Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About ah-fx

  • Rank

Personal Information

  • Name
  • Location
  1. Hey everyone, Is it possible to use python or hscript to tell me which context houdini is running in. For example, mantra, hython, or interactive / native houdini? Adam
  2. VDB from Camera Frustrum

    well I feel better that I am not missing something obvious. Thanks!
  3. This seems like a simple one, but I must be missing something. I would like to create a vdb from a camera with fog volume values inside the frustum area. When I choose 'From Camera' the vdb sop node shows me a frustum guide with appropriate dimensions but it always gives me 0 voxels. This is Houdini 16.0.633
  4. HDA - change 'Editable Nodes' via Python

    ah, got it. Thanks!
  5. Hey guys, I am creating an HDA programmatically and I would like to set the value of 'Editable Nodes' which lives on the Node tab within Operator Type Properties. Either HDAOptions or HDADefintion.setExtraInfo() seems promising, but I have not gotten further than that. Has anyone else done this before? Adam
  6. Ah ok that will do the trick. Thanks Atom
  7. Hey guys, Im working on a crowd system and I would like to kill agents when they collide with a static object, and then transfer all of their attributes and geometry to a new primitive to use in another simulation. I've tried two approaches so far, but neither give the result I am after so far. Please let me know if there is a simpler way to go about this. One is to use a crowdtrigger with the type of RBD Impact Data and then transition my agents into a "Dead" clip/state. To get this functioning, it seems I need my Crowd State RBD Ragdoll mode on Animated Static, but when I set this a bunch of my agents disappear, and the collisions don't seem to be very accurate. I'm sure I can get around both of these issues, but the real problem with this method is that when my agent dies I would like to capture his current state and the current frame of his clip, and not have to move it into a new one. The second method is to use a popkill and then create a new point and transfer attributes when the original particle is dead. This kind of works, but it may be a lot of work to rebuild the geometry to match the original crowd prim. It needs to be a packed prim, it has some index paired attributes, and some other attributes which I seem to be only able to access via agent* vex functions. Adam
  8. Cool, makes sense. Thanks Symek. Is is possible to view the hdk source files? I've only been able to find the header files.
  9. Hello Odforce, I am newish to c++ and new to the hdk. I'am curious about the differences between const GU_Detail * gpd1 = inputGeo(1); and GU_Detail * gdp1; duplicateSource(1, context, gdp1); I am mostly wondering what situations you would use one over the other. I have discovered that trying to use inputGeo causes GEO_Closure to complain: GEO_Closure closure(*gdp1); no known conversion for argument 1 from ‘const GU_Detail’ to ‘GEO_Detail&’ but GEO_Closure instantiation works with duplicateSource. I am guessing that it has to do with having a read only pointer vs a copy of the geo, but any details about the mechanics of working with geo from one sop to another would be useful.