some custom tools on my other computer and stored each tool to a separate .shelf file on disk and I thought it would be a simple manner to add these tools back into a custom shelf on another computer but it does not seem to be the case. Dragging and dropping the .shelf file onto the shelf does not recreate the shelf tool and I cannot see the tool in the list of tools in the "Edit Shelf Tab > Tools" window. Any ideas? Do the .shelf files have to be in a specific folder on disk? The folder I currently use is the "toolbars" folder where the other shelves are stored. Thanks for the read, Stay safe out there!
  5. [SOLVED] Vellum cloth attached to vellum hair issues

    Hmm, maybe. I am using hair because it can compute orientation though. I am planning on having some geometry attached to the end and just using the strutted cloth as a holdout in the vellum sim so collisions and wire behavior are correct. Sorry for just shooting down your suggestions one after another
  6. [SOLVED] Vellum cloth attached to vellum hair issues

    Thanks for the tip! (and sorry for the late reply) Unfortunately it did not seem to change anything disabling the "compute missing orient" for the hair constrained to the cloth. Its still spinning out of control. The source of the spin does seem to be the cloth itself, for some reason it get really strong v after the constraints constraining it too my RBD sim let go. Thanks again though!
  7. [See bottom post for explanation on how I solved this issue!] Hey guys! I'm having some issues in connecting a piece of vellum cloth that has vellum strut constraints inside of it at the end of a vellum hair constraint. The idea is to simulate a piece of debris stuck to the end of a wire dangling around colliding with things. The setup works in the sense that they are connected and moving together, however my issue is that the piece of cloth seems to be given unlimited spin as soon as the constraints holding the strutted cloth piece to the deforming geo of my RBD sim are removed. It keeps spinning out of control and I have run out of ideas on what might be causing it or how to mitigate it. So far I've tried: Progressively upping the constraint iterations as well as the substeps (I am now at 10 substeps and 1500 constraint iterations) Pop drag Pop spin drag Custom vex drag on v as well as w and Pop speed limit As far as I can tell by looking at the orient attribute visualized the hair geometry (after sim) remains fairly calm and stable and the cloth is what is introducing all the motion. The best results I saw were using the pop speed limit with very high numbers and even then the best it could manage was to make the behavior happen in slow motion instead of actually stopping it. Has anyone of you had any kind of experience like this? If so I would love to hear about it, especially if you managed to solve it! I've added a short video file of a flipbook showing the issue. I have also added my hipfile as well as the caches needed to run it, I tried to go over all of the file nodes to re-path the caches but there might be some that I missed I realize now. Here is the link to the RBD sim cache I use as a collision if you want to try the full sim (note that the cache is around 5 GB): https://drive.google.com/drive/folders/1bjnrcHzUBgRdpwfgxu97RZ7m7SeBOsQx?usp=sharing Thanks for the read! Stay safe out there! Vellum_Hair_and_Cloth_Issue.zip 2020-07-21_19-35-16.mp4
  8. Get values of parms from within python module

    Hmm, I've never quiet understood what or how the kwargs work. However I am already calling a python function in my callback script. Is the kwargs a variable that can be added to any function/definition? i.e:"def my_test_def(kwargs):" ? Oh yeah! I should really be making my tools "safer" in that regard, either using that syntax or the "try: except:" way to prevent straight up errors. For now I've just been deving/been lazy and not made any safety nets for that kind of stuff. Also, I won't jinx it since it's started to work before and then stopped but I think I found my issue. A very clear user error on the most basic level which has me a little embarrassed. I made the node variable at the top of the script outside any of the definitions I call from the callback script tabs of my parameters... So it was as if the variable was kind of never created to begin with... ... ... so, yeah. Wish I had thought of that sooner. Thanks both of you for replying and bringing up very good points I should improve on stuff though!
  9. Get values of parms from within python module

    Hey, thanks for the post! I skimmed that topic before making this post, but had a more thorough read of it now. This kind of has the same issue as with my previous examples, just using a different syntax. I got the same errors when trying this solution unfortunately. For some reason it seems like Houdini is not able to correctly evaluate hou.node calls when made from inside an HDA's python module. Thanks for the tip though!
  10. Hey guys (and gals)! I'm working on a small project to simulate max style auto backups for Houdini wrapped up in an HDA. For this HDA I have a few functions in the python module that need to be able to read the values of the parameters of the HDA, like a string field where the user can say where to place the auto backups, determine the auto save intervals etc. However I am having some issues reading the parm values. So far I've been trying the normal method of first getting a referance to the node itself and then running: node = hou.node('.') node.parm('parmname').eval() However this is proving to be very unreliable, whenever I save and match definition the hda this approach no longer seems to work and I immediately get errors indicating that the first line trying to get a reference to the node returns none/NoneType. I have even tried to define it with a full path to the node like such: node = hou.node('/obj/autosaver1') But it still seems to encounter the same issue. I have seen some mentions of other methods but I am not really sure I fully get how they work. Any advice on the best and most reliable approach to getting the values from the different parameters of an HDA from within the python module? Thanks for the read! Stay safe out there!
  11. [Solved] How to get interaction between Vellum Hair and Grain

    That is hilarious and awesome that that works! Thanks a lot, o grand master Anim!
  12. [Solved] How to get interaction between Vellum Hair and Grain

    Hmmm, I'll try this out and see how far I can push it! Thanks for the tip! Guess I'll update the thread with whatever hair-brained scheme I come up with if I succeed!
  13. [Solved] How to get interaction between Vellum Hair and Grain

    Hmmm, and this was for when both grain and hair was Vellum?? If so that's a little annoying. Not entirely sure how I can copy geo onto the vellum hair points and still have them work properly in the vellum sim.
  14. Howdy folks! I've recently started looking into Vellum and I am currently trying to create interaction/collision between Vellum grains and Vellum Hair however it does not seem to come as easy as interaction between grains and cloth. I've used the same setup that worked with my grains and cloth example to make this setup however as mentioned above so far I've had no luck in making it work. I am sure that there is something very basic that I am missing here but I can't seem to find it. Any ideas? Screenshots of the setup(Sorry for less than optimal/clean node layout): Scene file as well as base model too if you'd rather dig into it. Vellum_Hair_Grain_Test.zip
  15. [SOLVED] Redshift nodes are "Invalid node type name"

    Heyo, I realize my original post is way to sparse so I'll elaborate more: Issue is as described in the original post. Running on a Linux machine, Ubuntu 18.04, launching houdini with a custom runscript that should add the REDSHIFT_COREDATAPATH aswell as the REDSHIFT_LICENSE to the instance I am launching. Problem turned out to be my in-expirience and lack of knowledge regarding how Linux systems work in general aswell as not paying close enough attention to the error messages in the terminal I was launching Houdini from. Essentially I have all the license files etc for Redshift on a SMB network share that I have mounted on my machine. The problem was that when I transfered the redshift files onto the share I destroyed all of symlink files that houdini apparently uses under the hood to make redshift work (for the uninitiated , like I was a few hours ago, a symlink is kinda like a shortcut for a file in windows. Programs can call that shortcut and get direct access to the file itself. This is very much so a laments terms explanation.) Apparently by copying the files over via command line with some extra flags you can make it work. TBH I don't entierly know why it works now since there are still no symlink files on my server, but the nodes plonk down just fine inside Houdini so I am not going to touch anything else xD Thanks for the reply! Sorry for stirring up stuff.
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