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Everything posted by ftaswin

  1. Closed leaf venation patterns

    @Librarian Great result! I'd loved to know how you use the rules and where it is plugged to Thanks
  2. addpoint(VEX) help adding permanent point

    As a houdini user I had a little chuckle over this :D:D:D:D
  3. Extract Transform VEX Variant

    vector p = point(0,"P",0); // pivot position vector u = set(0,1,0); vector n = normalize(v@v); vector o = cross(u,n); matrix3 m3 = set(o.x, o.y, o.z, u.x, u.y, u.z, n.x, n.y, n.z); //3D Rotation Matrix matrix m4 = set(o.x, o.y, o.z, 0, u.x, u.y, u.z, 0, n.x, n.y, n.z, 0, p.x, p.y, p.z, 1); //3D Transformation matrix If you dont have any vectors then you can build it using 3 points reference. Let me know if you need help for this too
  4. Scripted access to Bundle panel

    @Feather Thanks for your reply. it is not a smart bundle.
  5. Hi All, Is there any way I can access bundle panel to find out what node is selected in the highlighted bundle? Using python, I assume? Thanks in advance for any directions F
  6. Removing Points on corners

    For your case, this works (run on point wrangler): int pts[] = neighbours(0,@ptnum); if(len(pts)!=2) return; vector n1 = normalize(point(0,"P",pts[0])-@P); vector n2 = normalize(point(0,"P",pts[1])-@P); @group_corners = dot(n1,n2)>-0.1;
  7. Difference and why use both with Vellum Source and Object ?

    correct You always need an object of some sort to start a sim, and it can start with an empty object. The most obvious use of source node is when you want to continuously emit/introduce new items throughout the sim. Think of money gun machine, or paper firework, or noodle factory type of setup/simulation. You start with something, and you keep introducing more and more money/paper/noodle during simulations.
  8. Unable to Set Windows Env Variables - USER_PREF_DIR

    To get HOUDINI_USER_PREF_DIR to work, in my experience, is to set it before houdini is executed. So for example, on windows, you need to setup a bat file that set this and then run houdini.exe
  9. Difference and why use both with Vellum Source and Object ?

    The way dop was designed, you need an object of simulation type (pop, flip, smoke, vellum). Each have an initial state you can decide how the object state is when the simulation started. For most simple simulation that doesnt require additional sourcing whilst the sim running, its fine. most of the examples have a source node that set the object state only at the beginning of the sim ($ST==1). I believe it is nice for someone new to understand the logic. Source node also have a complete(ish) settings to help determine how a new items sourced should behave (life, vel, timing intervals, etc)
  10. Coloring Node based on its state

    Goto Edit Parameter Interface of the switch node and : Create an Int spare parm on the switch node (call it trigger, for example) and connect it's value to the switch input parm (ch("input") expression) Fill the callback script (python) on this new parameter with: colorList = [[1,0,0],[0,1,0],[0,0,1]]; kwargs["node"].setColor(hou.Color(colorList[min(len(colorList)-1,int(kwargs['script_value']))])) Bam!
  11. for (int point_num : findattribval(0, "point", "class", i@class)) { if (inpointgroup(0, "part",point_num)) { @group_part = 1; continue; } } Class is the connectivity point attribute you have earlier from connectivity SOP and "part is the portion group name you initiate and capture "partial" model
  12. Houdini 19 Wishlist

    What about utilizing $F to achieve this? fit($F,100,200, 1,999) floor(($F-startFrame)/3) will increase a value by 1 every 3 frames. floor(($F-startFrame)/10)*2 will double a value by every 10 frames. I do this a lot with fake pop simulation. A lot you can do with animating $F variable without simulation
  13. Houdini 19 Wishlist

    What do you mean by this? You mean global like $F, $T? Because you can create a custom one and also accessible in wrangler
  14. Hi guys, Is there any way to access point attributes in crowd setup to tweak the ragdoll behaviour? popforce seems to break the whole thing and each agent is processed as a single point but somehow still able to run bullet sim in ragdoll state but with limited capability. Thank you C
  15. Hi, I have been using scriptMenuStripDynamic extensively and I am wondering if any of you tried to a dynamic submenu in xml before? I can't seem to do it Thanks F
  16. $HDA variable?

  17. Create a new take with these inclusion/exclusion and make all the other takes children of this new one.
  18. You can put them in the button callback, change the language to python. The parameters need to exist otherwise it'll throw an error Edit: Callback does not take "\n". Anyway...... ft_getminmaxvelocity.7z
  19. node = hou.node('/obj/geo1/speed1') geo = node.geometry() pts = geo.points() buffer = [] for i in pts : v = i.attribValue("v") speed = hou.hscriptExpression("length({0},{1},{2})".format(v[0],v[1],v[2])) buffer.append(speed) buffer = sorted(buffer) minspeed = buffer[0] maxspeed = buffer[-1] hou.parm("/node/with/min/parm").set(minspeed) hou.parm("/node/with/max/parm").set(maxspeed)
  20. @density = volumesample(1, "density", @P); v@v = volumesamplev(1, "vel", @P);
  21. Hi All, In Houdini 16.5 Alembic rop export, the build hierarchy from attribute behave differently now. In the past, I need to pass a proper hierarchy naming ie: /group1/geo1/geo1Shape and all the transforms will be stored in geo1 and loaded as expected in Maya. Now when I do exactly that, this is the hierarchy I got in Maya: /group1/geo1/geo1_instance1/geo1Shape Where all the transforms are stored in geo1_instance1. In a way it's good to catch any shape nodes that is not exported with its parent transform in path attribute. Is there any way to make the old way work? How do I control the "_instance" naming part in path attribute? I would like to output the hierarchy EXACTLY like how I set it up in the first place. Thanks
  22. Callback on the parm you wish to change? Create onChange callback function ?
  23. Does anyone know how to change wiring style with python and or permanently?
  24. Smoke Solver | Tips and Tricks

    Thank you so much