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pezetko

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pezetko last won the day on September 6

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About pezetko

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    Petr Zloty
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    Prague
  1. use string version of the detail function with s at the end details()
  2. File Cache SOP / checking for "dirtiness"

    Hi Christopher, everything is in the hip file attached under the video in my previous post. Python code is in the extra parameters on the nodes. Attrib create has the code to compute the checksum, it's stored as detail in the info block. File cache node has code for reading it from info block and comparing it against the current value. Everything is evaluated when the nodes are cooked. This is also the issue that the file cache node is colored only when it's cooked and it requires it's input to be cooked too to get the correct current value. It is just a prototype. For a production, I would probably put all the code into separate python module or directly into HDA and load it from there instead. Event callback could be more resilient to the propagation of changes in the node tree too, but I didn't try that.
  3. File Cache SOP / checking for "dirtiness"

    Not sure what is the workflow you are after. Cache files are there to avoid computation on heavy graphs. As hip scene files are tiny usually compared to the size of cached data it's not a problem to save unique (locked) source scene file for each cache version in the case of need to return to the previous version. I tried to create a quick prototype that computes a checksum from the input graph and save it in the data block and then compares it against the current graph. It's done on Windows (10) but it has an issue with the way how Houdini evaluates nodes. pz_input_hash.hip
  4. managing .sim checkpoint files

    For *.sim files I'm using built-in rolling cache, usually keeping latest 3-5 frames is enough to continue in case of a crash. Cleaning old files with Windows 10 built-in feature and cleaning temp folders on each restart with a simple batch script.
  5. raise hou.NodeWarning() on Parent Node

    Error SOP?
  6. AFAIK I think it never worked with VDBs. It still works with Houdini's native volumes.
  7. Houdini 17 Wishlist

    Sounds like those new enhancements in 16.5 with that search icon. Check this video starting at 53:48 https://vimeo.com/241036613#t=53m48s
  8. Houdini 17 Wishlist

    Parameters with non-default value and tabs with those parameters have their label in bold already. Maybe this could be enhanced with custom colour in colour theme.
  9. Maya Lattice Information to Houdini SOP

    I had to match animated Maya lattice in Houdini once in past. I don't have that file anymore so only from memory: I did it as Marty suggested. I exported box lattice from Maya naively as a couple of poly boxes that matched lattice division and inner structure with the same lattice applied to them as Alembic. That way I got exactly same point deformation on multiple cubes that in wireframe looked exactly as Maya lattice gizmo. Then I had to recreate Maya's lattice functionality in Houdini as the algorithm in Houdini is a bit different (e.g. no extrapolation, different smooth functions etc.). I did it with vex at the end. Today it's probably easier to do it in a Deform wrangle. I think it is a really old algorithm, like from 1986 or so, you should be able to find the paper online.
  10. Eevee type OGL Viewport/ROP

    If you want to render in a game engine why not to use Unity or Unreal Engine directly? After the recent problem in Maya when all the scene textures weren't able to fit into GPU memory at all and Blender Eevee demos on youtube showing just simple scenes I hope SESI target for this kind of viewport instead:
  11. Dynamic Christmas balls

    Just move the constraint points on Christmas balls up (and pivot down). See attached scene, modified nodes are yellow. xmasballs_2.hip
  12. FEM Copies (for Optimization)

    Do Solid Embed on single berry before you do copy to points?
  13. Stop Cloth sim and send to RBD sim

    Look at switch solver.
  14. Houdini 16 Wishlist

    It's possible to add it by hand to hou.session then it works but is tied to scene. Try to run it in event loop callback (I modified my previous post to include this code)). hou.ui.addEventLoopCallback(init_rounded_wirestyle)
  15. Houdini 16 Wishlist

    Indeed, it's saved as user data. But you can run this script in 123.py or 456.py import hou def init_rounded_wirestyle(): """ Set wire style for all Network Editors""" n = hou.paneTabType.NetworkEditor i = 0 while True: editor = hou.ui.paneTabOfType(n, i) i = i+1 # iterate over all editors if not editor: break # switch wiring style wire_style = editor.pwd().userData('wirestyle') if wire_style != 'rounded': editor.pwd().setUserData('wirestyle', 'rounded') # just in case if i>100: break # fix for running this after UI load (not ideal) hou.ui.addEventLoopCallback(init_rounded_wirestyle)
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