QuantumCabbage

QuantumCabbage

About Me

EXPERTISE
VFX Artist
INDUSTRY
Film/TV

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LOCATION
Germany
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Houdini Skills

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Not Specified

Recent Forum Posts

Procedural recoil April 15, 2025, 7:09 a.m.

Not sure if I understand this correctly, but what prevents you from attaching a child object to the object that contains the world transforms and then applying the recoil to the child object's local transforms? That way, you don't have to grapple with the world transforms at all.
If that can't be avoided, I would try and extract the world transforms as a matrix. If you invert this matrix and apply it, the object should snap back to the origin. Then you apply the recoil, and afterwards apply the world transform matrix (non-inverted) to get the object back to its original position. I'm not CHOPs literate enough to provide you with a step-by-step solution off the top of my head, but that's how I would try and tackle the problem.

autosave and the session module April 14, 2025, 8:29 a.m.

Hey people,
recently, I've had to spend some time with the Houdini autosave functionality. I found that there are three ways to activate or deactivate the autosave via Python. Firstly, write the hscript wrapper to the session module:
hou.appendSessionModuleSource('''hou.hscript("autosave on")''')

This is the recommended variant at least in terms of frequency, when googled for. However, it works just fine without writing it to the session module:
hou.hscript("autosave on")

The same thing can also be done without hscript by simply setting the preference:
hou.setPreference('autoSave','1')

A downside of appending it to the session module is that it tends to accumulate there. This is not necessarily a problem, however, it just seems to be a messy way to do it, especially if the session module is used as intended, that is, as a repository for code that is accessible session-wide.

Can someone enlighten me as to why the first version is the preferred one? Or has it been suggested once upon a time and just been parroted ever since? Thanks in advance for any input on the topic!

Reflection with alpha. Jan. 22, 2020, 10:38 a.m.

Hey folks! I already tried posting on odforce yesterday but to no avail. I've got a question that, even after lengthy research still has me stumped. I've got a pyro fireball and a ground geometry that reflects the fireball. The simple question is: How do I set up the ground plane and its material so it reflects the fireball, including alpha, and just gives me a black alpha where there is nothing to reflect? I've tried to force it to phantom, that just makes it invisible, other, somewhat hacky workarounds like this one [forums.odforce.net] are rather old and in the SHOP context. Nothing I tried seems to work.

When I'm working in 3ds max and Vray, I use this technique all the time (vray object properties -> reflection/refraction matte), I just don't get how this can be this much of a faff in Houdini, so I'm probably missing something pretty obvious.

I'm grateful for any and all help, thanks in advance!