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bonsak last won the day on April 24 2019

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    Bonsak Schieldrop
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    Oslo, Norway

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  1. Qlib has a toolbar switcher for viewport background color: https://github.com/qLab/qLib -b
  2. 1. auto ifd delete You could delete old ifds by making a custom event plugin in dl that checks if the job that just finished is a mantra job. The "OnJobFinishedCallback" fires when jobs are finished. https://docs.thinkboxsoftware.com/products/deadline/10.1/1_User Manual/manual/event-plugins.html?highlight=event 2. save hip file and "submit to deadline" If you have "Save Houdini Scene" checked doesnt that save a new file from the state of the file you are in? If not, maybe ask Thinkbox to fix this because thats not very intuitive. In other DCCs you get a warning that your scene is not saved. 3. auto cache path change by submission Again, i think you could do this with an event plugin. We use event plugins for setting up 3-party envvars like render versions, paths etc with the "OnJobSubmittedCallback" 4. frame dependency for sim In DL 10 there is a checkbox for making jobs frame dependent on the DL rop. Hope this helps -b
  3. Make sure you set the same number of clusters on both the Cluster Points SOP and Cluster SOP. The Cluster Points SOP has the Cluster SOP inside it. So you could use 2 Cluster Points SOPs if you want and set the second to Average Points. You still need to set the same number of clusters on both nodes though. -b cluster-centers.hip
  4. If you add a Cluster SOP after your Cluster Points SOP, it has a checkbox to output Cluster Centers. -b
  5. Export your scene as FBX from Houdini. That will include cameras, lights and object animation. Bring it into AE via C4D like @flcc said. Make sure to include Camera when you import your FBX into C4D. -b
  6. Because the three values defines an imaginary line going from 0,0,0 to the position in space described by the 3 values. That point can be far away or i can be close to 0,0,0. This way the 3 values are able to define both a direction and a length. -b
  7. Cool. My code was only a replacement for the first line of your code. So the full code should look like this: v@myvec = @N*rand(@ptnum); @P=@P + @myvec * ch("my"); -b
  8. You might want to replace your first line with: v@myvec = @N*rand(@ptnum); -b
  9. You need to give the attribute a value. In your file its is set to zero.
  10. Hi You might need to convert your groups into regular attributes. Check out the attached file to see how attributes on an object travel through a bind and bind export in the shader and is picked up in the aov section on the mantra node. I tried with groups but i couldnt figure out how to bind it through the shader. -b aov.hiplc
  11. You could do it like this: f@number = 100; for(int i = 1 ; i < 10; i++){ f@number /= 2; printf('N divided by 2 is %g \n', @number); } -b
  12. If you set the scatter to 30000 points for example, the wrangle is twice as fast as the for each node version. -b EDIT: This was when testing the example-fix.hip
  13. If you could set an attribute up stream to identify what parts of your geo you want to operate on, you might not need to use a for each. -b
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