Archived post by Antidistinctlyminty

@mestela You can get hou in a regular Python shell

On windows you have to set the `HFS` environment variable

I have a script that I run via an `import`

“`python ”’Set up the environment so that “import hou” works.”’ import sys, os
# Importing hou will load in Houdini’s libraries and initialize Houdini. # In turn, Houdini will load any HDK extensions written in C++. These # extensions need to link against Houdini’s libraries, so we need to # make sure that the symbols from Houdini’s libraries are visible to # other libraries that Houdini loads. So, we adjust Python’s dlopen # flags before importing hou.
# This needs to be set previous to calling the script hfs = os.environ[‘hfs’]
if hasattr(sys, “setdlopenflags”): old_dlopen_flags = sys.getdlopenflags() import DLFCN sys.setdlopenflags(old_dlopen_flags | DLFCN.RTLD_GLOBAL)
try: import hou except ImportError: # Add $HFS/houdini/python2.7libs to sys.path so Python can find the # hou module. os.environ[‘path’] = ‘{};{}\bin’.format(os.environ[‘path’], hfs) sys.path.append(os.path.join(hfs, ‘houdini’, ‘python2.7libs’)) import hou finally: if hasattr(sys, “setdlopenflags”): sys.setdlopenflags(old_dlopen_flags)“`

Archived post by friedasparagus

@will erm… did I say 3@rot….? 😑 I meant 3@transform. Sorry, I suck Take a look at this file and see if it helps. The first input in the switch is a reworking of what you had, with the ‘amount’ taken from the points progress along the path rather than the parm. One of the benefits of this setup is that we don’t have to recompute things on the path on each frame 😃 However the hitch comes (as ever) with interpolating the transforms, and you’ll see the wheel shrink and grow as it moves, this is because the carve sop is doing an icky lerping of matrices. Increase the resolution of the curve and this will diminish. The second input is a way around this. Instead we let the carve sop lerp vectors and floats only – which we then use to build the transform like we did before. But this time maketransform() is cleaning up the mess for us and we get a much more stable result (even with a low res input curve)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191402/07/19/wheel_turn_flipping_edit.hiplc

Archived post by mestela

i found that out the other day, the default is realtively low; kept shouting at a sim that didn’t look great until i upped the volume texure res in the display options, realised there was tons of creamy detail in there

d in the viewport, texture tab, under 3d textures turn off limit resolution , and bump the defaults from 128x128x128 to 256 or even 512 if your card can go that hard