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Everything posted by bunker

  1. with imagemagick convert -delay 100 -loop 0 *.jpeg animatedGIF.gif
  2. measure SOP: perimeter, and delete by perimeter attrib, for example a blast SOP with: @perimeter>10
  3. so the environment variable works. Looking at the name of the directory "System" I'm guessing you're trying to access a Windows drive. Try a Linux partition instead. I don't use Windows, maybe someone else can help
  4. check this directory exist: "/media/xxxx/System/___HOU", you can just do: cd /media/xxxx/System/___HOU also you can double check the path is still in your bashrc: cat ~/.bashrc | grep ___HOU
  5. we are all "Newbies" now
  6. That's where you would use Python. import glob import os dir = "my_directory_path" for file in glob.glob(dir+"/*.bgeo.sc"): os.remove(file) you can put that script on a Null for example: https://projectjulien.space/houdini-tutorials/2018/7/4/create-a-python-snippet-container-on-null-or-any-node
  7. int array[] = {1,2,3,4,5,6}; // create primMatID_0, 1, 2,... for(int i=0;i<len(array);i++){ int a = addattrib(0, "point", "primMatID_"+itoa(i), array[i]); } // create an INT array attrib i[]@primMatID=array; you could do something like that in a wrangle (2 different options)
  8. you can do that with pointclouds, it's ideal for averaging out the normal directions which is probably what you want. // wrangle1 // change color by proximity to curve points int handle = pcopen(1,"P",@P,chf("radius"),1); if(pcnumfound(handle)>0){ @Cd = {1,0,1}; } // use blast nodes to separte in 2 geometries // wrangle2 // create normals from average closest points int handle = pcopen(1,"P",@P,chf("radius"),chi("maxpoints")); if(pcnumfound(handle)>0){ vector p = pcfilter(handle,"P"); v@N = p-@P; } normal_to_points.hipnc > using 1 point or 40 points for position lookup
  9. // two simple examples (VEX): s@path = "/geo/path/Char01/body/arm/hand"; s@path2 = re_replace("Char","Human_",s@path); // result: /geo/path/Human_01/body/arm/hand string s1 = re_replace("/","_",s@path); string s2 = re_replace("_geo_path_","/",s1); s@path3 = s2; // result: /Char01_body_arm_hand
  10. you can do that with VEX or Python https://www.sidefx.com/docs/houdini/vex/functions/re_replace.html https://pythonexamples.org/python-re-sub/
  11. search for Flip Volume loss on odforce or Sidefx's forum, this has been answered many times.
  12. Might be related: https://www.sidefx.com/forum/topic/82674/ including your Houdini version would help.
  13. I never thought I would say this but, what about using metaballs?
  14. You can use drag and/or limit the max force. Pop drag / Pop speed limit
  15. you should be running this code over "Detail (only once)"
  16. you can do that with a gaswrangle node inside DOPs // using height as threshold if(@P.y>chf("max_Y_value")){ f@density = 0; v@vel = 0; } // or anthing outside the water area if(f@surface>0){ f@density = 0; v@vel = 0; }
  17. the vdbsmooth1 node inside the pyrobakevolume SOP is buggy. to fix it, you can convert to volume+volumeBlur and back to VDB.
  18. chramp("ramp",fit01(sin(@Time),0,1),0)*ch("amp") You'll just need to create a "ramp" and "amp" parms (attached example) Notice the extra 0 at the end of the chramp function, that's the first component since you can do vector ramps too how do you find help about hscript? Open a textport and search for ramp: exhelp -k ramp Then get the docs about chramp exhelp chramp ramp_hscript.hipnc
  19. You can check the output of allVoxelsAsString() https://www.sidefx.com/docs/houdini/hom/hou/Volume.html
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