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jkunz07 last won the day on January 20

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  1. Intrinsic Geometry ID

    New in 19, this Pack Inject node is probably a better method then Python
  2. Unhide old sweep?

    In the "Asset Manager" window, set the "Asset Bar" to "Display Menu of All Definitions" https://www.sidefx.com/docs/houdini/ref/windows/optypemanager.html#configuration-tab Operator Type Bar Controls the visibility of the Operator Type Bar that appears at the top of Parameter dialogs. This bar shows the path to the HDA file that defines the node pointed to by the Parameter dialog. The Operator Type Bar can be hidden completely, or it can be in a read-only mode where it simply displays the HDA path, or it can be in a mode where it presents a menu listing all HDAs that contain a definition for the asset. You can then revert back to the previous definition of the sweep node if needed.
  3. Creating Custom Shelf Buttons [SOLVED]

    Houdini has some support for this kind of functionality via hscript https://www.sidefx.com/docs/houdini/commands/commandecho.html but in my experience it isn't too helpful as very little feedback of ui is actually echoed
  4. how to edit preset in houdini

    You can set this env variable to make preset files slightly easier to manage/edit/merge/diff etc. HOUDINI_ENABLE_OLD_PRESETS If set, the preset menu in the parameter pane toolbar will show the old-style presets options for loading and saving the presets to a file. https://www.sidefx.com/docs/houdini/ref/env.html
  5. Creating Custom Shelf Buttons [SOLVED]

    This code should work, you can make a new shelf tool by right clicking in any empty shelf space and then choose 'New Tool...' You can paste this in the 'Script' tab: if hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer).curViewport().settings().particleDisplayType() == hou.viewportParticleDisplay.Points: hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer).curViewport().settings().particleDisplayType(hou.viewportParticleDisplay.Discs) else: hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer).curViewport().settings().particleDisplayType(hou.viewportParticleDisplay.Points)
  6. Intrinsic Geometry ID

    geometryid is a read only primitive intrinsic and cannot be directly modified. You can however use python to update the embedded packed geometry https://www.sidefx.com/docs/houdini/hom/hou/PackedGeometry.html node = hou.pwd() geo = node.geometry() for prim in geo.prims(): prim.setEmbeddedGeometry( node.inputs()[1].geometry() ) Put this code in a python sop to replace the all the packed prims geo to whatever is plugged into the next input of the python sop. If possible, it's best to wait til the very end of your network to do the copying to points, the variant attribute can be used to determine which packed geo is copied on to each point. and this is a more efficient approach then using python to replace embedded geometry. Another option that is preferable to the python method is to use packed disk primitives, these have an intrinsic called "unexpandedfilename" which is the path to the geometry data they reference on disk. This intrinsic can be overwritten via vex (https://www.sidefx.com/docs/houdini/vex/functions/setprimintrinsic.html) to change the geometry that the points are referencing.
  7. There's no reliable way to slerp matrices as far as I know, typically people will convert the rotation to quaternion then slerp. You can then store the result as a matrix by converting from quaternion back to matrix. This example shows a lerp of the translates, scales and slerp of rotations with the result converted back to matrix.
  8. vex rbd

    metaweight('op:../metaball1', @P); Should work as well
  9. vex rbd

    Try this instead: metaweight('opinput:1', @P);
  10. The dop node path on your Dop Import Fields SOP should be either a relative or absolute path: ../dopnet1/smoke or /obj/pyro/dopnet1/smoke will get the correct rest ratios in your case
  11. Wedging simulations with TOPs one simulation at a time

    You can limit concurrent tasks on the scheduler TOP, set the Total Slots to Custom Slot Count, and then set that to 1 if you want to limit your machine to 1 sim at a time. https://www.sidefx.com/docs/houdini/nodes/top/localscheduler.html#maxprocsmenu
  12. local variable explain

    https://www.sidefx.com/docs/houdini/network/expressions.html#variables-and-attributes Local variables. Nodes often provide variables that are useful for expressions on nodes of that type. For example, a node that operates over the points in a geometry will have a @ptnum variable representing the point number of the current point. The help for a node will list the local variables you can use in expressions on that type of node.
  13. Max render resolution?

    This shouldn't be a Houdini licensing issue, you can see the Indie limitations here: https://www.sidefx.com/products/compare/ I'd recommend trying to look at the Redshift logs to see if it gives any explanation of the crash.
  14. Solved - Using sphere to contain POPs

    You can also avoid the polyextrude of the sphere and just enable 'invert sign' on the static object. This tells the solver to treat the interior as hollow an exterior as solid. To hide the sphere or any geometry created by a DOP node, you can click the cyan/eye flag POPs_in_sphere_invert_sign.hiplc
  15. POP Grain disintegration on character animation

    f@mass = 1; f@active = 1; if( inpointgroup(0,'bonepoints',@ptnum) ) { @P = point(0, 'P', @ptnum); @mass = 0; @v = point(0, 'v', @ptnum); @active = 0; } Update the code in your pop wrangle, instead of using the group parameter and only running the code on grouped points, I believe you should be running the wrangle over all the points and then using an if statement to handle grouped points. POP Grain_Disintegration_fix.hipnc