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Everything posted by millag

  1. I haven't been able to find any examples of custom SOP's that include custom handles or manipulators in the 3D viewport, but there are some build in SOPs that use custom manipulators. For example, PolyExtrude has a line that, when clicked and dragged, changes the depth value. Other examples are Edit, Paint, Spay Paint nodes. I'm interested in making a cumulative node that would manipulate/alter the geometry by a custom viewport handle. Can someone point me in the right direction? Is this even possible to do with HDK or python API?
  2. This seems would be of great help to me, thank you so much for the links.
  3. that's disappointing. How about the build in brush handle can I attach to it and handle input by myself?
  4. Hi guys, Is it possible to use custom Qt widgets for node parameters instead of the predefined look you get from parameter templates? Also is there a way to use Qt widget for a pop up directly without using ui scripts? Cheers, Mila.
  5. Custom Qt widgets

    To update this thread in case anyone is looking into embedding custom Qt widgets directly in the node's parameter pane. This seems is not possible. I've asked SideFX about this while ago so here's their answer:
  6. You should take a look at this: http://archive.sidefx.com/docs/hdk15.5/_h_d_k__geometry__g_e_oio.html I think this would be the cleanest way to get your data in/out of Houdini.
  7. Hi, What's the output of your sop - custom primitives? You could create custom packed primitive for each object with viewportlod set to box and initialize its bounding box. Cheers, Mila.
  8. VEX new data types

    Hi, Not sure if that helps at all but you may use custom structs to initialize instances of your c++ classes? Cheers, Mila.
  9. Hello, I'm trying find out a way to detect if the geometry inside OBJ_Geometry network has changed in some way. I've tried adding callback on the object node and checking for these events: OP_CHILD_SWITCHED OP_COOKING_CHANGED But none of them gives me what I want... Is it possible to detect geometry changes regardless of what is the current/render/display SOP ? Thanks, Mila.
  10. May be this thread will answer your question: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35230&sid=999ba8f96ccf0d8105782f48e174640a
  11. Global variables are evil ! I still don't understand what you want to achieve exactly? If the value you want to set as color doesn't vary per point/vertex why not store it as a spare parameter on the node (you may hide if you wish) and on cook read whatever is stored in the parameter...
  12. My understanding is that you can't - gdp is recreated on every cook and your SOP acts like filter on the geometry. May be you could create and store in your SOP a GA_Attribute on callback and then duplicate it in the GU_Detail on cook? Sorry, seems I can't help.
  13. Houdini crashes because you are not releasing the detail lock. I might be wrong but I think the detail (including all attributes) gets overwritten on the next cook. Have you tried setting the "Cd" attribute on cook?
  14. Hi there, I'm experimenting with viewport rendering in houdini using glsl shaders. I'm also a bit new to houdini concepts so this is turning into a nightmare. I would like to create a custom light similar to the environment light and visualize it in the viewport. Now for geometry I can create GLSL shop and set it as material but for light objects this doesn't work. Does anyone have idea how to achieve this? Thanks, Mila
  15. Hi, I'm having problems with promoting parameters and inputs from a custom VOP node. So far I haven't been able to find any info on what is needed for the default mechanism(middle click ->Promote parameter) in houdini to work. To be more specific I have a shop network where only my custom VOP nodes are allowed plus the houdini's "Parameter" VOP. I would like to be able to promote the parameters/inputs from any VOP inside as parameter to the parent shop node as you can do when using material builder, but can't get my head around this. So far my attempts are failing with houdini crashing with: Crash report from milagrigorova; Houdini FX Version [linux-x86_64-gcc4.8] Uptime 42 seconds Mon Nov 2 17:03:51 2015 Caught signal 11 Traceback from 7371 ThreadId=0x7f7821b37240 _ZN12AP_Interface14coreDumpChaserE18UTsignalHandlerArg <libHoudiniUI.so> _ZN12AP_Interface15si_CrashHandler6chaserE18UTsignalHandlerArg <libHoudiniUI.so> _ZL14signalCallback18UTsignalHandlerArg <libHoudiniUT.so> _ZNK9UT_Signal21UT_ComboSignalHandlerclEiP7siginfoPv <libHoudiniUT.so> _ZN9UT_Signal13processSignalEiP7siginfoPv <libHoudiniUT.so> _L_unlock_13 <libpthread.so.0> _ZN17VOP_ParmGenerator9opChangedE12OP_EventTypePv <libHoudiniOP1.so> _ZN8VOP_Node10insertNodeEiPKcbS1_ <libHoudiniOP1.so> _ZN8VOP_Node19insertParmGeneratorEiNS_16InputParmGenTypeE <libHoudiniOP1.so> _ZN11PSI2_Dialog20handleVopEffectsMenuEP8UI_Event <libHoudiniAPPS2.so> _ZN15FUSE_ShaderTile20handleVopEffectsMenuEP8UI_Event <libHoudiniAPPS3.so> _ZN8UI_Queue16processNextEventEv <libHoudiniUI.so> _ZN8UI_Queue5drainEv <libHoudiniUI.so> _ZN8UI_Queue9eventLoopEv <libHoudiniUI.so> main <libHoudiniUI.so> __libc_start_main (libc-start.c:287) _start <houdini-bin>
  16. Hi, thank you for the reply. I did submit a bug report about this. Hopefully it's something I'm not doing correctly when implementing my VOPs. Cheers