Very nice!
Care to tell us how you did that?
Cheers.
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Houdini Lounge » Open a spreadsheet with a correct way in Houdini
- RudiNieuwenhuis
- 190 posts
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Technical Discussion » attach wires to rbd object
- RudiNieuwenhuis
- 190 posts
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I'm having some trouble getting something done that should be rather simple: attaching a heap-load of wires to a simulated rbd object in one dop network.
the SBD Pin Constraint should do the trick I guess but the constrained points doesn't accept the name of a point group i created on sop level. Shouldn't it be looking for a point attribute that i could make on sop level for example?
It also seems to accept constraints to another softbody, not a rigid body.
The help card on the shelf tool Attach Constraint to Rigid Body tells me to 2. Select the constraint to parent and press enter to confirm but the constraints are not selectable in the viewport, and i wish to have a more procedural approach.
Another approach could be to just attach to an already existing animation, but i wish to do all in 1 step, not having to use another simulation first before i can get this to work.
I could use some help for a basic but flexible setup.
How should I proceed?
the SBD Pin Constraint should do the trick I guess but the constrained points doesn't accept the name of a point group i created on sop level. Shouldn't it be looking for a point attribute that i could make on sop level for example?
It also seems to accept constraints to another softbody, not a rigid body.
The help card on the shelf tool Attach Constraint to Rigid Body tells me to 2. Select the constraint to parent and press enter to confirm but the constraints are not selectable in the viewport, and i wish to have a more procedural approach.
Another approach could be to just attach to an already existing animation, but i wish to do all in 1 step, not having to use another simulation first before i can get this to work.
I could use some help for a basic but flexible setup.
How should I proceed?
Houdini Indie and Apprentice » Retrieving Node Warnings/ Errors
- RudiNieuwenhuis
- 190 posts
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So how do i use this to copy the entire error message?
I tried this:
selNodes=hou.selectedNodes()
for n in selNodes:
print n.errors;
But that only outputs this:
<bound method SopNode.errors of <hou.SopNode of type file at /obj/sphere_object1/file1>>
instead of what i want:
Error: unable to read file “blah.bgeo”.
I tried this:
selNodes=hou.selectedNodes()
for n in selNodes:
print n.errors;
But that only outputs this:
<bound method SopNode.errors of <hou.SopNode of type file at /obj/sphere_object1/file1>>
instead of what i want:
Error: unable to read file “blah.bgeo”.
Houdini Indie and Apprentice » HELP!: Importing sketchup model into houdini
- RudiNieuwenhuis
- 190 posts
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A little update that might help some people.
I used the free sketchup Make to export a fbx from a architectural model i received and imported it into Houdini 13.401.
It made a complex mess with about 2500 nulls called group and locator and what not.
A basic python script helped me select these all so i could delete them:
temp=hou.node(“/obj/geo”).glob(“*”)
for n in temp:
if n.type().name() == “null”:
n.setSelected(True)
What's left is a bunch of geo nodes that contain the actual geometry.
It has got tri's but it's definatelly workable.
Hope this might help someone someday.
Cheers
I used the free sketchup Make to export a fbx from a architectural model i received and imported it into Houdini 13.401.
It made a complex mess with about 2500 nulls called group and locator and what not.
A basic python script helped me select these all so i could delete them:
temp=hou.node(“/obj/geo”).glob(“*”)
for n in temp:
if n.type().name() == “null”:
n.setSelected(True)
What's left is a bunch of geo nodes that contain the actual geometry.
It has got tri's but it's definatelly workable.
Hope this might help someone someday.
Cheers
Technical Discussion » Wrangle ingroup
- RudiNieuwenhuis
- 190 posts
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Thanks Tomas for the reply.
I found that:
if (@group_plate_1x1_302423_darblu_sld_02 == 1)
@Cd = set (1,0,0);
works as well.
I would like however to have the option to use wildcards in the groupname. Using * here errors the VEXpression again.
In inpointgroup the groupname doesn't accept wildcards neither like this:
@Cd = inpointgroup(@OpInput1, “*_darblu_*”, @ptnum);
Obviously i still have a lot to learn.
Rudi
I found that:
if (@group_plate_1x1_302423_darblu_sld_02 == 1)
@Cd = set (1,0,0);
works as well.
I would like however to have the option to use wildcards in the groupname. Using * here errors the VEXpression again.
In inpointgroup the groupname doesn't accept wildcards neither like this:
@Cd = inpointgroup(@OpInput1, “*_darblu_*”, @ptnum);
Obviously i still have a lot to learn.
