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Found 25 results

  1. Hello, For some reason i can't set a keyframe on the position and roll parameter to animate an camera along a path. I works for other param, like transform etc. It has been a persistent issue for a couple of version for me. The issue happens on any object container. Any help would be really appreciated as i am on a tight deadline FOUND A SOLUTION: I added a carve node on the path and animated that instead of the position parameter on the geo. well it works.....
  2. Hello, I am trying to set the path of the current scene viewport via a button press from a hda. I know these python docs below are the key, but I can't seem to tie the relevant python functions together. https://www.sidefx.com/docs/houdini/hom/hou/PaneTab.html https://www.sidefx.com/docs/houdini/hom/hou/PathBasedPaneTab.html https://www.sidefx.com/docs/houdini/hom/hou/SceneViewer.html https://www.sidefx.com/docs/houdini/hom/hou/GeometryViewport.html Any help would be great. Thanks, -Ben
  3. Smoke follow (fast) animated curve

    Hey Everyone, i'm hoping someone could help me with this problem. In a nutshell, i need to move smoke down an animated path, so that it sticks really tightly to the paths animation, but with all the dynamism a smoke sim brings to the table, i.e. nice peeling away around all the edges etc - I have a fairly fast moving alembic curve - cached out with 10 substeps. (may not be needed but there if i do) - I am using pops with curve force to fire particles down the path, so they follow the curve closely. - Then im using the particles to source density, and also adding their velocity into the sim so that it makes the smoke move along the curve. - Im using a high dissipation value so that i can tighten up the expansion so you can really get a sense of where the curve is / maintain the shape. My issues lie generally in 2 places: 1. Where the animated curve is moving the most - the smoke / velocities struggle to catch up and i end up with a hard edge. 2. Where the curve is tangentially facing inwards in relation to the curve, the velocities 'add' the other way, also creating a hard edge. To try and illustrate what im after - if i could animate a regular smoke sim down a straight path and then warp it into an animated spline shape / spline wrap effect, this would be the best way to achieve it, but im really not sure if is possible - hence this approach. I have already tried upping substeps - but it didnt make any difference. My gut feeling is that the problem lies within how i am sourcing the velocity. I will point out that i am very much in my houdini infancy, so my ability to problem solve isn't great (yet!) Has anyone worked on a similar effect before, or does anyone have any tips/tricks/tuts on how to achieve what im after? Any/All help very much appreciated! Cheers, C SmokeAlongCurve.mp4
  4. Hey guys, Pretty new to Houdini after many years of Maya. I'm importing an alembic and want to push the path attribute all the way to the end to retain the original hierarchy. When I add a voronoi fracture only the inside group seems to maintain the path attribute. The outside group and my original group that I defined before for the object I'm shattering have empty path attributes. How can I copy the correct path attribute back onto the fractured pieces? (If I have multiple prims/ want to maintain the original prims path attr) Thanks guys!
  5. Hello, excuse my noobness, but i am looking for a way to translate a bulge along a curve path to deform a tube. I have a tube and my curve, i add a metaball, to which i add a "follow path" constraint. The metaball moves along the path as i advance the timeline. then comes the time i select the tube , then bulge using the metaball as magnet. i now have control on the bulge, but now the bulge stays static and does not follow the metaball's path anymore. How can i achieve this? For my needs, it would be even better if i could just translate the bulge on one of the curve's axis, instead of having it animated over time. Thanks for any help ! Pierre D
  6. Hello I am want to translate a bulge along a curve path . i have used "follow path" to move the metaball along the curve... but as soon as use the metaball as my "bulge magnet", it wont follow the curve anymore. What am i doing wrong? Any help is welcome! (in fact , it would serve me better to be able to manually control the translate of the bulge along the curve, rather than have it animated on the timeline...) Ps: excuse my english Pierre
  7. Get full path to paneTab

