
Latimerias
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Lati Adonvst
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I'm wedging a lot of geometry but sometimes the system breaks which I return an error attribute. When I'm creating 500+ wedges im getting 1/2 of them as breaking and it's using a lot of time because each cook renders a thumbnail. What I'm wondering is there a way to use a conditional to skip a wedge iteration and go into the next one? It seems like this goes against how TOPs was designed but I am not familiar with it. I would also appreciate any alternative suggestions. Thankyou!
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how to scatter objects on flip fluid
Latimerias replied to Latimerias's topic in General Houdini Questions
I got something working by initializing an attribute on the first frame where i pick certain points to keep based on their id and then i transfer that keep value to each frame of the simulation so it checks if the particle should stay or not. if(@id = point(1, "id", idtopoint(1, @id)) && point(1, "keep", idtopoint(1, @id)) == 1){ i@keep = 1; } Here the first input of the wrangle is the sim and the second is the frozen frame where i manually select points. -
So i have a flip simulation where the water is in a lake and moving slightly up and down the land. I want to scatter some lilypads on it but am not sure how. I tried extracting points from the particle sim using their point id which kept the same points on each frame but ran into issues because i only want particles on the edge of the simulation not in the center of the lake so i was deleting all particles inside of a bounding object but particles were going in and out of this boundary causing newly appearing/disappearing points on some frames. Another problem i had is that not all the particles from the fluid sim are at the surface some are inside but i was able to somewhat get around this with a ray. Just looking for any advice, thankyou!
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So im simming a waterfall into a lake but am running into problems with the whitewater sim. When i color the vorticity attribute on the fluid sim i get a beautiful result but when i go to place a whitewater source down it doesnt seem to respond accordingly. In the images i attached are from the same frame, you can see where the vorticity is colored i would get nice whitewater on the waterfall and some ripples and the hopefully where its black there would be no whitewater but when i go to place a whitewater source and run the simulation i get a completely different result. I also notice that changing the vorticity settings in the whitewatersource SOP do not give any changes when i change the range or remap values so i am not sure if i am missing something? thankyou.
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So im using the uv layout sop to pack my primitives into a boundary, the problem i have is that im using the packing for printing so i need the objects to have no scaling so i set the scale to "Fixed". This was working fine until i was in a rush and now it has broken as you see in the picture i linked (https://imgur.com/a/5zd53vk). Any ideas on how to fix this? Thankyou.
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Thanks! The thing is the more I looked at it was started thinking that its not a bug but its working how it is meant to, not totally sure but it seems makes sense that the reference would require a save path instead of writing into the main usd but the whole framework is just so confusing i don't really know.
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So it seems the only way to procedurally expand all the variants is using the explore variants LOP. The problem I get when using this is that the file I am exploring variants on which Is brought in using a reference LOP gets an error of not having a save path and it defaults to creating a new usd file for the layer instead of reading the one from the reference LOP. I tried to look inside the network and noticed the reference lop there is what was causing the problems, but it was too complicated for me to fix. I tried just bypassing the reference LOP inside the network which worked but then I get the default prim name "/__variants" set in the python script and I was not able to make any changes to the primName variable without getting invalid null prim error. Please help! Edit: I realize after messing around a bit more that the reference LOP causes the separate USD file to be written out whereas other methods like extracting the variants manually or using a stage manager use write out the same data but inside the final usd layer from the usd rop. So basically I am just wondering how to procedurally get all variant prims to use for point instancing since the explore variants method that is often shown does not appear ideal.
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I am calling an API and need to be able to display images that i am getting in a list, but i do not know how to do this. Not sure where to really start, i cannot find anything within the hou.ui module and i am unfamiliar with hou.qt and have not seen it used in any examples yet. The examples i have seen use the hutils.Qt module but this recent post says that there are no plans to upgrade Qt https://www.sidefx.com/forum/topic/82596/. Just looking to be put in the right direction, Thankyou!
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I am calling an API and need to be able to display images that i am getting in a list, but i do not know how to do this. Not sure where to really start, i cannot find anything within the hou.ui module and i am unfamiliar with hou.qt and have not seen it used in any examples yet. The examples i have seen use the hutils.Qt module but this recent post says that there are no plans to upgrade Qt https://www.sidefx.com/forum/topic/82596/. Just looking to be put in the right direction, Thankyou!
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I have installed rpr for houdini 19.383 the latest version and it matches my houdini version. I can get the render going in solaris but when i change any settings in the light there is no update even if i restart the render. I do get an error of "Device 0 not available (total number of devices -2018589406) at file C:\JN\WS\RadeonProImageProcessor_Build\src\RadeonImageFilters.cpp line 338" which is weird because thats not even a valid directory on my system. Materials seem to work well its just the lights, im running a gtx 1070.
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That Fus.hip works very fast it is certainly an option i will look at. However i am still wondering if there is a way to use world coordinates with noise or something to get very smooth gradient like on the pighead below. I can then use the gradient to manipulate tons of values and it visualizes well and does not use a solver/recursion. If i were to do it with the iteration based method using pcfind yours is certainly faster but then for each iteration i would need to divide each expansion iteration by the iteration number to get a gradient and apply some randomness which kills a lot of the art direction you get with noise and ramps. ramps like here
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Ill try to explain this my best, i have a point cloud with a group of points that are like patches on the pointcloud (the white points below). I want to start a gradient kind of like an infection outwards from these groups to end up creating a noise type look. Ideally in the end the white patches would have a float value of like 1 and the red points would have a float value of 0 with a gradient at their edge which would have a controllable length. Using a sort of infection type solver or pcfind functions has been very slow because i am starting from these point patches and i need it to be fairly fast and iterable. I was thinking some sort of world coordinate based system like a noise would work well for this since you dont do any point searching which would allow for easy gradients but i dont know how i can initiate it from these start patches. Thankyou!
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I started off creating shelf tools, worked fine then I wanted to read modules on disk so i used the PYTHONPATH variable which worked great. However the second I go to run functions from my module I get the error 'module has no attribute' as shown below. import mymodule mymodule.my_function() it returns the error: module 'mymodule 'has no attribute 'myfunction'. My workaround right now is just symlinking my .py file into the /python3.7libs directory which reads fine for the moment.
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I've been a bit confused about how you can animate lights in Solaris and USD overall. I assume you can put them inside an xform and animate manually but how would you go about procedurally animating them like if I wanted to attach them to a point or something?