NO FACE – 千と千尋の神隠し from Raoul Marks – MARXº on Vimeo.
Monday, September 25, 2017
Thursday, September 7, 2017
Houville :: how to not go insane with Nuke vs Houdini hotkeys
Display shortcuts:
I have these set as F9-F12
This is straight out of Nukeland for snapping your nodes to the grid intersections. I have it set as Shift+\
And finally the most common one I need to not yell at the everlasting cookfests. I have it set to Alt+Shift+U, which is a bit Vulcan MindMeldy but it works. I also set Alt+U to "/Houdini/Force Update"
import os,glob
def visualise(flag):
if flag ==1: hou.selectedNodes()[0].setDisplayFlag(1)
if flag ==2: hou.selectedNodes()[0].setRenderFlag(1)
if flag ==3:
if len(hou.selectedNodes())>0:
state = 1-hou.selectedNodes()[0].isTemplateFlagSet()
for i in hou.node(os.path.dirname(hou.selectedNodes()[0].path())).glob('*'): i.setTemplateFlag(0)
for i in hou.selectedNodes():
i.setTemplateFlag(state)
if flag ==4:
state = 1-hou.selectedNodes()[0].isBypassed()
for i in hou.selectedNodes():
i.bypass(state)
visualise(4)
This is straight out of Nukeland for snapping your nodes to the grid intersections. I have it set as Shift+\
And finally the most common one I need to not yell at the everlasting cookfests. I have it set to Alt+Shift+U, which is a bit Vulcan MindMeldy but it works. I also set Alt+U to "/Houdini/Force Update"
import hou
mode = hou.updateModeSetting().name()
if mode == 'AutoUpdate':
hou.setUpdateMode(hou.updateMode.Manual)
if mode == 'Manual':
hou.setUpdateMode(hou.updateMode.OnMouseUp)
if mode == 'OnMouseUp':
hou.setUpdateMode(hou.updateMode.AutoUpdate)
Friday, June 2, 2017
NukeStudio :: Return the source path for a selected clip
from hiero.core import TrackItem seq = hiero.ui.activeSequence() te = hiero.ui.getTimelineEditor(seq) t =te.selection()[-1] print t.source().mediaSource().fileinfos()[0].filename()
Sunday, May 14, 2017
NukeStudio :: Text expression to display media info
Use this to get file name of the displayed media in NukeStudio:
Alternatively...
[lindex [split [metadata input/filename] "/"] end]
Alternatively...
if you have a comp clip on the time line, this will help you get the internal frame number: [metadata input/frame] For Shot name: [metadata hiero/shot] For Clip name: [metadata hiero/clip] For the file path of the Clip: [metadata input/filename] For the Sequence time frame no. [frame] For the source clip frame number: [metadata input/frame]
Saturday, April 1, 2017
Houville :: nice up vectors
This is for arranging your geo for nice behaviour with the copy sop.
If you want to distibute geo, like trees or whatever, and control orientation but still respect the angle to the surface this is for you.
You'll need some way to connect the target points with the surface prim they relate to. Scatter has the sourceprim option which is cool, but if you want to manually do it you'll need a pre-pass. Here's an example using the 'stick a point in the middle of the face' technique. This should run over prims.
Now lets get the surface geo ready. Here we will sneakily say normals run along the U direction and Up is what would typically be considered a normal. This makes sure our orientation makes sense.
Run this over points, assuming point source is in OpInput1, and reference geo for orientation is OpInput2.
** for another post - passing colour information through points to be picked up by "Point Instance Procedural" as material overrides:
Soooooo.. some of that was overkill. Here are a few ways to optimise that.
You can for example dispense with the serialise/unserialise phase by seting to the matrix directly. Also you can use quarternion to directly pull rotation information out of the matrix. Bear in mind Houdini understands '@orient' as a vector4 aka p@orient.
And finally, you don't have to derive a @up if you have a normal. Have the points (scattered or otherwise) pick up their normals from the source they are based on. addpointattrib(0,"N",{0,0,0}); setpointattrib(0,"N",newPtNum,@N,"set");
You'll need some way to connect the target points with the surface prim they relate to. Scatter has the sourceprim option which is cool, but if you want to manually do it you'll need a pre-pass. Here's an example using the 'stick a point in the middle of the face' technique. This should run over prims.
int newPtNum = addpoint(0,@P); addpointattrib(0,"sourceprim", 0); setpointattrib(0,"sourceprim", newPtNum, @primnum, 'set'); removeprim(0,@primnum,1);
Now lets get the surface geo ready. Here we will sneakily say normals run along the U direction and Up is what would typically be considered a normal. This makes sure our orientation makes sense.
Run this over points, assuming point source is in OpInput1, and reference geo for orientation is OpInput2.
vector center = primuv(s@OpInput2, 'P', i@sourceprim, {0.5,0.5,0.0});
vector dPdu = primuv(s@OpInput2, 'P', i@sourceprim, {0.51,0.5,0.0});
vector dPdv = primuv(s@OpInput2, 'P', i@sourceprim, {0.5,0.51,0.0});
vector u = normalize(dPdu - center);
vector v = normalize(dPdv - center);
v@up = normalize(cross(u,v));
v@N = u;
//matrix rotation shiz!
vector rot[];
rot[0] = u;
rot[1] = v@up;
rot[2] = v;
matrix3 mtx[] = unserialize(serialize(rot));
rotate(mtx[0], radians(chf('heading')), v@up);
rot = unserialize(serialize(mtx));
v@N = rot[0];
v@up = rot[1];
** for another post - passing colour information through points to be picked up by "Point Instance Procedural" as material overrides:
string r = sprintf("%d", @Cd.x);
string g = sprintf("%d", @Cd.y);
string b = sprintf("%d", @Cd.z);
s@shop_materialpath = chs('../theInstancesShaderPath');
s@material_override = "{'basecolorr':" + r + ",'basecolorg':" + g + ",'basecolorb':" + b + ",}";
Soooooo.. some of that was overkill. Here are a few ways to optimise that.
You can for example dispense with the serialise/unserialise phase by seting to the matrix directly. Also you can use quarternion to directly pull rotation information out of the matrix. Bear in mind Houdini understands '@orient' as a vector4 aka p@orient.
## direct casting and assignment of a matrix, rotation, extraction as a quaternion.
matrix3 rot = set(u,v@up,v)
rotate(rot, radians(chf('heading')), v@up);
p@orient = quaternion(rot)
And finally, you don't have to derive a @up if you have a normal. Have the points (scattered or otherwise) pick up their normals from the source they are based on. addpointattrib(0,"N",{0,0,0}); setpointattrib(0,"N",newPtNum,@N,"set");
Labels:
houdini
,
houville
,
matrix maths
,
upvectors
,
wrangle
Saturday, March 25, 2017
Python: copy paste buffer
Seems like PyQt4 is the ideal way to go:
Two styles:
In some cases PyQt4 seems to be crippled, so you can also use Tkinter, which seems to work well for extracting from clipboard. Haven't had luck putting stuff in though:
Two styles:
##how to get something into the clipboard / copy/paste buffer from PyQt4 import QtGui QtGui.QApplication.clipboard().setText(textString) ##and to get it back out text = QtGui.QApplication.clipboard().text() ##but it will be a QString so you'll probably want to textString = str(text)
In some cases PyQt4 seems to be crippled, so you can also use Tkinter, which seems to work well for extracting from clipboard. Haven't had luck putting stuff in though:
import Tkinter root = Tkinter.Tk() root.withdraw() # Hide the main window (optional) rawClip = root.clipboard_get()
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