    I'm trying to get the full path to the parent node in the current paneTab under the users mouse. I'm currently doing the following to return the paneTab: pane = hou.ui.paneTabUnderCursor() I can get the current parent node with: pane.pwd() So if i'm in /obj/geo1/subnet1 this will return subnet1 but how do I get the full path? (/obj/geo1/subnet1)
  8. Hi guys, I'm trying to write a light path expression that excludes the default custom bsdf label "coat" To have only the coat layer is: lpe:C<...'coat'>.* To have all reflections but the coat I would expect it to be: lpe:C<RG[^...'coat']>.* This gives a syntax error and doesn't seem to work. Has anyone tried this before and knows the correct syntax or is this a bug? Cheers, Luca
  9. Hey Forum! I have a path that runs from one point to another point in a surface volume. This is a volume that I have converted into polygons. Pictured here as the black line: How might I create a geometry that takes the top surface above the line, the bottom surface below the line, and generate some 'side wall' geometry? In other words, I'd like to create a volume 'slice' with some width that is driven by a path. For context, I am planning on using this geometry to scatter onto and merge with some other points to generate a nicely concentrated voronoi fracture. I have uploaded a minimal .hip file. Thanks Sam path_drive_volume_slice.hip
  10. Kohuei Nakama's Effect

    Hey guys, can someone please give me an idea on how create this effect? It's the one on 0:52 and 1:14 with a lot of people "flowing" around Thx
  11. Hi guys, im new to houdini. Im following a tutorial by entagma on how to make a growth sim: https://vimeo.com/197596529 . I exported it as alembic file and imported to cinema4d, and my results look somthing like this: https://imgur.com/a/M1UgW My growth sim for some reason is flickering. I dont have any idea why. Ive included my node structure below just in case Node structure: https://imgur.com/a/mAc5T . Thanks
  12. 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
  13. Hi all, I tried to edit my DSO path as shown in the HDK guide, but it didn't work properly. Worse, now when I launch Houdini, all my plugins are broken! I've realized I don't need to move my DSO path yet, is there any way to reset the DSO path? This is on Mac OS X. Here is my output from hconfig: hconfig HFS := '/Applications/Houdini/Houdini16.0.671/Frameworks/Houdini.framework/Versions/Current/Resources' HOME := '/Users/gfx03' HOUDINI_DESKTOP_DIR := '/Users/gfx03/Desktop' HOUDINI_DSO_ERROR := 2 HOUDINI_DSO_PATH := '/Users/gfx03/HDK/custom' HOUDINI_MENU_PATH := '/Users/gfx03/Library/Application Support/Thinkbox/Deadline10/submitters/HoudiniSubmitter;&' HOUDINI_NO_SPLASH := 1 HOUDINI_OS := 'MacOS' HOUDINI_OTLSCAN_PATH := '/Volumes/tools/houdini/hda;&' HOUDINI_PATH := '/Users/gfx03/Library/Application Support/Thinkbox/Deadline10/submitters/HoudiniSubmitter;&' HOUDINI_TEMP_DIR := '/tmp/houdini_temp' HOUDINI_USER_PREF_DIR := '/Users/gfx03/Library/Preferences/houdini/16.0' SHELL := '/bin/bash' USER := 'gfx03' and here is my output from hconfig -ap: HOUDINI_DSO_PATH := "/Users/gfx03/HDK/custom" The search path for loading custom plug-ins (Dynamic Shared Objects or Dynamic Link Libraries). Default path: '@/dso_^;@/dso' Where @ is replaced with HOUDINI_PATH and ^ is replaced with macos Directories searched (in order) are: 1) "$HOME/HDK/custom" Any help is much appreciated. Edit: Here is the error output I get on launch from terminal: Houdini DSO error on 'IMG_IPlay.dylib' No matching files found in path Houdini DSO error on 'IMG_MDisplay.dylib' No matching files found in path Houdini DSO error on 'IMG_JPEG.dylib' No matching files found in path Houdini DSO error on 'IMG_Cineon.dylib' No matching files found in path Houdini DSO error on 'IMG_Wave.dylib' No matching files found in path Houdini DSO error on 'IMG_Alias.dylib' No matching files found in path Houdini DSO error on 'IMG_Bitmap.dylib' No matching files found in path Houdini DSO error on 'IMG_SoftImage.dylib' No matching files found in path Houdini DSO error on 'IMG_Targa.dylib' No matching files found in path Houdini DSO error on 'IMG_Vertigo.dylib' No matching files found in path Houdini DSO error on 'IMG_RADIANCE.dylib' No matching files found in path Houdini DSO error on 'IMG_OpenEXR.dylib' No matching files found in path Houdini DSO error on 'IMG_PNG.dylib' No matching files found in path Houdini DSO error on 'IMG_ptex.dylib' No matching files found in path Houdini DSO error on 'IMG_ImageIO.dylib' No matching files found in path Houdini DSO error on 'IMG_IOTable.dylib' No matching files found in path Error "/Applications/Houdini/Houdini16.0.671/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/FBoptions"[65]: Unknown file format "JPEG" Warning: Bad operator type when binding handles: Sop/filament_advect_pos Warning: Bad operator type when binding handles: Sop/findshortestpath Warning: Bad operator type when binding handles: Sop/shrinkwrap::2.0
  14. colon in path

