Archived post by Dave Stewart

Goddamn I should have tried it before

the rest SOP does it if you enable normals, so you end up with @rest and @rnml

Used this on one of my fluid tests before, but hadn’t thought to try it on the Car Paint shader https://vimeo.com/293863260

Used it to stick textures to this FLIP sim using RS TriPlanar

Archived post by Matt Puchala

@NickTaylor @jake rice 😮 Here are my 10 easy steps to get HDK (h17) compiling on windows 10! Before we start let me just says its 1 step on linux and mac… Also if anyone knows a better way please tell me… Anyway…. Step 1. Download Cgwin64 (bash for windows) you will need this to compile with hcustom. Step 2. h17 is compiled using VC v141. (It actually tells right in the name of the Houdini download .exe) so you will need to download visual studios and visual studios installer 2017 and download the C++ components. Step 3. Check that you actually have the files at the directory path “C:Program Files (x86)Microsoft Visual Studio2017CommunityVC” Step 3: Launch a Cgwin64 shell. Step 4. cd into your Houdini installation directory. (your build might be a different version) cd “C:Program FilesSide Effects SoftwareHoudini 17.0.352” Step 5. Source the Houdini environment. source houdini_setup Step 6. Create a MSVCDir env variable so Houdini knows where to look for the C++ components. (Your exact version may be different so make sure you check in the ”MSVC” directory) export MSVCDir=”C:Program Files (x86)Microsoft Visual Studio2017CommunityVCToolsMSVC14.16.27023” Step 7. cd into the directory your code is in. Step 8. After like 8 hour of fiddling, and if you haven’t lost the will to live, finally compile your code! hcustom.exe file.h file.cpp Step 9. Move your plugin from the Cgwin64 environment to your regular windows environment. cp “C:/cygwin64/home/USERNAME~1/houdini17.0/dsomyPlugin.dll” “C:UsersUSERNAMEDocumentshoudini17.0dso” Step 10. Launch Houdini normally and use your plug-in!

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