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Everything posted by AdrianLazar

  1. Spaces in file paths

    Hi guys, I'm having an issue using the fbximport command: if the fbx path contains spaces then houdini crashes, for example: hou.hscript('fbximport $HIP/test e/test2.fbx') -> crash hou.hscript('fbximport $HIP/test/test2.fbx') -> works fine At first I thought that houdini doesn't support spaces in paths but if I use the fileSop to read a geometry file with spaces in the path that work perfectly fine. Now I know there shouldn't be any spaces in folder names to begin with but that's something in this case I don't have any control over Any help would be much appreciated, Thanks!
  2. Spaces in file paths

    Thank you
  3. Spaces in file paths

    Awesome, that works Petr! Could you explain me what is it doing to make it work? Thanks!
  4. Spaces in file paths

    Hi Francis, Thanks for the quick reply, it worked fine in the test. Unfortunately for the real implementation doesn't work since I need to generate file path from a parameter like this: _objecttodestroy = HDA.parm('objecttodestroy').eval() fbxtoimport = 'fbximport -m off ' + _objecttodestroy hou.hscript(fbxtoimport) Thanks again, -Adrian
  5. Hi guys, I recently (few days ago) started learning python and while I hit many walls I managed to find enough info on this forum and sidefx.com to help me overcome the issues. However there's one (for now) that I can't manage to solve and it's a bit hard to explain in writing so I hope you'll have patience with me, thanks Passing tokens using callback script. I need to call a function with using the token variable from the drop down menu. For example if the user selects the first option the function get's called with a variable, if the user selects the second option the same function is called but with a different variable. From Houdini help looks like it's done using callback script to pass the token of the menu but I can't seem to make it work. This is the python callback I have on the menu: hou.pwd().parent().parent().hdaModule().DisplayPaintMode(hou.pwd().parm('paintDisplay').eval()) paintDisplay is the drop-down menu parameter where the callback script is with the 1st token: result and the 2n one: paint And this is the function on the HDA python module: #Display Paint Node def DisplayPaintMode(node): HDA = hou.pwd().parent().parent() import toolutils if node == 'paint': print 'display paint' paintNode = HDA.node('ObjectToDestroy/PaintFractureDensity') paintNode.setDisplayFlag(True) paintNode.setRenderFlag(True) else: print 'display result' sopnode = HDA.node('ObjectToDestroy/OUT_display') sopnode.setDisplayFlag(True) sopnode.setRenderFlag(True) But this always prints 'display result' regardless of what option is selected from the menu. However if I change the callback to: hou.pwd().parent().parent().hdaModule().DisplayPaintMode('paint') then it prints paint - the way it should. So I can't find how to pass the menu tokens with the callback script. Thanks a bunch, -Adrian
  6. Beginner - passing menu tokens through a callback script

    Managed to get it to work. I changed the menu tokens from paint and result to 1 and 2 and I did the same in the if statement and works. I think before didn't worked because the parameter wasn't sending a string as the if statement expected. Thanks again Tomas!
  7. Beginner - passing menu tokens through a callback script

    Thanks for the replay Tomas, I changed the DisplayPaintMode function to use kwargs but I still don't know how to call it using the tokens from the menu From the documentation: http://www.sidefx.com/docs/houdini13.0/ref/windows/edit_parameter_interface This the part where I'm stuck.
  8. Fracture Control

