When using VEX Volume Procedural, you need to export all the necessary data for the render, including the velocity field.
When using VEX Volume Procedural, you need to export all the necessary data for the render, including the velocity field.
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When writing a condition for disabling a parameter using the Ordered menu, only tokens work in comparison:{ absorbType == gather }
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If the renderable parameter is disabled, then the node is still cooked. And object properties can be read from the VEX shader.
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Getting coordinates under the cursor in the network view:
pos = hou.ui.paneUnderCursor().currentTab().cursorPosition()
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The pintoanimation attribute only turns on the effect of target geometry on the object. The object must have the targetP attribute, otherwise it just takes P:
When 1, the point is hard constrained to the target animation (e.g., targetP). When zero, the point is unconstrained.
http://www.sidefx.com/docs/houdini/nodes/dop/finiteelementsolver.html#target-attributes
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def redshiftNodes(node):
for key in hou.nodeTypeCategories()['Vop'].nodeTypes().keys():
if 'redshift' in key and 'redshift_vopnet' not in key:
print key
node.createNode(key)
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Get a list of all available nodes by category:
hou.nodeTypeCategories()['Vop'].nodeTypes()
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When converting a position to polar coordinates for presentation in the form of a map, you need to swap the Y and Z coordinates in the original position. Z axis should be multiplied by -1 for comfortable viewing.
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HScript to get menu parameter items from another node:
opmenu -l ../color1 colortype
where ../color1
is the path to the node, colortype
is the ordered menu name of this node.
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With small scales of bullet simulations, you need to use minimal pieces of the order of centimeters. You can not use millimeters. Scaling in 20 times from 2-4 mm to 4-8 cm solved many problems.
In this case, it is necessary to increase the time scale by sqrt(n) times, where n is the increase in scale. For n = 20: time scale = 5. The comparison with the test simulation of the real scale coincided in behavior.
Substeps also need to be increased: substeps = time scale = 5. In the case of bullet sim, you can increase the number of substeps on the solver by a multiple of this value:
old = 10, new = old * time scale = 50 or more.
Example: time scale = 4, number of substeps = 10, new value = 60. This gives the same result as increasing substeps of the DOP network, but several percent faster.
An increase in constraint iterations will not produce a change in the result, since the need to increase the substeps is caused by the high speed of the objects.
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