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Everything posted by j00ey

  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. 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
  7. 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?
  8. 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.
  9. 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
  10. Yes I've submitted a bug report. If you do do a vex version I'd be very interested to see that..
  11. 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!
  12. Attached is a quick example of applying a bend procedurally after the sim. Hope it's useful.. philodendron_model_03_for_forum_eidt.hiplc
  13. Hi Tesan. Thanks for the pointer, I'll drop him a note.
  14. 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
  15. 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.
  16. 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
  17. I'm trying to use the point replicate VOP in /mat but with no luck, I keep getting 'couldn't load VEX code'. It works fine in SHOPs and I can stick with that but should it not work in /mat too?
  18. Wirecolor in sceneviewport

    It's at object level, under misc
  19. uv coordinate

    Not a very flexible method but if you write your UV to vertices instead of points, you can dispense with the edge cusp and and just subdivide the UV'ed model Q1_edit.hipnc
  20. in a wrangle: int pos[] = find(s@path, "/"); i@num = len(pos);
  21. rendering problems

    What software do you have access to? You could use Media Encoder or After Effects for example. It's not really my speciality I'm afraid, I usually use Houdini TOPs for making preview mp4s but deliver image sequences to colleagues for comp etc.
  22. rendering problems

    I don't actually know what will happen if you pick jpeg from the list but the output picture is set to exr - I presume you'll get jpegs that are named *.exr
  23. rendering problems

    I probably confused matters talking about flipbooks, sorry. You can write a jpg sequence from mantra but it's much more common to write exr as you can store much more data in them. All you need to do to render a sequence is set your ROP as in the image : Set 'Valid Frame Range' to Render Frame Range or Render Frame Range Only [Strict] That will allow you to put in the start and end frames - in this case $FSTART and $FEND - which evaluate to start and end frames of your global animation settings. If you want to enter the frame numbers manually, right click and do 'delete channel' then you can enter them. Then in your 'Output Picture' tell it where to write the files to. $F4 in the string means frame number padded with 4 zeros. You can just use $F for no padding if you prefer that. I use a ROP preset that fills in various things for me like shot, element, version but this is the default string. You must have something with the frame variable in there otherwise it will repeatedly write over the same frame.
  24. rendering problems

    These days if I'm just rendering a flipbook or preview animation I find it most convenient to write a jpg sequence to disk and use Ffmpeg Encode Video TOP to make an mp4, saves opening other software and importing footage.
  25. Smoothing DEM data

    Oh great. Simple method is always the best! FWIW Unity can work with heightfields directly via H Engine, I don't know if that might be an option in your engine..?