    Hello Everyone, Since this is my first post here please let me introduce myself. My name is Adrian Lazar, I'm a 3d artist (generalist) using Softimage - some of my work can be viewed here: http://vimeo.com/channels/adrianlazar3d A couple of months ago I started learning Houdini - tutorials from sidefx.com, Peter Quint's videos on Vimeo and also just browsing OdForce and the community from the official website. It was a slow start and I wanted to quit many times but somehow each time I went back to Houdini... is quite addictive I'm interested to learn as much as I can in all areas of Houdini but at the end I'll focus on shaders and lighting and hopefully modelling. I say hopefully because at least for me modelling is the hardest part to learn in a new package especially since I find the modelling work-flow from softimage almost perfect Of course it's a vey subjective opinion. Anyway... today I was playing with dynamics and I tried to break a column using the voronoi fracture, similar to the tutorial from go procedural. The difference is that my column should be stuck to the ground (like a subway pillar) but when the simulation runs it doesn't act that way. Maybe I can paint the points that I don't want to fracture at all? Like I can paint the bottom of the pillar so it doesn't move or fracture. I think that a picture will describe better what I mean, Thanks, Adrian
  9. The tutorial is the introductory part of my Advanced Lighting in Houdini that you can get from here: http://training.adrianlazar.com/2012/03/25/advanced-lighting-in-houdini/'>http://training.adrianlazar.com/2012/03/25/advanced-lighting-in-houdini/ Hi guys, This free tutorial is a basic introduction to Lights in SideFX Houdini. I also talk about a few parameters for shaders and render that are affecting the way light works. This 80 minutes tutorial is aimed towards beginners or to people unfamiliar with how lights work in Houdini. You will still need to be familiar with the user interface and how to navigate in the viewport. Also, it has voice :-) You can find more Houdini Training here: http://training.adrianlazar.com
  10. Hi guys, I’m happy to announce my first Advanced Training: Lighting in Houdini. Get it here: http://training.adrianlazar.com/2012/03/25/advanced-lighting-in-houdini/ Training description During almost 4 hours of video training we are going to discuss how to work with lights in Houdini 12 but also what a lighting artist job is in a cg production. Using a real production scene I’m going to show you that relying just on Global Illumination is not enough to get the job done and that every asset in the scene requires special attention. In this training course I tried to cover both the artistic and the technical side of what a lighting artist has to know since I think both are necessary to be successful in this job. Note that this video can be both downloaded to be watched offline or it can be streamed online. Content Part 1 - Introduction. A few words about me and about the lighting artist job. Part 2 – Basic introduction to lights, render settings and shader work in Houdini. We use a demo scene to talk briefly about how the above work and interact. If you are a more advanced user you can skip this part since it’s aimed at the beginners. Part 3 – Global Illumination. Using a real production scene we are going to work with Global Illumination from the PBR and we discuss the pro and cons of this technique. We are also going to briefly talk about a few render settings that are affecting the lighting in our scene. Part 4 – Building on top of part one we are adding a secondary light for direct sunlight and talk about the improvements of our scene. Part 5 - Continuing our lighting process we start taking care of almost every asset creating RimLights, KeyLights and FillLights so we can get the most of them. Part 6 – Final render and conclusion. While this training is made in SideFx Houdini the techniques and the principles you’re going to learn here can be easily applied in any 3d software. Every 3d package can work with Point / Omni Lights and Spotlights and these lights are the ones you as a lighting artist will use maybe 80% of the time. This Video Training Course is released directly by me, the artist, so there’s no middle man to charge half of the price – and this is the reason I’m able to keep the price so low. Enjoy the Training Course, -Adrian
  11. Thanks altbighead! I'm sure you'll enjoy it. And good luck with the crunch time, I'm just about the exit the worst part this Sunday, can't wait to sleep like for a week Magneto thanks for the suggestionm, sounds like a good idea but right now I only have one paid training. But definitely sounds like something I could do when I'll have a few. -Adrian
  12. Hi guys, Just a quick note that I made a short video preview of the Advanced Lighting in Houdini Training Course that you can watch here: Thanks, -Adrian
  13. You guys are the best! Thanks a bunch for all the warm words!
  14. if a mod want's to merge all me threads about the video tutorials I recorded please go ahead :-) ------------------------------- Hi guys, In this new free SideFX Houdini Training Video I’m going to show you how flexible the standard Mantra Surface Shader really is. Watch it here: http://training.adrianlazar.com/2012/02/21/houdini-shading-with-the-mantra-surface-shader/'>http://training.adrianlazar.com/2012/02/21/houdini-shading-with-the-mantra-surface-shader/ At almost 2 hours long this video tutorial is focused on shading and shading only. Using just the parameters that are exposed by default in the standard Mantra Surface Shader I’m going to create 26 materials representing different types of surfaces: wood, metal, glass, plastic, concrete, paint, etc. The scene used in this training video is from a real production, a short movie that me and a friend are currently working on. On a few occasions I had to cut out the render time in order to keep the video easy to follow. It doesn’t have any voice over but from time to time short tips are displayed on screen. A small note: Remember that the Mantra Surface Shader is not a black box and that it can be heavily modified if you dig inside. Make sure you don’t miss any tutorial by sending an email with the subject “subscribe” to news@training.adrianlazar.com or by following me on twitter: AdrianLazar3D Hope you like it and for more tutorials visit my Houdini Training page here: http://training.adrianlazar.com
  15. Hello, I recorded a new free tutorial video for creating a Counting Frame in Houdini that you can watch here. We should be able to change the width, the height and the placement of the counting spheres in a procedural, non-destructive way. The workflow showed in this training video is a mix of procedural and traditional modeling. It also deals briefly with setting up some lights, shaders and a render output. The counting frame is just one of the many objects I'm currently building for Project School, a short movie me and a friend are doing. I also launched a website where I’ll put all the training, find out more here. Hope you'll enjoy the videos, -Adrian
  16. New Video Tutorial - building a Counting Frame

