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LaidlawFX last won the day on April 6

LaidlawFX had the most liked content!

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About LaidlawFX

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    Houdini Master
  • Birthday 02/23/1985

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    Toronto, ON
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    Getting away from the computer
  1. I don't think there is much of a major speed difference. You'll still be better off with iron py and other similar branches that have more compiled components. Python 3+ will get all the latest and greatest stuff so it might be faster in a lot of ways, but nothing comparable to the difference between other languages. You can theoretically use your own python with Houdini, if you wanted to a different library, and then just import the hou module. Generally this is a lot more work to maintain, but bigger studios have a few good reasons to do this depending on their internal library of tools they developed over the years.
  2. All CG companies and softwares work in 2.7, very few have made the switch to 3+. Plus you can do print("Hello World") in Houdini, so you'll need a more complex example For some one learning python it really doesn't matter if they learn 3+ vs 2.7. The differences are extremely small for intro learning, and one stack overflow question away.
  3. Yeah it's the same python. Houdini only adds the hou module, i.e. HOM. That allows you to manipulate houdini functions and classes. So you can learn the basics of python anywhere. Have fun
  4. Houdini 17 Wishlist

    I had to respond with a meme, there was no choice, lol.
  5. Houdini stopped working

    Rename your personal preference directory and let it rebuild the next startup. If that fixes it, there is crap in there. Otherwise uninstall and reinstall, the software. It won't take long, plus you can get a newer production build while you are at it.
  6. Happy 10th Birthday Od[force]

    Digging back in time... Odforce is 20yrs old, damn man.
  7. Loop Particles for Geo Instances

    Just use the loop Make Loop from the game development tool shelf, it's just a fancy blend shape anyways. It will do your tick with less hassle, than solving it in DOPs.
  8. Unreal landscape hole

    It would be some type of attribute passed out with the mesh/height field that unreal would know to interpret as holes in their height mask. I don't work in Unreal, but it should be possible, whether or not it is off the shelf is another story. Do you know how to put the holes in Unreal's heightfield already? You need to be able to mimic that attribute in unreal, and make sure Houdini pushes that value through.
  9. Cluster node

    Attached is an example file: ClusterExample.hip voronoifracture0 has no clustering information as the comparison. voronoifracture1 is using the internal clustering defined by the added cluster noise. voronoifracture2 is using the external cluster sop to define the cluster with the cluster pieces turned on and the add cluster noise turned off so it doesn't override the input.
  10. Cluster node

    Apply the cluster sop to your point cloud before hand. Inside the voronoi it uses the cluster attribute to combine like valued fields. If the attribute exist it will skip the once created in the attribute. I believe the values run from 0-1 in the float range. Look at the subnet inside called calculate_clustering & perform_clustering
  11. Alembic import/export

    You may need to make a simplified example scene to demo the issue. I'm guessing it's specific to your setup.
  12. Houdini 17 Wishlist

    To go along with this and the general integration of more GPU performance boost to mantra. Having some decent drop down PRESETs on the mantra ROP. It's still a black art to most people how to tune a render engine, thus the love of Redshift and other GPU renderers wysiwyg style. So having a drop down menu with general studio presets built would be nice. Having them set to be like Redshift out of the box would be cool by default. We had those at R&H and I have installed them at most studio's I've rendered at. It would be cool if they were out of the box there. The same concept was in play for mental ray in the day. Settings could be something silly like: GPU Fast, Subdivision Optimized, Volume Optimized, Diamonds are forever, Lighting Hell, etc... or even the standard, Dailies, and Production renders. You can even hide different Parameter setttings for the different modes, showing simpler interfaces with less options for each method. As only some parameters makes sense in certain combo's for certain lighting setups. People don't want to read a render engine book to know how to fine tune Mantra.
  13. Houdini 17 Wishlist

    I want all the hscript and expression scripts as listed in the help, to have the equivalent python hom version referenced next to them, perhaps an example script if something is just a few lines of code. Might as well have the vex one's too where applicable. Also maybe have the new hom/vex references point back at their old counterparts, too. I'm not saying depreciate expression and hscript at this point, but it is really test my googling skills when I want to find the equivalent python/vex version. Sometimes you have to do something silly in one language that may not be optimal in a certain case, but would simplify the whole operation otherwise, instead of you jumping in and out of multiple languages and context to do it.
  14. Getting Houdini Global Vars With Python

    For those that the internet has brought them back to this thread SideFX did implement this at some point. hou.getenv http://www.sidefx.com/docs/houdini/hom/hou/getenv hou.putenv() http://www.sidefx.com/docs/houdini/hom/hou/putenv.html hou.unsetenv() http://www.sidefx.com/docs/houdini/hom/hou/unsetenv.html