Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

1 Neutral

About RuschFX

  • Rank

Personal Information

  • Name

Recent Profile Visitors

1,159 profile views
  1. Voronoi : shatters visible in render

    This is just off the top of my head... but look on the Voronoi fracture node, find the checkbox that says something like "add inner edge detail", and un-check it. That option will sometimes cause visible cracks in the surface. And in case you're not... I'd recommend putting a 'switch' node at the end of your network. Use the original geometry up until the frame of impact, then switch to your shatter sim. This will minimize the amount of time that the pre-fracture is visible before the actual shatter event happens.
  2. Group selection from user input

    I'm creating a tool that takes an object, like a car, that has several seperate geos merged together and I'd like to have a button on my tool that asks for a selection. The user can then select single sections of the car, like the tires, the hood and windshield, and hit 'enter'. The tool would then take the selected polys and add them to a group node. The closest I've gotten is this: import toolutils scene_view = toolutils.sceneViewer() prompt = toolutils.selectionPrompt(hou.sopNodeTypeCategory()) select_objects = list(scene_view.selectGeometry(prompt) but when I run it I get an error that says "geometry selection object is not iterable", or it only lets me select the car as a whole (obj level), and other times the interface just seems to freeze up and won't let me select anything at all. Anybody have any idea what I'm doing wrong?! Thanks in advance!
  3. Creating a Tool Window

    Thanks for all your help guys! I ended up going with wxPython to create the external popup window for my tool. I still wish there was an easy way to dynamically populate the parameters window of an otl tho.....anyways. Thanks again! - Jake
  4. Prman for Houdini (again)

    Haha, ahhh, cutter..... I hope using houdini with renderman has gotten easier! I did it with H7 for those classes, and it was a royal pain to set up.....
  5. Creating a Tool Window

    Thanks graham, I'll definitely look into PyQt....
  6. Creating a Tool Window

    hey guys, I'm trying to build a tool for Houdini and I need to dynamically populate lists. I tried using hou to edit the otl's parameter interface but found it wasn't flexible enough. Now I'm using wx to create a popup window but it seems kind of buggy (likes to crash my Houdini). I'm on a 64 bit Linux machine running Houdini 9.5. Does anybody have any suggestions on how to go about creating a tool window in Houdini and is there anything else that would work better than wx? Any tips you might have would be a big help! Thanks... - Jake
  7. Editing Parameter Interface with Python

    ok..... just shortly after I posted this, I ran hou.asCode() on a node I manually built and figured out how to get file and int parameters to work. So I figured I'd share, incase anybody else has run into this problem.... #MAKE A GEOMETRY NODE curNode = hou.node('/obj').createNode('geo', 'character1') #CREATE INT SLIDER IN PARAMETER INTERFACE timeTemplate = hou.IntParmTemplate( "timeOffset", "Time Offset", 1, default_value=([0]), min=-100, max=100, min_is_strict=False, max_is_strict=False, naming_scheme=hou.parmNamingScheme.Base1, disable_when="", tags={}) curNode.addSpareParmTuple( timeTemplate, in_folder=([spareFolder]), create_missing_folders=True) #CREATE FILE REFERENCE IN PARAMETER INTERFACE fileTemplate = hou.StringParmTemplate( "fileIN", "File Input", 1, default_value=(["0"]), naming_scheme=hou.parmNamingScheme.Base1, string_type=hou.stringParmType.FileReference, disable_when="", tags={}) curNode.addSpareParmTuple( fileTemplate, in_folder=([spareFolder]), create_missing_folders=True) Also, it's easy to create a new folder in the parm interface, but it puts it after the default tabs. Does anybody know how to move it from the last tab in the group to the first??? (ie. before the "Transform" tab...) Thanks, - Jake
  8. I'm writing a python script that populates geometry nodes and edits each node's parameter interface, and I've ran into a few problems. I'm new at python so forgive me. I have been able to create new folder tabs and populate them with float parameters fairly easily. This is what I used to create one of the float parameters...... partTemplate = hou.FloatParmTemplate("timeOffset", ("Time Offset"), 1, default_value=([0]), min=-10, max=10, min_is_strict=False, max_is_strict=False, look=hou.parmLook.Regular, naming_scheme=hou.parmNamingScheme.Base1, disable_when="", tags={}) hou.node('/obj/geometry1').addSpareParmTuple(partTemplate, in_folder=([character1]), create_missing_folders=True) The problem is I also need file and integer parameters....... The commands I'm pretty sure I need are hou.FileReferenceParmTemplate() and hou.IntParmTemplate(). I can't get them to work and the help says they haven't been implemented yet!? Can anybody hook me up with a script example of how to successfully add these parameters or know of a work around? Thanks in advance for any help your able to give...... - Jake R
  9. VEX Facing Ratio Shader

    I got the shader working to my satisfaction. You were right, I did have an if() statement in the color calculation. I know better than that, but managed to overlook it. Thanks again for all the help guys!
  10. VEX Facing Ratio Shader

    thanks guys! you've been a huge help, the transform node was exactly what I was missing. I have the shader working almost exactly how I need it now....only other thing I have to fix is that mantra is creating a jagged edge on the lines. I think what mantra is doing is sampling the normal of a polygon and then coloring the whole poly one color instead of sampling each pixel at the time of render and assigning colors smoothly across the poly-face. I'm going to do some research on it, but in the meantime, if anybody has run into this before I'd appreciate the help....... EDIT: I added a 'shading normal' vex node into the mix and that seemed to help alot. Now I probably just need to pull my sampling up to get it nice and smooth. If I'm going about it wrong, please let me know!
  11. VEX Facing Ratio Shader

    Well.........so far I've replaced ("I" with.... normalized(Null position - P). The shader now reacts when I move the null around which is the end result I want, but the shader still responds when I move the camera location. So both the null and camera are affecting the shader's gradient angle. What calculations make up "P" and/or "N"??? I'm assuming they're basing themselves off of the location of the camera and I need to completely fool the shader into thinking the null is the camera. Forgive me, this is the first time I've tried to use Vex seriously and shading isn't exactly my forte'........
  12. Transparent Plane Reflection Problem

    I'm not home right now so I can't look at your file but if I understand your question corectly i'd say.... did you use a black/white image for the transparency? if so, use that same image as a reflection map and it'll eliminate the reflections where your object is transparent. Hope that helps....
  13. VEX Facing Ratio Shader

    Thanks Jason, I was so busy digging through Vex that I managed to over look the "render" tab for the null. I'll look into the transform() function like you suggested. How is "I" (direction from Eye to Surface) calculated? From what I can figure it's something like P (surface position) minus Eye (position of camera?) give you the "I" direction, which is then normalized and yada yada...etc. Is that correct? (atleast up to the yada yada part anyways )
  14. VEX Facing Ratio Shader

    I'm working on a simple toon shader using the object's normal angle to shade the object. This is the equation I have built in Vex --> abs(dot(normalize(N),normalize(I))) Right now it works fine generating the toon lines from the position of the camera, but now I would like to use a null's position, instead of the camera, as the source. This way I can move the rendering camera around and keep the toon shader lines in the same place.... Has anybody done something like this before or know how this could be accomplished??? Any tips would be a huge help!!!
  15. I3Ds & Shadow Pass??