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  1. 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
  2. I've merged 2 skeletons together but I must have missed something because when I import to C4D the hands are in the complete wrong place in world space. Thought if I edited the path attribute it would fix the hierarchy, but it did not. Works fine in Houdini. What am I missing? RigTemp.zip
  3. Hello ODFORCE community! First time around here and I hope you can help me with a rather simple(?) case of referencing an attribute to a node. So my situation is the following: I'm trying to feed a number of pre-made curves (from Illustrator) into a File node. In order to do so, I thought I could build a string array in an attribute (detail) wrangle, with the paths to the .ai files, and then extract each file path by feeding a chi() to select each array item. So far so good. What I've noticed is that File nodes don't store data. Is that correct? I connected the attrib wrangle and I couldn't see any attributes (I tested on other node in case was a coding mistake, but they worked fine). So... that's when I land in this question of how to import data in the file path of a File node (Geometry File is the name). I attach 3 snapshots. One with the mentioned nodes,a second one with the array (I've only included one file path xD, just testing) and a last one with the error showed in the File node. I tried adding the "`" "to_feed" is the attribute wrangle "ref_string" the attribute "0" as... I'm retriving the the index = 0 of the array? That one I don't have it clear Anyways, doesn't work : / Is there a way to make it work? Can I retrieve a non-connected attribute into a File node geo path? Alternatives? Thanks in advance!
  4. 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!
  5. Hello! I need some help to understand how to use some string expressions, I'm using Redshift ROP and I want to change the render paths on some AOVs using the Custom File Prefix from each AOV. I want they will be saved on the same folder like the main output path but with other names. So, I'm using this string for the main render path: RS ROP output file name prefix: $HIP/render/$HIPNAME/$HIPNAME.$AOV.$F3.exr And I was trying to use this expression for AOV custom path: `${chs("RS_outputFileNamePrefix"):h}`/BumpNormal.exr Because I saw in this link that this expression should return the directory from the entire string without the file name and extension but I'm not getting the file directory using this expression like this. In conclusion, I'm looking to set the render path only one time and the AOVs with custom path can load it and use other names or formats. Thanks a lot!
  6. node = hou.pwd() geo = node.geometry() # Add code to modify contents of geo. # Use drop down menu to select examples. for prim in geo.prims(): path = prim.attribValue("path") newpath = path[:20] Prim.setattribvale("path",newpath) getting error Error Python error: IndentationError: ('expected an indented block', ('', 8, 4, 'path = prim.attribValue("path")\n')) i dont know anything about python i started a tutorial and getting this error he was using some older version of houdini and i am 17.5 may be because of this or anything else, please help me out . Thanks
  7. Hello, I asked the exact same question in the official houdini forum and got no answer yet, hope that's no problem I'm trying to make an object follow a path created from points (positions imported from an external file) with a velocity based on the distance of subsequent points. I used the method of creating a line from the points and constrain the object to it. Then I calculated the distance between subsequent points in a wrangle inside the path-geometry node and stored it as a velocity attribute. My idea was to somehow “channel” the velocity to the position parameter of the constraint path, but I don't know how to do that. I'm new to houdini and therefore assume there is a much better way to do all of this. Maybe one can create an entire animation path with the velocity information directly from the imported point positions. Reading several documentations about velocity attributes did not help… Thanks, Lukas positions.csv simple_pendulum.hipnc
  8. 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.....
  9. 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
  10. Hey guys, I need to send a large point cloud which instances geo to the cloud to render. The problem I'm having is the instancefile attribute is absolute, and once the project is uploaded to the cloud render environment the path is no longer relevant/correct. Redshift does not seem to expand strings at render time, so $HIP or $JOB do not get evaluated afaik. I've also tried setting the path to a node within the .hip file. For example, this will work: M:/_Work/_Personal/sandbox/rs_proxy_relative/rs_proxy/teapot.0001.rs But this will not: \$HIP/rs_proxy/teapot.0001.rs Nor will this: /obj/teapot_rs/OUT/ I've attached a super simple setup where I get instancing working using an absolute path (it references the output of the RS Proxy Output SOP). Is there any way to get Redshift to to instance from a path that is relative to the project folder, or a node within the .hip file? Or has anyone had experience getting Redshift instances rendering on Gridmarkets? Thanks all! Note: I've also tried using the instance obj node (see v002 hip attachment). BUT the issue I run into with this is it maxes out my GPU's VRAM at render time, whereas using an absolute path with instancefile renders just fine with the ~6m points I need to instance on. rs_proxy_relative_v001.hip rs_proxy_relative_v002.hip
  11. 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!
  12. I manage to find a realistic way to position a train properly on a track. (see file attached) Wagon cannot simply be copied on an animated point on a curve as the centre is offset-ed in turns realistically. A path deformer is out of the question because of the deforming geometry This is my solution. 1) I created a 2 point line for each wagon 2) I path deformed the result 3) created a single point for each of those deformed line to copy each wagon onto, with proper vector for the wagon alignement I feel it is very complicated and i am curious for a better solution. If anyone interested to give his input. train_realistic_track.hip
  13. 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
  14. 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
  15. 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
  16. 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!
  17. 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
  18. 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
  19. 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)
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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!
  25. 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
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