Rudi
Technical Discussion » Wrangle ingroup
- RudiNieuwenhuis
- 190 posts
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I would like to get a bit more familiar with the wrangle nodes and thought up a little example for myself but i'm stuck.
What i would like to do is set an attribute (Cd for example) depending on what group the point belongs to. The ingroup vex function errors out though.
I tried creating a vopsop, building the functionality and copy the vex-code but that didn't work.
Could anybody point me in the right direction? How to check for group membership in a wrangle node?
Cheers,
Rudi
What i would like to do is set an attribute (Cd for example) depending on what group the point belongs to. The ingroup vex function errors out though.
I tried creating a vopsop, building the functionality and copy the vex-code but that didn't work.
Could anybody point me in the right direction? How to check for group membership in a wrangle node?
Cheers,
Rudi
Houdini Lounge » Packed primitives information
- RudiNieuwenhuis
- 190 posts
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I'm not sure if it is optimal but i think using an expression in the file sop to offset the framenumber will prevent unneeded loading of data.
something like: geo_`padzero(4,$FF-100)`.bgeo
something like: geo_`padzero(4,$FF-100)`.bgeo
Houdini Lounge » Packed primitives information
- RudiNieuwenhuis
- 190 posts
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halfdan
Can you submit a bug for this?
I already sent an email to Jenny about this just a couple of minutes ago.
If you need more info don't hesitate to contact me.
Technical Discussion » USABILITY: opengl view of material override texture maps
- RudiNieuwenhuis
- 190 posts
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Houdini Lounge » Packed primitives information
- RudiNieuwenhuis
- 190 posts
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The Data Tree is not showing the materials i set in the packededit nodes. It does render ok, so everything is working, but the ui could use some love imho.
Houdini Lounge » Packed primitives information
- RudiNieuwenhuis
- 190 posts
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So far it's working, even though it wasn't easy. I could use some help though on automatically filling up the packededit material operations.
I've found a way to automatically split incomming geometry in different packages by analizing the material that's assigned per primitive. I do this with a attributecreate sop where i create a name attribute for which i use this expression:
`substr(prims(“../”+opinput(“.”,0),$PR ,“shop_materialpath”),rindex(prims(“../”+opinput(“.”,0),$PR ,“shop_materialpath”),'/')+1,50)`
So now i can use a pack sop where i use the Name Attribute name to define what goes in which package.
You could do this ofcourse straight in the pack sop but it gives me double slashes in the pack paths (for example: opobj/InstancingGeo/pack1//shop/material1 ) and that freaks me out.
For the packed edit sop however, i still need to fill this myself. For each pack i need to assign the material manually. It would be great if there was a way to automatically fill this but i'm afraid i'm going to have to script this myself…
Or does anyone know how to do this easily ?
I've found a way to automatically split incomming geometry in different packages by analizing the material that's assigned per primitive. I do this with a attributecreate sop where i create a name attribute for which i use this expression:
`substr(prims(“../”+opinput(“.”,0),$PR ,“shop_materialpath”),rindex(prims(“../”+opinput(“.”,0),$PR ,“shop_materialpath”),'/')+1,50)`
So now i can use a pack sop where i use the Name Attribute name to define what goes in which package.
You could do this ofcourse straight in the pack sop but it gives me double slashes in the pack paths (for example: opobj/InstancingGeo/pack1//shop/material1 ) and that freaks me out.
For the packed edit sop however, i still need to fill this myself. For each pack i need to assign the material manually. It would be great if there was a way to automatically fill this but i'm afraid i'm going to have to script this myself…
Or does anyone know how to do this easily ?
Technical Discussion » How : set different Lag value in CHOP !
- RudiNieuwenhuis
- 190 posts
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Hi Vincent,
To set a diffect lag value for each point is actually quite simple, just use $C (chop channel) as a variable.
You do have to read back in the chops with a channel sop to make the lag visible on your geometry.
I edited your file slightly so you hopefully will get the idea.
To set a diffect lag value for each point is actually quite simple, just use $C (chop channel) as a variable.
You do have to read back in the chops with a channel sop to make the lag visible on your geometry.
I edited your file slightly so you hopefully will get the idea.
Houdini Lounge » Packed primitives information
- RudiNieuwenhuis
- 190 posts
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Houdini Lounge » Packed primitives information
- RudiNieuwenhuis
- 190 posts
- Offline
Excited about H13, i was wondering if there was some documentation on the new Packed primitives concept/workflow.
I can't find any in the help files yet.
I can't find any in the help files yet.