    My pleasure ryew and please let me know your thoughts about the tutorial, I'm always looking for feedback in order to improve
  17. New Video Tutorial - building a Counting Frame

    Hi hopbin9, There's no audio - it says on the cover - but I place many screen tips in the recording describing what I'm doing. Let me know if you find it useful, -A
  18. Hi all, I recorded this short video tutorial creating a plant pot in SideFx Houdini. It shows the modeling, the shading and a very basic rendering stage. It was a live recording and if sometimes it feels slow that's because I had to resize Houdini to 1280x720 and work in this small size = no fun. It doesn't have any voice over but from time to time short tips are displayed on screen. Watch it here: http://www.adrianlazar.com/2012/01/29/houdini-tutorial-creating-a-plant-pot/ This plant is just one of the assets I am currently creating for Class Dismissed, a short film I'm making with a friend of mine. Hope you like it and for more tutorials visit the Houdini Training page on my website: www.adrianlazar.com
  19. Thanks Thomas! Hope you liked it, Adrian
  20. Project School

    Hi guys, Me and a friend of mine started working on a 4 to 6 minutes short movie. Houdini will be our main tool but Maya will also be used for rigging and animation. The basic idea behind the short is a school day for a little girl that hates school. After the storyboard is finished I'll show it to you guys. Bellow you can see the first light explorations and grading tests for one of the locations. It's late morning, overcast with sunny spells. The overall mood of the image should be a little sad so no warm colours. Again, very early tests, the class is missing a lot of assets and most of them are still WIP, especially the shaders. C&C more than welcomed! - the images from this post are a bit old but since this is a WIP thread I thought that it's important to show the evolution -
  21. Project School

    Btw I probably should mention a few things about the story: It happens in the mid 50's in a small rural school in Denmark. The overall story isn't very happy but there are gonna be some smiles here and there The story is already written and my friend Mads is working on the storyboard right now, but things like locations, characters and important props are already established and that's giving us the flexibility to start working on some stuff before the stb is finalized.
  22. Project School

    Hi Erik, out of curiosity what display are you using? We're both on Mac but when I looked at the images as work on Dell and HP the colors where either shifted to the blue or to the green Tom, I really love lighting in Houdini. The IPR makes it quite fast, light linker is very helpful to cheat when you have to and the standard light tools are more than ok. For this case I have a portal light for the windows but I also wanted some sharp shadows - it looked a bit dull just with the very soft shadows from the GI - so I also placed an omni on the outside. On the inside a have several bounce and rimlights because no matter how good the GI solution is you always need to cheat and to control things manually. Maybe you can tell me what you don't like and I'll try to help.
  23. Project School

    Hi hopbin, Thanks for the references but we are going for a stylized look. We're still exploring with shaders and shapes and we're looking for a blend between realistic lighting and stylized square shapes/angles and exaggerated shaders. But again, thanks for the references, we also have tons of pictures but like I said, we're in the exploration stage
  24. Project School

    Not much new on the 3d side since there is a crazy time at work but I wanted to share with you some character exploration that my fiend Mads Jakobsen is doing: