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denisVFX

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Everything posted by denisVFX

  1. I don't know what happened, but after restarting houdini handle appeared and works fine. It seems to be some bug....
  2. I need to create a HDA with uisoparm handle which will be show/hide on hotkey, and dynamically tune different parameters in my hda. For example by pressing some hotkey it will tune param0, and after pressing same hotkey it will tune param1, etc... The problem is that I can't understand why uisoparm handle doesn't shows in viewport after its creation. Another handles like circle, xform, vector works fine. template.bindHandle("circle", "my_handle") But uisoparm handle doesn't appear in viewport , and I can't understand why here is example of my code. also I attached a hip file with hda. import hou import viewerstate.utils as su class State(object): def __init__(self, state_name, scene_viewer): self.state_name = state_name self.scene_viewer = scene_viewer self.node = None self.start_pt = None self.end_pt = None self.displayRotHandle = True self.start_handle = hou.Handle(self.scene_viewer, "rotate_start") self.end_handle = hou.Handle(self.scene_viewer, "rotate_end") self.displayCarveHandle = True self.carve0_handle = hou.Handle(self.scene_viewer, "carve_0") self.carve1_handle = hou.Handle(self.scene_viewer, "carve_1") def onEnter(self, kwargs): self.node = kwargs["node"] # rotation handles init self.start_handle.disableParms(["tx", "ty", "tz", "rx", "rz"]) self.end_handle.disableParms(["tx", "ty", "tz", "rx", "rz"]) self.start_handle.show(True) self.end_handle.show(True) self.start_handle.update() self.end_handle.update() self.displayRotHandle = True # carve handles init self.carve0_handle.show(True) self.carve1_handle.show(True) self.carve0_handle.enableParms(["input", "k","onoff"]) self.carve1_handle.enableParms(["input", "k","onoff"]) self.carve0_handle.update() self.carve1_handle.update() self.displayCarveHandle = True self.start_pt = self.node.node("start_pt").geometry() self.end_pt = self.node.node("end_pt").geometry() def onMouseEvent(self, kwargs): """ Find the position of the point to add by intersecting the construction plane. """ ui_event = kwargs["ui_event"] device = ui_event.device() origin, direction = ui_event.ray() return True def onKeyEvent(self, kwargs): ui_device = kwargs["ui_event"].device() self.key_pressed = ui_device.keyString() if self.key_pressed == "a": if self.displayRotHandle == True: self.scene_viewer.showHandle("rotate_start", 0) self.scene_viewer.showHandle("rotate_end", 0) self.scene_viewer.showHandle("carve_0", 0) self.scene_viewer.showHandle("carve_1", 0) self.displayRotHandle = False else : self.displayRotHandle = True self.scene_viewer.showHandle("rotate_start", 1) self.scene_viewer.showHandle("rotate_end", 1) self.scene_viewer.showHandle("carve_0", 1) self.scene_viewer.showHandle("carve_1", 1) return True def onHandleToState(self, kwargs): # Called when the user manipulates a handle handle_name = kwargs["handle"] parms = kwargs["parms"] prev_parms = kwargs["prev_parms"] node = kwargs["node"] if handle_name == self.start_handle.name(): # user manipulates rotation start handle node.parm("rot_start").set(parms["ry"]) if handle_name == self.end_handle.name(): # user manipulates rotation end handle node.parm("rot_end").set(parms["ry"]) if handle_name == self.carve0_handle.name(): # user manipulates carve 0 handle node.parm("carve_0").set(parms["k"]) node.parm("first_u").set(parms["onoff"]) if handle_name == self.carve1_handle.name(): # user manipulates carve 1 handle node.parm("carve_1").set(parms["k"]) node.parm("second_u").set(parms["onoff"]) def onStateToHandle(self, kwargs): # Called when the user changes parameter(s), so you can update dynamic handles if necessary handle = kwargs["handle"] handle_parms = kwargs["parms"] node = kwargs["node"] if self.start_pt != None: pos_start = self.start_pt.point(0).position() else: pos_start = [0.0, 0.0, 0.0] if self.end_pt != None: pos_end = self.end_pt.point(0).position() else: pos_end = [0.0, 0.0, 0.0] if handle == "rotate_start": handle_parms["tx"] = pos_start[0] handle_parms["ty"] = pos_start[1] handle_parms["tz"] = pos_start[2] if handle == "rotate_end": handle_parms["tx"] = pos_end[0] handle_parms["ty"] = pos_end[1] handle_parms["tz"] = pos_end[2] if handle == "carve_0" : handle_parms["k"] = 0 if handle == "carve_1" : handle_parms["k"] = 1 def createViewerStateTemplate(): """ Mandatory entry point to create and return the viewer state template to register. """ state_typename = kwargs["type"].definition().sections()["DefaultState"].contents() state_label = "Denis test dynamic handle" state_cat = hou.sopNodeTypeCategory() template = hou.ViewerStateTemplate(state_typename, state_label, state_cat) template.bindFactory(State) template.bindIcon(kwargs["type"].icon()) template.bindHandle("circle", "rotate_start") template.bindHandle("circle", "rotate_end") template.bindHandle("uisoparm", "carve_0", "ownerop('carve_0') owneropgroup('group')", cache_previous_parms=True, handle_parms=["input", "k","onoff"] ) template.bindHandle("uisoparm", "carve_1", "ownerop('carve_0') owneropgroup('group')", cache_previous_parms=True, handle_parms=["input", "k","onoff"] ) return template carve_python_states_v01.zip
  3. Hello! I am new to FLIP fluids simulation in Houdini and I found that FLIP fluids behaviuor totally changes depending on particle separation parameter. If I make more particles I am getting different shapes. In this Example I am trying to make a fluid splash in different directions. I am setting initial particle velocities by attribute transfer from geometry. And for example I like a shape of splash when particle separation = 0.05, but I want to get a quality mesh with nice thin shapes and round droplets, and for this I need to simulate more particles. But if I'm changing particle separation to 0.03 I have a different shape, with many small droplets and with totally different splash shape. What is wrong in my workflow? How to make a clean mesh with thin shapes, round droplets, not look like a metaballs mesh. For a reference https://www.pngitem.com/pimgs/m/312-3122129_liquid-splash-png-transparent-png.png test_splash_v01.hipnc
  4. Long loading of complex Digital Asset

    Thank you for reply! But what can be done for quicker HIP file opening and nodes initialization? It depends from power of my workstation? More cores, quicker read from disc?
  5. I created a rather complex Digital Asset. It consticts of ~2000 nodes, and also there is ~60 instances of another asset inside this asset. I optimized it thought cleaning nodes throught performance monitor, and now It computes rather fast after loading, but LOADING takes nearly 10 seconds. It's became a real problem because in my hip file I need to use it rapidly many times. Is there any way to speed up loading of asset? And after creating every instance of this asset Houdini increases ram usage at ~500 mb, it's also a problem...
  6. Long loading of complex Digital Asset

    Well, I remade my asset. The most heaviest operations rebuilded on vex. Asset works maybe 2 times faster. But still long initialization. I found that if asset is constructed from many-many nodes, especcialy if it's another custom digital assets, it have a long time for initialization. But after that it computes quite fast. And Hip file also have a quite long time to open. This is normal or not?
  7. Thank you very much! Your setup helped me a lot!
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