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jkunz07

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  1. You can also try to reduce the vellum cloth restlength constraint during the sim as the surface becomes compressed to reduce wrinkles. In a wrangle you could do something like f@restlength = min(f@restlength, primitiveintrinsic(0, 'measuredperimeter', @primnum); which will keep the lower value between the existing constraint and the current edge length of the constraint.
  2. You can find some documented here: https://www.sidefx.com/docs/houdini/nodes/lop/karmastandardrendervars.html https://www.sidefx.com/docs/houdini/nodes/vop/kma_rayimport.html
  3. It's also possible to use ~= for string matching. @group_rock = s@name ~= "*rock*"; in your case should work as well.
  4. In most cases I've found bgeo.sc to be faster compared to alembic and it is quite common practice to cache you're simulation inputs ti disk as bgeo.sc to speed up sims.
  5. You should see motion blur after appending a motion blur LOP into your stage network, this is what tells Karma/USD to store multiple time samples from my understanding. https://www.sidefx.com/docs/houdini/solaris/kug/motionblur.html
  6. You can grab them from the pop grains shelf setup and plop them into the vellum grains setup like this vellum_grain_sand_vis.hip
  7. That's a cool matrix construction method Andrii! The extract transform and transform by attribute nodes can be used as well. matrixExtractAndInvert.hipnc
  8. I think due to XPU Beta limitations, rasterizing particles to a volume in SOPs and then render that volume is the only option at the present moment. https://www.sidefx.com/docs/houdini/solaris/karma_xpu.html#features
  9. You can use the ftrim expression in the font sop like this `ftrim(ch("../../../mat/materialbuilder1/volumeshadercore1/phase"))` or see the attached file ftrim_float_in_font.hiplc
  10. hou.isUIAvailable() https://www.sidefx.com/docs/houdini/hom/hou/isUIAvailable.html This will return a boolean so you could do: if hou.isUIAvailable(): some code here for graphical session else: code for headless session here
  11. You can copy the contents of your houdini19.0 folder in your home directory to the new houdini19.5 folder to migrate settings. This can mess things up in some cases though if you have node presets for older interfaces of nodes which have been updated in new versions of Houdini. Most likely nothing to worry about unless you migrate preferences over the duration of several years
  12. Yes, Arnold has it in the tab menu and a shelf button as well https://docs.arnoldrenderer.com/display/A5AFHUG/Properties
  13. New in 19, this Pack Inject node is probably a better method then Python
  14. In the "Asset Manager" window, set the "Asset Bar" to "Display Menu of All Definitions" https://www.sidefx.com/docs/houdini/ref/windows/optypemanager.html#configuration-tab Operator Type Bar Controls the visibility of the Operator Type Bar that appears at the top of Parameter dialogs. This bar shows the path to the HDA file that defines the node pointed to by the Parameter dialog. The Operator Type Bar can be hidden completely, or it can be in a read-only mode where it simply displays the HDA path, or it can be in a mode where it presents a menu listing all HDAs that contain a definition for the asset. You can then revert back to the previous definition of the sweep node if needed.
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