Houdini Lounge » changing default scene illumination?
- RudiNieuwenhuis
- 190 posts
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Houdini Lounge » changing default scene illumination?
- RudiNieuwenhuis
- 190 posts
- Offline
With all due respect Yak, i start to be a bit annoyed by the newbies that moan about Houdini not being more this or that, or not having a “click-here-to-make-great-art-button”.
Just familiarize yourself a bit with the software, read or follow the tutorials that you can find online, THEN ask questions politely and see how the gurus will be helpful. The Houdini community is fantastic and can help you out in times of need.
You don't want to start your Houdini-career by annoying the helpful people in the forums so next time think twice before you say things like “time is money” when you just received advice for free from professionals that invested a lot of time in being where they are now and still take the time to help newbies out.
Just familiarize yourself a bit with the software, read or follow the tutorials that you can find online, THEN ask questions politely and see how the gurus will be helpful. The Houdini community is fantastic and can help you out in times of need.
You don't want to start your Houdini-career by annoying the helpful people in the forums so next time think twice before you say things like “time is money” when you just received advice for free from professionals that invested a lot of time in being where they are now and still take the time to help newbies out.
Houdini Indie and Apprentice » why is Mac performance so horrendous?
- RudiNieuwenhuis
- 190 posts
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Although it might not be related at all i just wish to mention this.
I am on windows and i used to have an Ati card, the latest and greatest consumer-card that is. After an update to the latest catalyst driver stuff i experienced a same redicilously slugish viewport. “Select one vertex, get a cup of coffee, come back and select another one”-kind of slugish.
Returning to a pretty old driver solved the problem temporarily.
I use Nvidia ever since.
In the school where i teach some Mac's have Quadro 4000's and some other machines have ati cards in there (consumer cards). Students in general complain about the responsiveness, stability and accuracy of Houdini on the Mac, much less so on windows, but the ones that have Ati's and boot in Mac are the ones that seem to have the worst cases. My personal conclusion, although i am very well aware of the lack of decent testing method or a big enough sample to be able to generalise, is to stay away from Ati's consumer cards and specially on OSX. I know it's not fair to compare ati consumer cards with nvidia pro cards but i've had consumer nvidia cards before that were much more stable and responsive then the ati ones.
It's just my opinion, not intended to start a windows vs osx flame, or a nvidia vs ati one. No trolling, just personal experience.
I am on windows and i used to have an Ati card, the latest and greatest consumer-card that is. After an update to the latest catalyst driver stuff i experienced a same redicilously slugish viewport. “Select one vertex, get a cup of coffee, come back and select another one”-kind of slugish.
Returning to a pretty old driver solved the problem temporarily.
I use Nvidia ever since.
In the school where i teach some Mac's have Quadro 4000's and some other machines have ati cards in there (consumer cards). Students in general complain about the responsiveness, stability and accuracy of Houdini on the Mac, much less so on windows, but the ones that have Ati's and boot in Mac are the ones that seem to have the worst cases. My personal conclusion, although i am very well aware of the lack of decent testing method or a big enough sample to be able to generalise, is to stay away from Ati's consumer cards and specially on OSX. I know it's not fair to compare ati consumer cards with nvidia pro cards but i've had consumer nvidia cards before that were much more stable and responsive then the ati ones.
It's just my opinion, not intended to start a windows vs osx flame, or a nvidia vs ati one. No trolling, just personal experience.
Houdini Indie and Apprentice » Rigid bodies rain - How to?
- RudiNieuwenhuis
- 190 posts
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Houdini Lounge » Cloud FX Tutorial ?
- RudiNieuwenhuis
- 190 posts
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rmagee
SISI? Are you trying to taunt us into making the tutorial?
Lol, but a +1 nonetheless.
Technical Discussion » H12.5 and customized Surface model
- RudiNieuwenhuis
- 190 posts
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Well, if you didn't change anything in the surfaceModel itself it's easy to just make it match the current definition. (right click)
I think you could even make a python script for this that does this for all the materials in your shop, something like:
myNode = hou.node('/shop')
for i in myNode.children():
print i
i('surfaceModel').matchCurrentDefinition()
But this generates errors because i'm sure i'm not referencing the surfaceModel correctly.
I could use some help on this.
I think you could even make a python script for this that does this for all the materials in your shop, something like:
myNode = hou.node('/shop')
for i in myNode.children():
print i
i('surfaceModel').matchCurrentDefinition()
But this generates errors because i'm sure i'm not referencing the surfaceModel correctly.
I could use some help on this.
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