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jkunz07 last won the day on January 20

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  1. How can I show the Vellum Grains as sand sprites?

    You can grab them from the pop grains shelf setup and plop them into the vellum grains setup like this vellum_grain_sand_vis.hip
  2. That's a cool matrix construction method Andrii! The extract transform and transform by attribute nodes can be used as well. matrixExtractAndInvert.hipnc
  3. I think due to XPU Beta limitations, rasterizing particles to a volume in SOPs and then render that volume is the only option at the present moment. https://www.sidefx.com/docs/houdini/solaris/karma_xpu.html#features
  4. You can use the ftrim expression in the font sop like this `ftrim(ch("../../../mat/materialbuilder1/volumeshadercore1/phase"))` or see the attached file ftrim_float_in_font.hiplc
  5. Check if running in headless mode.

    hou.isUIAvailable() https://www.sidefx.com/docs/houdini/hom/hou/isUIAvailable.html This will return a boolean so you could do: if hou.isUIAvailable(): some code here for graphical session else: code for headless session here
  6. Transfer Settings From 19 to 19.5?

    You can copy the contents of your houdini19.0 folder in your home directory to the new houdini19.5 folder to migrate settings. This can mess things up in some cases though if you have node presets for older interfaces of nodes which have been updated in new versions of Houdini. Most likely nothing to worry about unless you migrate preferences over the duration of several years
  7. Yes, Arnold has it in the tab menu and a shelf button as well https://docs.arnoldrenderer.com/display/A5AFHUG/Properties
  8. Intrinsic Geometry ID

    New in 19, this Pack Inject node is probably a better method then Python
  9. 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.
  10. 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
  11. 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
  12. 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)
  13. 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.
  14. 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.
  15. vex rbd

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