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guache

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About guache

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    Joseph
  1. You need to be specific what you mean by "reveal". Do you mean the surface is black / not seen, but as another object passes by, it becomes visible? Then use a light attached to the moving object, with a tight attenuation. I don't understand why geo attribs can't be used. Will your employer fire you if you subdivide the surface for more geo detail? Subdivide, use a point wrangle to compute the distance to the passing object and save it as attribute.
  2. Fold a poly, procedurally create "crease" edge

    Thanks. I'll try a Clip SOP, with the clipping plane aligned to the fold line, but set just a tiny, tiny bit "into" the polygon. so that it's guaranteed to always create an edge.
  3. I have a long, rectangular poly which ends up "folded" by 180 deg (not necessarily in half, as in the pic). After folding, this poly is obviously very non-planar. I want to add a new "crease" edge along the fold line to fix it. I can create the edge manually in the viewport, but I want a procedural SOP solution. The Divide SOP seems most logical (Convex poly: ON, Triangulate non-planar: ON), but it doesn't always work. Sometimes it creates a new crease edge, sometimes it doesn't (maybe because folding by 180 deg is so radical). Is there a SOP that would reliably do this? I see a "Crease SOP", but it doesn't create edges, it assigns weights to existing edges. PolySplit SOP could work, but the way you need to specify the split points (% of edge length etc) seems unnecessarily complex. I do have the 3D point positions of the fold line, so I can easily create a line there. But how do I "plug" it into the existing poly as a valid new edge?
  4. Speed up composite ROP?

    I have a comp ROP (launched within the Houdini UI) that takes >1 hr, but I see only 20% use of my CPU. Is there way to use more CPU to speed up the comp? In Preferences->Cooking->Multithreaded Cooking is set to 14 (out of 16), but I don't see CPU usage above 20%. In Compositing Settings, I tried dropping bit depth to 8-bit integer (from 16-bit FP), but it doesn't make any difference. I tried "Batch Cook Frames" set to 2 and up, but it slows down the comp even more. My comp uses only individual frames (no time warps etc), so it should be easy to parallelize it to the max (one frame per thread)
  5. I'm trying to render a flipbook with motion blur resulting from camera's motion (not object's motion), but I never get any motion blur. In flipbook settings, I enabled Motion Blur, 5 (sub-)frames. On the camera, I added/enabled all motion-blur-related rendering options: Allow Motion Blur, Enable Motion Blur, Xform Time Motion Samples (5) Geo Time Samples (5). Shutter time is 0.5. I have non-integer frames in the playbar. Any ideas how to get blur from camera motion in a flipbook?
  6. Python: eval string param as "raw"

    Thanks
  7. seperate temporal and spatial easing

    Create a polyline defining the path, constrain the camera to it. Use the "position" setting (where on the arc the camera is) to time it any way you want.
  8. I can't get transparency to look right in the viewport (H18.5). My viewport is set to smooth-shaded. Opaque objects with materials/textures look correct. When I try to display transparency, something is always broken. If I set "Alpha" on the points and don't use any material, the object's transparency is shown correctly, but the color is black-and-white (as if Alpha replaced the color), ignoring the point color values. The various transparency "quality" settings in Display Options do more or less what you'd expect. If I set "Alpha" on the points, assign a material ("Use point Alpha" is on) to the object, I get different visual bugs: the object either vanishes, is only shown in outline, or just a tiny part of the object shows. If I un-assign and re-assign the material, or select the object's node (so that it's "highlighted" in the viewport), the object briefly looks right. But moving/panning in the viewport instantly brings the visual bugs back. The "quality" settings in Display Options have no effect, only "Cutout" shows the object (as solid). The graphics card is Nvidia RTX 2080. Is this purely a Houdini issue or would tweaking some Nvidia's GL settings help?
  9. I have a filename param which contains "$F4". When I read it using hou.param('...').eval(), the "$F4" is expanded to the current frame. Is there a way in Python to prevent this expansion, i.e. get the raw string with "$F4" included literally?
  10. In Houdini, I have one node with a button that runs a lengthy Python script (a .py file on disk). I have another Python node with Python code inside it. This Python code needs to use 2 Python lists created by the .py script on disk. I could use a text file to write and pass these lists, but I was wondering if there's a better way to "save" and pass variables within the hou environment itself.
  11. I have a bunch of polys, some of which have "thin" parts: long, linear, protruding features. I want to remove them. I can't select by area, because 1) there are polys which are small, but don't have these "thin" parts, 2) I want to keep the non-thin parts of all polys and remove only the "thin" parts. The best definition of what I mean by "thin" is: "the part of the poly where the distance from one edge to another, not-directly connected edge, is below some number". Any ideas?
  12. Bulk rename

    Is there a way to bulk rename operators by pattern, e.g starting with "A_..." to start with "B..." ? Opchange can do this but only inside parameters. Opname seems to only work on individual nodes.
  13. From Houdini, I need to save a text file with a list of points in a SOP (to be used in a 3rd party app). It's a simple format: id,X,Y,Z. I'm guessing someone has done something this basic already (probably in Python)?
  14. Bend a long box into an arc

    Cool, thanks. I ended up using Point Deform. In Houdini, I made a string of grids on a straight line, then a string of grids on an arc, then applied both to Point Deform the original.
  15. In a viewport, I like to see the little corner gnomon for orientation (I mean the small one in the bottom left, not the big gnomon at the origin). Something has changed: now the viewport help text at the bottom ("Left mouse tumbles..." etc) often obscures this small gnomon. Is there a way to either reformat the viewport help text (to be more in the center) or move the little gnomon to another corner?
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