@cwalrus if you see mad noise when doing the additive blend thing: disable stochastic transparency on the mantra ROP, it gets confused and doesn’t sample enough when Of is low, even if Ce is still quite high
Author: admin
Archived post by Lewis Orton
TLDR: Pop fluid node is based on PBD fluid which is partially based on XSPH with some fundamental difference, but it’s not part of the vellum solver, not yet. The Pop Fluid node contains a PBD fluid solver, which is based on the paper
feel free to correct me if I am wrong
Archived post by legomyrstan
`hou.Node.type().name()` returns name of type of given node
best way to find all instances of given node it’s hou.NodeType instances
so eg to find all instances of mantra node: “`python hou.nodeType(hou.ropNodeTypeCategory(), ‘ifd’).instances() “`
other useful thing about searching nodes is that we have access to build in search framework(one that appears after ctr+f)
it’s in the packages called nodesearch at `$HFS/houdini/python2.7libs/nodesearch`
Archived post by lcrs
my fave for doing extract transform in SOPs is this, which gets the full 4@ including scale and possibly skew
instead of using the first 3 points of the first prim you can use first/middle/last points of the full mesh if you have worries about there being some non-affine local deformation
Archived post by Nick D
Here’s a script to flipbook stuff out, and then mp4 it: “`python import toolutils import os import subprocess
def flip(): scene_viewer = toolutils.sceneViewer() flipbook_options = scene_viewer.flipbookSettings().stash() flipbook_options.frameRange( (hou.playbar.frameRange()[0],hou.playbar.frameRange()[1]) ) output = hou.hscriptExpandString(‘$HIP/flipbook/$HIPNAME/$HIPNAME.f.png’).replace(‘.f.’,’.$F4.’) if not os.path.exists(os.path.split(output)[0]): os.makedirs(os.path.split(output)[0]) flipbook_options.output(output) scene_viewer.flipbook(scene_viewer.curViewport(), flipbook_options) ffImage = output.replace(‘$F4′,’%04d’) movPath = output.replace(‘$F4.png’,’mp4′) proc = subprocess.Popen(r’ffmpeg -y -start_number %s -i “%s” -c:v libx264 -preset slow -pix_fmt yuv420p -crf 22 -c:a copy %s’ %(hou.playbar.frameRange()[0],ffImage,movPath)) proc.communicate() proc.wait() print(‘Done’) “`
hmmm, that’s maybe a bit spammy, sorry
Archived post by vtrvtr
@Nick D You can stop the particles in a flip sim with `i@stopped`
Archived post by mr5iveThou5and
Archived post by bhenriksson
Just discovered this priceless tutorial page: github.com/libigl/libigl/blob/master/docs/tutorial.md together with its code: github.com/libigl/libigl/tree/master/tutorial
Archived post by friedasparagus
right… best foot forward… *gulp* www.friedasparagus.co.uk/riggingtoolset/index.html
Archived post by aswaab
it’s a good trick to know – especially for complex camera moves. You can do two or three different camera rigs, with full keyframed animation, then create a blend cam and use CHOPS to blend between their transforms and stitch them together
@flight404
Ignore the filename, I just iterated the last file. Cam5 in here is my generailzed keyframe camera rig
I break all the transforms down to individual nodes and parent everything to a null that essentially acts as my look-at. The only camera property I animated (I didn’t in this file) is the z translation of the camera.
there are a bunch of offsets for adding post effects, and it is a hybrid of euler rotations and look-at’s, so you can work with either.
I love this setup for doing things like rotation around objects and keeping a good focus on something
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185709/18/18/chops_cam_for_robert_02.hip