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Everything posted by Latimerias

  1. 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?
  2. 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!
  3. how to scatter objects on flip fluid

    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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. How show images in a UI window?

    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!
  9. How show images in a new UI window?

    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!
  10. 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.
  11. 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!
  12. 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
  13. Thankyou, but im looking for something not recursive and ideally not point calculation based. It seems junichiros method uses nearpoints and since im operating on a pointcloud i would have to use pcfind which is very slow.
  14. 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.
  15. Ah yes there was a weird name i found, clumsy mistake. Thanks for the function as well works perfectly!
  16. I have a tuple that I'm looping over like this: 'for name in tuple:'. Inside the loop I say something like createNode('group', name) but I get the error "invalid node name". Please help I am not sure why this is as it returns a string properly elsewhere! I also tried the .setName but got the same result.
  17. I cannot seem to wrap my head around how to do this so I am asking here. Im looking for a way to "stack" values with VEX. If i simplify it I want to create a point and assign it a random value, then move it that value in the x direction. After that I want to create a second point, give it a new random value and move it that distance + the distance of the first point. The purpose is to create a point generator with random scale values that i can use with LOPs inside of an instancer to place books next to eachother at random scales. I made this in sops and it worked well on a smaller scale but I ended up doing a few thousand books and overloaded my ram. Currently what i have is this. int iter = chi("Iterations"); float minwidth = chf("Min_Width"); float maxwidth = chf("Max_Width"); for(int i = 0; i < iter; i++){ float currentwidth = fit01(rand(i), minwidth, maxwidth); float prevwidth = fit01(rand(i-1), minwidth, maxwidth); vector pos = set(prevwidth+currentwidth/2, 0, 0); int pt = addpoint(0, pos); } My thought process was to create a random value based on the iteration, this random number would be the book width scale value, which is just fitted so i dont get small values. Then to get the previous books width i would subtract the iteration by 1 which successfully returns the same value. Then i create a point and move it by the previous book width + the current book width/2 because i want the point to be centered. However this doesn't work at all because it can only access a single value back. Also i uploaded the sop book generator below if anyone was interested, its pretty flawed the more that i look at it i should have split it into separate HDAs and also you need to have your coordinates set to Z-up. Heres a demo of it through if anyones interested. jw_book_generator.1.0.hdanc
  18. This is what I did in the sops method i attached, is there a way to do this in VEX? I realize i would be better using a while loop probably, because i want to stop once the total distance is greater than the length of the shelf.
  19. Title pretty much says it all, I have a set of USD assets made via the component builder and I want to have a material for viewport visualization using USD preview surfaces and another for render time using materialX standard surface. In the documentation it says you can use a collect node but it never says how to implement or use it so that the default state is the USD preview and at render time it switches to materialX. When I was using materialX without texcoord nodes the material would show in viewport but I follwed the documentation and added texcoord nodes for each texture and it stopped, not really sure why I need this when I wasn't having uv error without using it. The second question is just an error I encountered when point instancing variant assets, it says "no display node found" It was working earlier and I couldn't find what this means. Thankyou for your time!
  20. Figured it out, the collect node reads the first shader as the default openGL shader so you pipe a USD preview surface into that and your render shader into the second input. It appears materialX usd preview doesn't work currently but usd preview does.
  21. If I've got a list of objects which ill called boxes and each box has a connectivity attribute on it so box 1 has 6 prims each with a attribute 'class' and value '0', box 2 has value '1' and so forth like normal. My question is how can I shuffle these parameters in a random way, by which I mean mix the values in the list that so box 1 may now have a 'class' value of '1' on every one of its prims and box 2 now has value '0', I need this to be random. I've tried using the sort SOP but that didn't get me very far as it created random values for every primitive when I need to retain the connectivity different. I also tried shuffling the values by creating a primitive wrangle to create a random number, fit it between 0-#objects and assign that value back to the 'class' value but then i get repeating values where box 1 has a value of '0' but then box 4 also has a value of '0'. I am thinking next of trying to do an uniqueval function, randomize that then remap to geometry but I am not sure of how I can randomize/sort detail attribute values so if anyone has any idea I would greatly appreciate it.
  22. Hello, So i import data with varying attribute values. For example ill call it attribute "Type" with string values "B,F,C,D". The attribute always imports under the name type but the values change, im looking for a way to generate a color parameter for each value so i can color value "F" primitives a different color than "B,C,D". The problem i cant get around is if the next dataset i import has values "X,A,S" how can i make the interface dynamic so that now i only have color parameters for the X,A,S values. The closest thing i can find is multiparam blocks but those would require me to manually create the parameters where instead i want parameters to generate based on the number of attribute values. Is this even possible without python, i have no experience coding. I hope this made sense, thankyou for your time!
  23. @Alain2131 You just made my month! To clarify i do not need the values from previous datasets to remain, the file you shared answers all my questions!! Im gonna need to do some changes to implement it for my use but it looks amazing from what i just looked at. thanks so much! Edit: Just finished implementing it, and it works like a charm but now im trying to use material instead of color which ive having touble implementing, do you have any suggestions? So far everything i tried assigning a material to values by reversing the blast selection so it only leaves 1 value for each iteration and then assigning a material node after that references the material specified by the parameter. the problem is i keep getting an error "bad parameter reference" when im using the same conventions. I attached a file showing what im explaining. EDIT 2 Just got the material setup working! ill attach a file for anyone who looks at this in the future. dyanmic UI with materials on prims.hipnc
  24. @carthick Sorry it was hard to explain, i know how to color my existing attributed what im looking for a is a way to turn them into parameters for an HDA. I need a procedural way so that when the dataset changes it generates new parameters.
  25. Hello, So i import data with varying attribute values. For example ill call it attribute "Type" with string values "B,F,C,D". The attribute always imports under the name type but the values change, im looking for a way to generate a color parameter for each value so i can color value "F" primitives a different color than "B,C,D". The problem i cant get around is if the next dataset i import has values "X,A,S" how can i make the interface dynamic so that now i only have color parameters for the X,A,S values. The closest thing i can find is multiparam blocks but those would require me to manually create the parameters where instead i want parameters to generate based on the number of attribute values. I hope this made sense, thankyou for your time!
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