Jump to content

j00ey

Members
  • Content count

    277
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    5

j00ey last won the day on September 29 2020

j00ey had the most liked content!

Community Reputation

50 Excellent

1 Follower

About j00ey

  • Rank
    Illusionist

Contact Methods

  • Website URL
    http://50percentgray.com

Personal Information

  • Name
    Tim
  • Location
    London

Recent Profile Visitors

4,391 profile views
  1. Reading .env file from a centralized directory

    Thanks Andrii When you say in each Houdini folder you mean on each machine? I don't really know much about using a wrapper but I'll look into that as I'm trying to avoid maintaining all the machines' packages separately.
  2. Reading .env file from a centralized directory

    Hi Martin I wondered if you stuck with this approach or found a better way of doing it? I'm trying to figure out how to get a small number of networked machines to share package files and have been struggling with the same issues... I'll try your method above - though I'm prototyping on a single non-networked machine. Presumably shouldn't be too difficult to roll out to the others if I can get it working. Thanks!
  3. python date

    In case it's of use to anyone I got round this by making a null with 2 string parms, one called 'now' with an expression as above and one called 'snapshot'. I put a callback on the TOPs cook button to set 'snapshot' using the value on 'now' and reference that in my font COP. So it just gets set the once at the start of cooking and so doesn't tick up...
  4. python date

    I have a related problem... I'm making an HDA to do an OpenGL render, then composite the result of that with some details, like shot name etc and I want to add the date and time the render was started, then finally spit out an mp4. So my setup is using a TOPnet to do the OpenGL render, then the COPs one and then FFMPEG the result... I thought I had it working by using a prerender script in the OpenGL ROP that set the comment field on itself, then I can reference that with a font COP. It was working while I was testing but if I run it through TOPs it comes out blank. I've changed it for now so that the timestamp is live - I've put an expression on the comment field itself and am referencing that but of course if the render takes more than a minute the value increments... It's not a big deal but I'd like to figure out how to set the timestamp from when the render is started. this is what I set on the Pre Render Script parm of the OpenGL ROP - it works in my session but not through TOPs: from datetime import datetime now = datetime.now() date_str = now.strftime("%d/%m/%Y") time_str = now.strftime("%H:%M") now_str = "date : " + date_str + " time : " + time_str rop = hou.pwd() rop.parm('vm_image_comment').set(now_str) return 1 so now I have this script on the comment field instead : from datetime import datetime now = datetime.now() date_str = now.strftime("%d/%m/%Y") time_str = now.strftime("%H:%M") now_str = "date : " + date_str + " time : " + time_str return now_str which works but the time ticks up as the render progresses Thanks for reading
  5. If you just want to group your geo according to the string coming in from Unreal you could just put down an attribute wrangle set to run over prims and run this code : setprimgroup(0, s@unreal_input_mesh_name, @primnum, 1, "set");
  6. Digital Asset Creation

    Difficult to say from just those screengrabs. Is the Geometry node renamed to pro_House? Are you able to post a scene file with the unlocked asset in it?
  7. Thanks Nicolai - I will see if I can wrap my head around what's going on in your file. I've never been too good at matrix maths but learning gradually! The bug is fixed in 18.5.523 daily build too btw.
  8. Yes I've submitted a bug report. If you do do a vex version I'd be very interested to see that..
  9. Ah ok, interesting, it doesn't work in 18.5.499. It's doing the same thing as in my scene, I guess it must be a bug in that case. Thanks very much in any case!
  10. Attached is a quick example of applying a bend procedurally after the sim. Hope it's useful.. philodendron_model_03_for_forum_eidt.hiplc
  11. Hi Tesan. Thanks for the pointer, I'll drop him a note.
  12. I'm following this great youTube from Christopher Rutledge and having a problem with the skeleton mirror SOP. If I leave the group field set to * it mirrors the whole skeleton, which gives me duplicated joints - but if I group some points and use that group name it errors out. In fact as soon as the input has a point group at all it throws an error - even if I leave the group field set to *. The node interface appears to be different in my build [18.5.499] so I wonder if it's currently broken... I tried the same thing with a Mixamo skeleton in case there's something wrong with my skeleton, and I've tried group joints SOP, group SOP etc etc input but the behaviour is the same.. Thanks for reading
  13. RigVop vs RigPose why not doing the same

    I'm only just learning Kinefx so I can't explain much in the way of details but you need to get and set the foot_l local transform in the Rig VOP for it to behave the same as the Rig Pose. Attached is an amended scene file. You'll have to relink the Erik rig, the frozen output I think only applies to the first output so there was no skeleton so I relinked it on my end. RigVop_and_rigpose_whydifferent_results_v001_edit.hiplc
  14. How to reference spare input inside VOP

    Ah great, thanks Dennis. I started making a parameter VOP to do that and then thought that couldn't be it! I'll give it a go. Thanks for your input also Tesan.
  15. Hi I want to read a spare input inside a Volume VOP inside of a compiled block. I know how to use them with wrangles by just reading input -1 but of course there's no OpInput-1 inside of a VOP... I only want to use a VOP for ease of setting up noise - and for now I'll use a simple noise in a wrangle but presumably you can get at -1, -2 etc in VOPs too. Thanks for reading
×