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DanBode last won the day on November 22 2011

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  1. You can do this with a ch('') call to the folder name. The trick is you have to add 1 to the end of the folder name to access it, which is probably a bug. For example if you had folders named 'test' on a node you could just do `ch('../test1')` to get the number of the tab that the ui is on. You might want to make the folders radio buttons to make it clear to the user that what tab they are on matters, but I don't think you strictly HAVE to.
  2. O_O I finally did it. after 7 years I've hit 100 posts. It's like I'm a real Houdini artist now!
  3. This is good time to use the scatter sop! It's way easier than dealing with particles and just throws a bunch of points on your geo, can be based on attrib too!
  4. are you looking for the "exhelp" Hscript command?
  5. You CAN do this if you drop a point sop first and select the point sop, then box select cells in the the Geo Spreadsheet. This will also lock the point sop and thus break proceduralism, which is usually less than ideal. I feel like this workflow should generally be avoided, but it is definitly doable.
  6. This is generally true, but the instancefile is used by the Fast Point Instancing procedural and doesn't take multiple copys of the geometry for motion blur. Usually you'd either put a velocity on your instance geometry if you can get away with velocity blur or you really need true deformation blur you need to load the geometry into Houdini and use Full Point Instancing with the "instance" attribute pointing to you're geometry nodes to instance. You might be able to use packed disk primitives with the second option, to avoid having giant ifd files, but I haven't tried it yet and I'm not completley sure how they handle deformation motion blur.
  7. The material assignment is just a primitive attribute called "shop_materialpath" You should be able to attribute transfer it onto your points and then back onto your final mesh, or even to the final mesh directly.
  8. As far as learning how to do things you know in older versions in the newer ones, it is pretty common when a new version of Houdini comes out to see everyone in the office have this page open for a day or two. http://www.sidefx.com/docs/houdini14.0/news/14/
  9. Also make sure your UVs are on Vertices and not Points! With point UVs faces always need to be connected to their neighbors but Vertex uvs allow you to separate them.
  10. I don't think you can get real displacement from a normal map, but it is pretty easy to use multiple UV sets in Houdini and have one used for the normal map but another used for everything else. Just call the UVs for your normal map something like uv2, and edit the shader so that the texture vop you're using to read in the normal map is using the uv2 attribute instead of uv.
  11. For your simple example you should be able to do it with just a "point cloud open" vop and a "point cloud num found". You set the radius on pcopen and the pcnumfound tells you the number of other points within that radius. You can do the weighted transfer inside of a for loop from there. I'll try to throw an example file together later tonight, if someone else doesn't beat me to it.
  12. It's probably because the background is giving you a depth of zero. I'm assuming the alpha in that area is also zero? You can try overing the zdepth on a really high number constant in Nuke, or maybe just un-preumult before the defoucus and premult after.
  13. Nope! Well not exactly. Relationships are a special type of data, and need to be treated a little differently. But you can still add them in python. To create relationships in python you need to use hou.DopSimulation.createRelationship() which returns a hou.DopRelationship object. Then you use hou.DopRelationship.setGroup() and hou.DopRelationship.setAffectorGroup() to set what objects the relationship affects.
  14. Another way to do this is to use the Connectivity SOP with connectivity set to primitive, and "Use UV Connectivity" checked on. This will give you a unique class attribute for each connected set of uvs. Then just follow it up with an Partition SOP to make groups based on the class attribute.
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