maybe it will be useful to someone else: “`bash # Apply different scale if laptop lid is closed(clamshell mode) so Global GUI # can be bigger for smaller monitor and there is no need to set that manually # and restart Houdini is_clam_shell=$(ioreg -r -k AppleClamshellState -d 1 | grep AppleClamshellState | grep “Yes\|No” -o) num_of_monitor=$( system_profiler SPDisplaysDataType | grep Resolution: | wc -l) if [[ $is_clam_shell = “No” && num_of_monitor -eq 1 ]] then export HOUDINI_UISCALE=200 else export HOUDINI_UISCALE=115 fi “`
Author: admin
Archived post by lwwwwwws
here’s a fairly dumb way to extrapolate a curve… you can enable gradient3 and gradient4 as well but it gets a bit spicy 🌶️
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245007/15/24/Screen_Recording_2024-07-15_at_17.17.56.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245007/15/24/Ls_CurveExtrapolate.hipnc
[hou-cops] Archived post by lwwwwwws
this goes at about 15fps for 16 million particles which isn’t too bad for a shit 2070 eGPU… cool to be able to do some of this and more shadertoy/touchdesigner type stuff in houdini finally <:tide_pod:415308365942620161> although idk if it’s worth building a whole toolset around since it seems like sidefx have all the pieces ready to make a proper context for GPU POPs or GPU raymarched volumes
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/11/24/Ls_AtomicAdd2c.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/11/24/Ls_Cop3AtomicAdd.hipnc
Archived post by jjonahlowercase
Thought I’d post this in here in case it helps anyone
The LABS Karma LOP currently adds any render vars fed into it to the renderproduct, even if the vars are deactivated (annoying if you want to prune out render vars). To fix this, dive into the node, and then further into the karmarendersettings node, and add `& %active:true` to the renderproduct node’s Ordered Render Vars and Render Vars property expressions as shown in these images.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244107/10/24/image.png
Archived post by .goldfarb.
Archived post by paqwak
Hello, I created this quick ‘dirty’ dithering, and while it works great for the most part, I kinda have odd result when I change the HF grid spacing. By default here (1) it’s nice, and somehow a grid spacing of 3 works fine too … but many other value gives broken result, like if the voxel ordering change completely or something Oo. I must badly miss something about how access and write voxel value with a HF wrangler :S
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245107/08/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245107/08/24/BayerDithering2.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245107/08/24/GIF_7-8-2024_6-25-12_PM.gif
Archived post by cdordelly
`# Force Houdini’s style sheet self.setProperty(“houdiniStyle”, True) sh = hou.ui.qtStyleSheet() self.setStyleSheet(sh)`
also when you call the dialog, make sure to set the houdini qt window as parent too:
`# Create and show the dialog dialog = OSLManagerDlg(parent=hou.ui.mainQtWindow()) dialog.exec_()`
in this case, this dlg looks like this
I guess it will be similar for a python panel, have no idea <:kill_me:419295639348838400>
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241207/06/24/image.png
Archived post by mcjamzam
I thought so too, but then realized that’ll likely break any droplets in the sim since they’ll also be rendered as having zero thickness
Just to clarify what I’m running into, same situation, same mesh and same material tweaks in Mantra vs Karma XPU:
Finally, found the fix
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242206/26/24/image.png
Archived post by andrewhazelden
**Houdini HQueue on macOS Sonoma Setup Tip**
The recent Houdini 20.0.724 release (houdini-20.0.724-macosx_arm64_clang14.0_13.dmg) has several issues that impact the ease of running HQueue on macOS Sonoma systems.
Step 1. The first problem is the Launch Daemon file (/Library/LaunchDaemons/com.sidefx.hqclient.plist) points at a missing Python v3.9 library, while HQueueClient’s Frameworks’ folder now ships with Python v3.10. This requires an edit of the plist file in two places to correct the file paths to point at Py 3.10:
“`
and
“`
Step 2. The macOS Sonoma operating system now uses “AirDrop” on port 5000. This setting can be disabled by changing the “System Settings… -> General -> AirDrop & Handoff -> AirPlay Receiver” setting to OFF. This is relevant if you really want to keep HQueue running on the default port 5000 setting for Houdini cross-platform consistency.
The following macOS zsh terminal command checks for programs using an open network port (like port 5000): “`lsof -i :5000“`
You will likely see an lsof output similar to the text below when running on a default install of macOS Sonoma:
“`COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME ControlCe 436 vfx 10u IPv4 0xf… 0t0 TCP *:commplex-main (LISTEN) ControlCe 436 vfx 11u IPv6 0x3… 0t0 TCP *:commplex-main (LISTEN)“`
In the Isof output, the text “ControlCe” indicates that the macOS AirDrop setting is active, which in turn means port 5000 is already in use. This is solved by disabling the AirPlay Receiver.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241006/26/24/Airplay_receiver_uses_port_5000.png
Archived post by lwwwwwws
getting some mildly disturbing results lol, i think i’ve got the maths right but mainly it makes me appreciate just how dodgy the average pyro sim is compared to engineering CFD
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241106/24/24/Screenshot_2024-06-24_at_22.34.34.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241106/24/24/Ls_TurbulenceQ_v01.hipnc