    I have an object merge inside a sop solver that is inside an rbd sim. The object merge is pointing to the Geometry in the rbd object from the sim. with: ../..:rbdobject/Geometry Why does this work with the colon? why isn't it another forward slash. ../../rbdobject/Geometry I understand that its pointing at the rbd object which is different than the rbdpackedobject node. What does the : signify? thanks
  15. Hey guys, Anybody knows how can I get this effect? maybe with attribute transfer? I tried doing a plane with 10-1, resample, unroll, then tried to deform the body with ray sop and with attribute transfer with no luck. Maybe with particles that flows until touchs the surface and then continue?, I also tried doing a bunch of planes with a cookie sop but I get a mess. I'm also attaching 2 more samples that are similar, I'm more interested in the girl body one, I dont know why but I have the feeling that an attribute transfer may be the way to control at least the face, but im newbie. Thanks!
  16. Grow along specified paths

    Hi there, I'm relatively new to Houdini, but not new to 3d I'm trying to recreate the effect seen here (from 0:40 onwards) where the mesh grows along a set hexagonal path: I've followed Ben Watts' quick tip on Growth Propagation, but was wondering how I'd now get the points to grow along hexagonal paths, instead of just searching with an outwards radius value? Many thanks!
  17. Hey Guys! I have a pretty newbie question about some Python and HDA interaction. So in a nutshell I'm trying to create an HDA with implemented Python script which does the following: 1. I have an Original Geo, which is object merged in my HDA. 2. I select some primitives on my original geo (or on the HDA). 3. After I selected my primitives, with a press of a button on my HDA, the selected primitives will be added to a group's pattern parameter inside my HDA. 4. And of course it would be great if this could work with a relative reference, so if I copy my HDA multiple times it'll update the groups within the correct HDA. I have this code so far: import toolutils viewer = toolutils.sceneViewer() geo = viewer.selectGeometry() s = geo.mergedSelectionString() # How can I make THIS PATH relative reference? n = hou.parm('/obj/Colorzied_Geo_Asset_1/Colorized_GEO/group1/pattern') n.set(s) I put together a pretty simple example file and the hda, which will hopefully help you guys understand what I'm trying to achieve. In case my explanation is a little confusing. selectedPrims_python_problem_v001.hip colorzied_geo_asset.hda Any help or nudge in the right direction would be greatly appreciated! Thanks in advance! Best, Laszlo
  18. I want to export geometry from Houdini using alembic rop output In my Rop Alembic Output SOP I have these settings : - Build Hierarchy From path attribute But it seems like it finds name clashes and is not able to export.. any one knows why? if I unpack (with transfer path attribute) it works fine.. but that means the file size is way bigger. I have attatched a simple scene file packed_alembic_export.hiplc and here is the alembic file ALEMBIC.abc
  19. Hi, Is it possible to change the the preset location to a server location or shared folder. So you can share it with colleagues? I found some on the forum to save them in otl's. But it would be easier to share a folder and direct to it? How is this problem solved in big studio's? Thanks!
  20. particles path circle

