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About mrhumbility

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  1. OTL Display vs Output

    Hey, So I frequently make otls where I change what is being displayed based on what folder the user is looking at. I object merge different sections of the otl into a switch that has an output sop set to the 0th output underneath (since the display flag on the otl always shows the 0th output). A callback on the folder parm sets the input parameter of the switch, so as you change folders to edit different parameters, what is being displayed is changed. Then I use a second output sop to be the proper output of the otl, the finished product. I would love to be able to do this with only one output for my otl though. I think it would be nice to have an option on the output sop that doesn't just say ‘this node is output 0, this one is output 1’. It would be really handy if you could setup one output node that is the otls ‘display’ output, and a second that is the otls ‘output’ output if you will. I'm wondering if there is already a way to do this that I don't know about perhaps? Thanks! James C
  2. Hey, I am trying to do some stuff in python with viewport selections. I want to query whether or not the user has anything selected, not necessarily get what is already selected. As far as I can tell the only way to do anything with the viewport is through toolutils. If I use "toolutils.sceneViewer().selectGeometry()" and nothing is selected, it waits until the user hits enter over the viewport before continuing. Is there any way to simply return whether or not any geometry has been selected without having to wait for the user to hit enter? import toolutils sv = toolutils.sceneViewer() geo = sv.selectGeometry() if geo: print "There is a selection" else: print "No geo selected" Thanks! James C
  3. Collapsing Flip Fluids

    Hey all, So I spent a long time trying to use the collision volume to act as a container but I wasn't able to have the fluid source node create an accurate enough volume representation to behave the way I needed it to. A friend of mine helped me get this working though and as usual in my experience, it turned out to be a simple drop down. In the fluid solver in the volume motion > collisions tab the velocity type needed to be point instead of rigid. This allowed me to use rbd's for the collision type which was faster than the velocity volume method, and still have the fluids hold their separation. Here is a sample file of how I have it working now. Fixed_Collapsing_Fluids.hipnc
  4. Collapsing Flip Fluids

    So it seems that animating the geometry on the OBJ level fixes the issue. What I have not been able to figure out it how to make Houdini think that animation is happening on the OBJ level for geometry that is being brought in pre animated. In my situation I have a cup that was animated in Maya and exported as an alembic file. I read this in and then use an object merge to bring the animated geometry into a new clean geo container. Then I read it into the DOP network, but the animation is not being read as OBJ level transformations. Any hints on how to do this?
  5. Collapsing Flip Fluids

    Hey, So I'm having an issue where when I have fluids inside an animated container, they wont hold their volume. As soon as the geometry moves they just begin to collapse in on themselves. I have reseeding turned off so I can see that all the points still exist, they just exist on top of each other. If the geometry is not animated it will hold its volume. I have been running into this issue for a while now whenever I try to fill a container with fluid, anybody know what I may be doing wrong? Ill attach a simplified sample file as well. Thanks! note - Changing the velocity type in the collisions tab of the fluid solver helps but the issue still happens. Just slower. collapsing_fluids.hipnc