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Everything posted by jkunz07

  1. It's also possible to use ~= for string matching. @group_rock = s@name ~= "*rock*"; in your case should work as well.
  2. In most cases I've found bgeo.sc to be faster compared to alembic and it is quite common practice to cache you're simulation inputs ti disk as bgeo.sc to speed up sims.
  3. materialvariation_random_colors_johnkunz_001.hiplc
  4. You should see motion blur after appending a motion blur LOP into your stage network, this is what tells Karma/USD to store multiple time samples from my understanding. https://www.sidefx.com/docs/houdini/solaris/kug/motionblur.html
  5. 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
  6. That's a cool matrix construction method Andrii! The extract transform and transform by attribute nodes can be used as well. matrixExtractAndInvert.hipnc
  7. 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
  8. 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
  9. 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
  10. 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
  11. Yes, Arnold has it in the tab menu and a shelf button as well https://docs.arnoldrenderer.com/display/A5AFHUG/Properties
  12. New in 19, this Pack Inject node is probably a better method then Python
  13. 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.
  14. 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
  15. 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
  16. 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)
  17. 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.
  18. 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.
  19. jkunz07

    vex rbd

    metaweight('op:../metaball1', @P); Should work as well
  20. jkunz07

    vex rbd

    Try this instead: metaweight('opinput:1', @P);
  21. 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
  22. 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
  23. 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.
  24. 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.
  25. 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
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