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Everything posted by RogerW

  1. Hscript Question

    Hey, opparm -l /obj/geo2/null1/ * will list all the paramaters on the node "null1" if there is no "seed" paramater that already exists on the node then you will get an error. If you edit the paramater interface on the null and add a "seed" paramater you can get its value with; opparm -d /obj/geo2/null1/ seed To set that seed value (if it exists) opparm /obj/geo2/null1 seed 3 If you are trying to create paramaters on nodes I would suggest using python and look into parmtemplategroups. The creating of these template groups can get a little tricky especially when you nest them in other template groups. Hope this helps R
  2. Hi all, I am doing some crowd dev and am stuggling to get translating and non translating agent clips to work together in a crowd source. I have a single agent rig that is being setup to use several different mocaped animations (mixamo) in maya, I am retageting them so that all all fbx exports are on identicall rigs. I can write out all the clips and read them back in with the correct locomotion and foot planting channels so that when I read them in the agent sop I can toggle between the clips and everything is great. BUT when I plug that into the crown source and randomize the initial state, it appears only to read the locomotion channels of the agents currnet clip and then applies it to all the clips. So I ither have clips that arent meant to be moving start to hover around or have clips that are meant to be moving not moving at all. The only way around this is to then have multiple crowd sources, 1 for all the non translating clips and one for each other translating clip. Is this behavior correct or am I missing somthing...? I dont have FX so I cant take anything into dops. Hope this makes sense Many Thanks
  3. Group create vex removeprim

    Hi Nemiko, Just from your example, In the first line of your code you are comparing a string to and int which wont work, You also cant add a primitive to a group if it doesnt exist, So to simplify things I would first add the prims that you want to delete to a group then delete them outside of thte wrangle. In your second if statement you are also using @ptnum where the function is expecting a primitive number (@primnum). There also seems to be a mixture of incorrect attribute types. Not knowing the full context, I would say that your wrangle should look more like ths : if ( @name == "-1") { setprimgroup(0,"myprimgroup",@primnum,1,"set"); } this will add any prim to the the group "myprimgroup" that has an attibute value of "-1" for the name attribute. Then you can just delete it after the wrangle. Hope this helps R
  4. HDA "on name changed"

    Hi all, I am having some trouble with the "on name change" event handler on an HDA. I want to be able to name nodes inside of my hda based off of a new name that I give the HDA after I have dropped it in my scene. The code works as a button but not when triggered on the change name event. I even tried hou.Parm.pressButton() in the on name changed even script but no dice... here is a sample : attached a example otl as well... Is there any other way that I can do this.. Many Thanks change_my_name.hda
  5. Code for sequence and flipbook in mPlay ?

    Hey there, Here are the methods that houdini uses to create flipbooks ( https://www.sidefx.com/docs/houdini/hom/hou/FlipbookSettings.html ) To see what the current values are for a given scene viewer flipbook the best I could come up with was to query the setting and print it out like this Unfortunately it doesn't look like the flipbook stash returns anything that you can iterate over to print out an entire list. Hope this helps R
  6. Hi all, Just a question in Arnold, With the principal shader in mantra middle grey is set to 0.2 to simulate that 18% grey from a grey card. I like to balance my lighting against that middle grey so I just wanted to know if setting the diffuse intensity to .2 and keeping the color on 1 on the standard surface shader in Arnold has the same effect / response. Many Thanks
  7. Hi Everyone, Just had a quick question that someone could maybe help me out with... What is the difference between turbulent noise using the perlin function and using aanoise with the perlin function? aanoise seems to give you values in the negative and the turb noise has different fall off due to the attenuation calculation on the node, but what would be the main reason to use the one over the other ? besides the default starting look ? Are there any speed or render noise differences? Many Thanks R
  8. Thank you for your reply, I was messing around with some render tests and noticed that at higher frequencies the aanoise seemed to be much softer than the turb noise equivalent, the aliasing must be having a greater effect at higher freq. I will defiantly be looking at using the unified noise in the future. I think that once you have added and multiplied several "regular" noises together to get the look that you want the cost of using it may just average out. Many thanks R
  9. Clip SOP Problem

    Hi there, I opened your scene, and once I dropped down a new clip the gizmo for the original clip returned so it worked fine on my side. fedora hfx 13.0.582 if this helps at all.
  10. Sort by position?

    Hey, You can use a sort sop and sort the points by proximity to point and then set the reverse toggle on the node. This will order your points on a "first match basis". Depending on what you want to achieve it may be better to use an attribute instead of a point number. R
  11. Check this out and see if it helps you out, If you look at the uvs make sure that you are viewing points so that you can see them. R uvtransferExample_v02_001.hipnc
  12. Hey, could you maybe post your scene file or recreate an example so we can check it out. R
  13. pointwrangle question

    that explains it. Thanks
  14. pointwrangle question

    that is a good question, addattribute("test",1); i@test = 2; that works and assigns the new value but, i@test = 2; addattribute("test",1); does not ?? addattribute("test",1); addattribute("test",2); i@test = 3; addattribute("test",4); this stops at 3, so I think there must be some kind of priority when assigning attribute values, but that is a guess. Maybe someone with more knowledge on this could help you out. I would just continue to assign with the @ syntax.
  15. Hey Guys, Does anyone know why the construction plane is by default set to squared unit lengths ? eg each major line is 8 units apart. I know I can change it, I just want to know the logic behind setting it this way? Thanks
  16. Stupid grid question

    haha I thought as much, Thanks for the reply
  17. Hey Guys, I am trying to render out a VDB volume with motion blur and I cant seem to get it right . All my geo is rendering out correctly with motion blur but not the volumes. What is the correct set up for rendering out VDB volumes with motion blur ? Many Thanks
  18. Hi guys, I want to be able to create a particle with a thickness sliding along a surface. When I try this I the particles have a distinctive jump to the surface of the collision object rather than the particle maintaining its "volume" and sliding on the surface, offset by its thickness. Is there a way to do this in POPS DOPS rather that having to do a rigid body sim. Here is a file to see what I am talking about. Any help on this would be great Rparticle_slide_jump.hip
  19. Motion blur VDB volume

    [sOLVED] For those who are interested or have the same problem, You need to add an attribute on the VDB from polygon node called ( point.v ) give it a name of ( vel ) and change the vector type to ( Displacement/Velocity/Acceleration ). ps. and make sure that your motion blur is turned on on the geo node and in your rop.
  20. Geo not showing up in viewport

    Try changing your scene renderer to H11. Edit - preferences - 3d viewports - set scene renderer to h11 or go through the scene renderer list and see if any of those help you out
  21. loop deselect

    Hi guys, Is there an option in Houdini to do a loop deselect ? Lets just say I do a whole bunch of edge loop selections and then I decide that there are certain edge loops that I dont want any more, is there an option to "loop deselect". At the moment I am manually deselecting each edge.....not fun. Any help would be greatly appreciated. rw
  22. loop deselect

    Hey Hudson, You have to use the combine functionality of the group sop. I have attached a basic example if you want to check it out. The combining and editing of groups is a little unintuitive in the group sop but it can do some pretty cool things. edge_loop_deselection.hip
  23. loop deselect

    Hi Hudson, That is a solution, I just tested it out and it worked out great. Although not as elegant as a loop deselect function would be in houdini if one existed. Thanks
  24. Normally I find using a custom display attribute to be the most handy way to view values. If you are using you math nodes in a vop sop then you can use the "add attribute" node to declare the result of your calculation and add it as a custom display attribute and then view the result in your display.
  25. Separating point distance calculation per attribute

    Hey, Is this what your looking for? Its a VOP's solution Hope it helps. length.hip