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Everything posted by yourdaftpunk

  1. Alternative to Fuse SOP?

    Facet with 'consolidate points fast' is about 10% faster for me here. With a million point mesh converted to polysoup, it's about 33% faster. Still not multithread fast though.
  2. Sublime Text

    Tell sublime to build with hython using your own custom python build system. Create a new build system (Tools > Build System > New Build System). Set "cmd" to point to your current version of Houdini-- notice I'm using build 487: { "cmd": ["C:/Program Files/Side Effects Software/Houdini 12.5.487/bin/hython.exe", "$file"] } [/CODE] Save as Hython.sublime-build and then in your python script tab where you are importing hou, go to Tools > Build System > Hython. Now when you hit Ctrl-B it should run no problemo. You can create different build systems for different houdini/hython versions and switch between them easily. If everything is working, you should be able to kick off a cache for a smoke sim scene from sublime with Ctrl-B using: [CODE] import hou import time HIP_FILE = 'C:/path/to/scene.hip' CACHE_NODE = '/obj/import_smoke/import_smokefields' print( 'Sim starting: %s' % time.strftime("%Y-%m-%d %H:%M:%S", time.gmtime()) ) # load scene hou.hipFile.load(HIP_FILE) # press cache button hou.node(CACHE_NODE).parm('execute').pressButton() print( 'Sim done: %s' % time.strftime("%Y-%m-%d %H:%M:%S", time.gmtime()) ) [/CODE]
  3. So I've often run into the issue in Houdini where I have two sets of points - let's say green and orange -- and I want one set to be assigned to its closest neighbor in the other set. I'd like to start with this (maybe 1k to 10k orange points): And assign like so: The problem is that I'll often have a couple of green points doing a pclookup into a huge set of orange points. The green end up sharing, naively, the orange points they are nearest to as I cannot write into the point cloud that an orange is already nearer and paired to another green. So basically the fracked up result looks like: Only #1 should be paired with the orange point in the lower right, but 0 and 2 also returned with the same orange paired to them as they had no knowledge that 1 was closer. Does anyone have any creative of ways of getting around this problem? There are many algorithms, like goals, where you want to do a fast pclookup and then pair away points in a specific manner. Thanks for reading! -shawn
  4. Another thought, in the flocking sim I was doing a pc lookup then limiting it to a cone of view so it made sense in my mind to search from the green POV/AOV.
  5. Nothing in some cases, but for example I'm playing with implementing this algo: http://algorithmicbotany.org/papers/colonization.egwnp2007.html At the beginning, we start with one or a few green points (the tree nodes) and many attractors which the tree nodes grow towards and consume (the orange). I may start with several thousand orange and one green so doing the lookup from the orange POV seems like it might be to slow (though I haven't tried yet! I may do so tonight). In my other use case, a flocking sim, I always had less "green" points and many, many orange points (the landing goals), so I kept trying to come up with a green's POV solution.
  6. trouble displacing curve strips along S direction

    Ha! I was banging my head, feeling sheepish I couldn't work the example. Has that always been the case with dPds/dPdt?
  7. trouble displacing curve strips along S direction

    Here's how it's rendering, 12.1.33 on Win 7 x64: Shouldn't I be seeing the turbulence displacing here? -shawn
  8. trouble displacing curve strips along S direction

    Gracias everyone! eetu- No effect in my test scene as far as I can tell, but I'll leave it on. old school- Good example, that's exactly what I was going for, except I wanted to build the strip at rendertime (I have a lot of curves to deal with). I'll save this as my backup. petz- Wow, that scene is awesome. I think that's exactly what I'm looking for. There's much I don't understand, but I will try and grok it all today. Superb stuff. Also, you're specifying displacement bound in the vop network with a properties node and linking it by expression to the scale factor control for the displacement? Had no idea that was possible! Very cool. And for the displacement vector calculated in vops at shading time, you're taking the cross product of P and dPdt as the direction? Thanks again gents, shawn
  9. trouble displacing curve strips along S direction

    Thanks for the quick reply! But are s and t not just the two float coords of the surface (much like UVs)? I need to displace in the tangent or bitangent directions and dPds seems to be a vector in the correct direction (going along the width), but it is empty of values when I read it as part of a displacement shader. Maybe a bug? -shawn
  10. I'm trying to light a scene with ambient occlussion using the VEX Glob. Illum Light and an HDRI as the environment map. I also want all my objects in the scene that are reflective to reflect that same HDRI. It would also help if I could show the HDRI in the background. I just moved over from Maya where that ment "click the IBL button and bam: check boxes for visible in reflections, visible in background, Vis. in FG, etc..." I'm sure the solution is simple, but it keeps eluding me. I get the ambient occ. working, but I don't know how to make a dome that is one sided that will show the HDRI, but pass through the ambient light. Thanks.
  11. Hdri Dome For Reflections And Ambient Occlusion

    Going the compositing route, I'm now having trouble getting my hdri (in a cross, isixpack...) projected onto a sphere correctly I thought it would have been easy.
  12. Hdri Dome For Reflections And Ambient Occlusion

    I agree. I'm not looking forward to rendering an extra 300 frames, but at least I'll have easy control over the background blur
  13. Hdri Dome For Reflections And Ambient Occlusion

    Thanks for the prompt replies! Ok, I set a light up as an environment map per the wiki. Now the hdr reflections look great, the ambient occlusion looks great, but how can I make the hdr map visible in the background, possibly blurred. Is there something like 'phantom' that makes an object visible to the camera, but invisble to the ambient occlusion?? On a side note, where in the render options do I control the number of reflections during raytracing? -shawn