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Found 5 results

  1. Hello, When I copy and run the following code in a python sop node, editor = hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor) image = hou.NetworkImage() image.setPath('$HFS/houdini/pic/Mandril.pic') image.setRect(hou.BoundingRect(0, 0, 5, 5)) editor.setBackgroundImages([image]) (which can be found here in the sideFX documentation: https://www.sidefx.com/docs/houdini/hom/hou/NetworkImage.html ) it does indeed create the background image in the network editor. However, should you change context and then go back to the sop context where you created the background image (example: /obj/geo/python >>> /out >>> /obj/geo/python), it will have disappeared. This doesn't happen when creating the background image through the network editor's dedicated button, but I need to be able to do it with python, because I'm setting up a shelf tool template that would need to do this. Any idea why the image is disappearing with the python script? Thanks Attached is a simple scene with the python node set up. Just activate the python node, see the background image pop in place, change context, go back, and see that the background image has disappeared. background_image.hip
  2. Hi; In "Principled Shader/ Bump & Normals", there is an option called "Image Plane". I can't find any useful document about it. So, what is this tab for and how could I create an Image Plane? Is this for using COMPs as a texture input? Thanks.
  3. Long story short, I have Prim_IDs written into a 32bit exr channel. I want to be able to delete geo primitives that do not show up in that EXR channel. I'm still a noob so any tips would be appreciated no matter how high level. Is it even possible to index all the render-present Prim_Ids and then translate them into an index that SOPs or VEX can operate on? Note: I had built a pretty cool set up that did traces from points on each primitive back back to the camera, but in order to avoid false positives and negatives without an absurd number of traces I thought the raster solution would be worth it.
  4. Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
  5. Hello everyone! I need temperature values render pass for some post compositing purposes from Pyro simulation. When I'm rendering it as "temperature" float 32 pass, I'm receiving negative values near the borders of volume. Why does it happening? Attaching picture. I can normalize this somehow after render, but I want to now why it is that way. There is dead end node "Fit Range Unclamped"(picture attached) in default shader(Fireball in this case). I can pass "temperature" parameter through some "fit ranges" or even "Reshape" node. But it doesn't answering the question Why? And I don't think that is the right way. Should say that remapping from shader tab from shades hasn't worked properly for me - even with clamping and fit set for 0 - 1 there was negative values and values bigger than 1. Basically, I need normalized (from 0 to 1) temperature render pass for my simulation. Maybe someone can help my with this? Will be much appreciate. Attaching 2 screenshots. Don't attaching .hip file because there is a simple sphere with Pyro Explosion shelf preset on it. P.S. Don't want to make another post right now, so should ask - is anybody know proper way to make a vectorfield texture from Pyro Sim in Houdini? Right now I'm using Volume Slice, rendering remapped normalized (from 0 to 1) motion vector pass from top orthographic view and compositing it in kind of flipbook, which is converted into volume texture dds next. Maybe there is another way to do it?