Jump to content
[[Template core/front/profile/profileHeader is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]

Everything posted by j00ey

  1. This is one way to do it [if that is you want to keep the closest point in the resampled geo to the old grouped point in the group] single_pt_grp.hiplc
  2. Normalizing Across Multiple Attributes

    To do the normalising step you can do something like this [in a wrangle in your SOP solver] - float total = f@blue + f@green + f@yellow + f@red; f@blue /= total; f@green /= total; f@yellow /= total; f@red /= total;
  3. Copy CHOP stamping problem

    update : ***!I found a work around!*** I thought I'd make a demo scene to post here and in doing so changed the name of the chopnet which made it update! It's still a bit of a faff because I need to reset the audio panel output CHOP every time but much faster than restarting Houdini. I thought I might be able to make a secondary chopnet and fetch the output from the main one into that and point the audio panel to it but that doesn't work oddly.
  4. I'm having a problem with copying some audio samples onto triggers in CHOPs. I've used the copy CHOP before and I don't remember it being as flaky as it is now so I wonder if I'm doing something wrong. My setup works when I load my scene but it doesn't update when I change anything so I have to shut H and reopen it to force it to refresh. I've got a sequence of triggers and I've got a folder of samples of musical notes [.wavs] and the idea is to pick a note per trigger, but they should be in a particular key... so I've written a simple bit of python to give me a file number then I'm stamping that number in a file CHOP to pick the right file. I don't get any errors and it works until I change anything in the incoming trigger channel, at which point the copies update to be at the right time etc but they all use the same file - and not the one specified by the third argument to the stamp function oddly, until that is I edit that function! In order to get it to work again I have to close and reopen. It's like the memory needs flushing or something, I've tried switching everything to unload but that doesn't do anything. Thanks for reading
  5. I'm exploring some OSL with Redshift and have hit a bit of a brick wall trying to figure out how to do a point cloud lookup. There's not much info online and a lot of it is pretty old and I'm guessing potentially out of date. There are a couple of specific issues - --I gather OSL needs to be built with PartIO for the point cloud functions to work From Github - https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/INSTALL.md#dependencies "(optional) PartIO If it is not found at build time, the OSL pointcloud functions will not be operative." --It sounds like I need to use .ptc format - all I can find about writing that format is also to do with PartIO and I'm a bit stumped as to how to use it https://github.com/wdas/partio So the first thing to establish is whether Redshift OSL implementation supports the functions or not. And if it does, do I need to bite the bullet and figure out how to get PartIO working with CMake, or however it's supposed to be done..? Thanks for reading [I've posted this on Sidefx.com too - if I find answers in one forum I'll copy them to the other too]
  6. Thanks very much - that does work. I can't figure out what was causing it to fail before but that did the trick!
  7. I'm having trouble with updating to Redshift 3.5.2 - I've tried various versions of Houdini, uninstalled and reinstalled Redshift and still every time I get this error - the dll is definitely there in the specified path. I rolled back to a previous version of Redshift and I can get it to work with 19.0.383 py3 - as far as I'm aware all new default builds of Houdini are python 3..? My redshift package reads as follows : { "env": [ { "PATH": "C:/ProgramData/Redshift/bin", "method": "append" }, { "PXR_PLUGINPATH_NAME": "C:/ProgramData/Redshift/Plugins/Solaris/${HOUDINI_VERSION}", "method": "append" } ], "path": "C:/ProgramData/Redshift/Plugins/Houdini/${HOUDINI_VERSION}" } Anyone having the same issue or has an idea how to fix it? Many thanks
  8. I'm trying to write a script to set some scene viewer display options for use in a specific desktop and I can't figure out how to switch off display of cameras and lights. I also want to switch off the ortho grid but I'm guessing once I've found the cameras and lights settings I'll find the other options too... I tried this but it's telling me my viewport isn't a scene graph view, I think it's perhaps a LOPs thing... front_pane = hou.ui.paneTabOfType(hou.paneTabType.SceneViewer, 1) front_pane.setShowLights(0) I've also looked around here but no joy... front_pane_view = front_pane.curViewport() front_pane_settings = front_pane_view.settings() Can anyone help? Many thanks in advance..
  9. Icons gallery

    I'm building an interface for an HDA and I want to use the icon style for an ordered menu. I know where to find the icons and how to specify them etc but the docs refer to a gallery which might save a bit of time over using the browser. However I can't actually figure out how to find it..! Docs say : Currently you can only specify native Houdini icons. (To see a gallery of available icons, open the internal help browser and go to /icons.) I've tried everything I can think of in the help browser - using the url itself, appending /icons to the home address, searching for '/icons' etc but nothing works. Anyone able to give me a clue? Many thanks
  10. In case that wasn't very clear here's a mockup - I want the areas painted red to be visible - so the parts facing camera don't occlude but the parts facing away do
  11. Hi I'm having a problem with something quite basic. I have a load of objects, spheres say, and inside each one is a smaller sphere. I need a pass where the front faces of the outer spheres is not visible and the back faces have a matte shader. Ie the inner spheres are visible through their own outer sphere but are occluded by the backfaces of the others. I thought it would be simple with either Two Sided VOP or Is Front Face but I don't seem to be able to hook it up correctly... Thanks for reading
  12. 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.
  13. 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!
  14. 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...
  15. 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
  16. 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");
  17. Does anyone else have a problem panning in the viewport with H18 using a Wacom? I have an Intuos 5 Touch and my buttons are set correctly as per normal but when I try to pan it tumbles instead. I've deleted my prefs in case that was the problem but it's not... Thanks
  18. 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?
  19. 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.
  20. 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
  21. Yes I've submitted a bug report. If you do do a vex version I'd be very interested to see that..
  22. 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!
  23. Attached is a quick example of applying a bend procedurally after the sim. Hope it's useful.. philodendron_model_03_for_forum_eidt.hiplc
  24. Hi Tesan. Thanks for the pointer, I'll drop him a note.
  25. 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
×