    Hi guys! I've made a sim with particles but I would like to keep them rotate in circle for some seconds and then use their inherit velocity. how i can keep them rotating? i've been trying to add angular velocity with cos ($T * 180) ty = sin ($T * 180) this expression, but doesnt seem to work. any suggestions? thanks!
  21. Just wanted to let you guys know, SideFX and Pluralsight have developed a new "Skill Path" on the Pluralsight platform. There's a specific list of courses for getting started and a test that helps you find out where you should start in the list if you already know some Houdini stuff but want to get better in certain areas. Check it out here: www.pluralsight.com/sidefx And there is a new course about designing VEX driven digital assets too: https://www.pluralsight.com/courses/houdini-designing-vex-driven-digital-assets It's a course by Jonathan Granskog... I met him at FMX this year, super smart guy and a great course. Check it out if you get the chance. -- Cheers!
  22. Hello, I am not sure it is a proper subforum, but... I have this situation: I modelled a path using curves and sweep SOP. The curve is resampled with even segments, thus my path have them as well. The polys making my path are more or less rectangular. Next, I assign UVs to the path using UVTexture (Rows and Columns setting). Now, I want to know hot to do several things: 1. Have each rectangular segment of my path take up all UV space. 2. Have each rectangular segment of my path take one UV space, assigned by primitive number. 3. Have a UVs looking like a strip of rectangles, with my path segments falling to one of those strip parts based on a rule (like rand($PR)) Now, how to achieve that? Thank you
  23. I'm building a crowd simulation system by creating custom VEX operators being cooked in a SOP simulation. Along with implementing basic behaviours(arrive,separation,cohesion,alignment,obstacle-avoidance,wander,leader following etc.) by manipulating point positions being accessed from the amazing Houdini point cloud feature, I'm working on a path-following behaviour. I'd like the user to be able to define his own path, a curve rather(as I'm using a curve to define a path), is there anyway I can make my digital asset user-driven, wherein the user can have an option to simply draw up the curve on the grid? If I found nothing, I would let the user load up an image file with a path drawn on it, and let that form the path to be followed, but I'd have to somehow scatter points(after tracing it) in such a way that they form path-like connected line-segments(even if they might not be curves, it'll still work if I can simply get to access the points forming the line-segments of the path). But I'm sure someone can come up with a far better solution than that, really looking forward to it! (It's eating the insides of my brain now!!) Thanks! Cheers
  24. Hi everyone, I am building the effect of a waterdrop running on a vertical surface (bottle or whatever). I have curve as path and we raySOP I project it to the surface. Using a portion of the curve to running from the top to the bottom but what I want to be able to animate the speed, or even better using the speed mask based on surfaces normals at Y. In the attached hip I have a test-setup with a vertical surface with noise and speed mask on its color. Wherever is black drop should travel faster and wherever is white slower. I am using two different techniques for the travelling of line with a switch. Any ideas? Thanks in advance! EDIT: What I am using for travelling the line is a duration, let say in 200frames finish the ride, but what I want to have is a constant speed and then be able to multiply this with an attribute as the speed mask. I would like to keep everything in SOPs if possible but I am also considering POPs. speed_mask_800.hip
  25. I am sorry to bring back this zombie question about this topic again I probably read all the posts on internet about the topic and the houdini doc as well, but I am now more confused than before Question A) What I'd like to do is to configure my houdini system path variables in order to follow this priority for OTL scan and scripts too (like 123 ... 456 ... etc): 1) a shot example: d:/projects/supercoolproj/seq1/shot3/otls d:/projects/supercoolproj/seq1/shot3/scripts ... 2) a sequence example: d:/projects/supercoolproj/seq1/otls d:/projects/supercoolproj/seq1/scripts ... 3) a show example: d:/projects/supercoolproj/otls d:/projects/supercoolproj/scripts ... 4) houdini $HOME/houdini12.5/otls $HOME/houdini12.5/scripts $HOME/houdini12.5/.. ... Basically the deeper the directory structure, the higher the override priority with elements with the same file name. Now, so far only the 4) works. My current status is the following: ... I copied and pasted the directories created by houdini at install time in d:/data/Houdini/prefs/houdini12.1 d:/data/Houdini/prefs/houdini12.5 ... and created a system variable HOME pointing to d:/data/Houdini/prefs So far, Houdini can find all the otls i store in $HOME/houdiniXX.X/otls Can someone help me to setup $HOME/houdini12.5/houdini.env to follow the priorities illustrated at the beginning of the message or point me to some documentation that clearly explains it ? p.s. I am on Windows 8 thank you in advance for any possible help on this