Jump to content

Search the Community

Showing results for tags 'digital asset'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

  1. Hi ! I'm making a digital asset where I want a parameter to disable itself if the opinput 1 is wired to something (just like the Box SOP that disable the size parameter when connected to a geometry). Do you know a way to do so ? NB: I saw that there was already a topic about it, but it is very old and a lot of fields they're talking about doesn't exist anymore. Thanks for your replies !
  2. Hi, I created a material as a digital asset. Works fine. But when I put it inside a material builder it creates totally weird alpha artefacts! (see screenshot). To make sure it's not my asset I created the same situation with a super-simple structure (just a standard principled shader encapsulated as a digital asset and put that in a material builder - see example scene). Same result... Is there something special one needs to do do make a digital material asset work inside a material builder node? digital_asset_material.hiplc johannes_my_asset.hdalc
  3. I have Subnet node name is "subnet1". In "subnet1" i have ROP node.The same name as subnet is "subnet1". When i change my subnet name change the my ROP name too. How to write in "On Name Change" python ? Thank you.
  4. Volumetric Temporal Deflicker 2.1 to Houdini 12.1 to 18.x Deflicker VDB/Fluids by analyzing areas of voxels, creating temporal volume gradients and use this info to interpolate those areas based on temporal volume falloff. It is very good at deflicker slow-motion fluids. Very easy 1 node solution to your flickering fluids or VDBs/volumes in general. Available on Orbolt (normal and studio versions) at https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging Available on Gumroad at https://gum.co/deflicker Rod Tebisx | Senior Creature FX Technical Director at Framestore London Overview:
  5. Hey guys I have an HDA with 2 python SOPs inside. I need a button on the HDA that would trigger a function in one of the python SOPs. I looked at how callback scripts work but it was too confusing. Appreciate it if someone could help me out. Thanks! Cheers defc0n1
  6. Hi, I'm quite new in Houdini and I've been trying to put together a couple digital assets for Unity. What I found and with no luck searching for answers is that the path for a texture map is changing after the digital asset is created or overwritten and therefore stops working. this is before the digital asset: this is after: with the shorter path it won't work anymore, so, is there a way to keep it unchangeable? Any help or a hint of where I could find information would be more than welcome. Thanks!
  7. Hello, I have a particle simulation in Houdini that I exported in a .bgeo sequence and collapsed into a Digital Asset. I import it in Maya using the Houdini Engine plugin, which allows me to load the .bgeo sequence. After shading, my particles are visible both in the viewport and in the Arnold Render View. Everything looks good. But when I try to render them using Render Sequence, they disappear. Same thing for Batch Render. I've tried looking through all the AOVs, using render layers, but my particles just won't render. Is there anything I'm doing wrong? Is the problem coming from the way I export my particles in Houdini, or from Arnold itself? Thanks in advance.
  8. I have a subnet which I intend to transform to a .hda asset. Inside the subnet there are wrangle nodes and some of them include a couple of .h header files from houdini/vex/include folder. Now my question is how can I attatch/embed these header files in the asset so I don't need to copy files separately? 1- Can an asset embed header files and then copy them to a certain folder when a user is installing them? 2- Or maybe I can somehow embed the header files in the asset and then include them in the wrangle nodes with a relative path? Thanks in advance for any suggestions
  9. I am doing a simple "Flag" asset with materials , texture and object embedded. All work nicely except for the "POP wind" node i place in my vellum solver which disappear when i bring the digital asset. All the rest works without a problem. What am i doing wrong?
  10. I created this box mapping digital asset, because there is no simple box mapping option, like you would find in Max for example. This allows you to just rotate, scale and translate the box, and the mapping changes correspondingly. Hope you like it, Cheers!
  11. Hi, I am trying to make a wall generator. A wall is divided into segments and each segment has a @windowType attribute which decides what type of window will be displayed on the wallsegment. The user interface will work as follows. The user has access to 2 sliders: one to select a wallsegment on which the changes will apply and a 'select new type of window' - slider, which allows the user to pick out of 5 presets. The chosen preset will be displayed on the wallsegment. The way I got this to work was by declaring an if-statement stating: if(wallselected == @primnum) { @windowpreset = chi('selectNewTypeOfWindow)'; } This works. But a problem occurs. When I want to select another wallsegment that I want to change, the new preset jumps to the newly selected wallsegment, which means that the previous wallsegment (it's @windowType attribute that is) remains unchanged compared to before. Is there a way to make sure that the preset of a wallsegment remains changed, even when the if-statement isn't applicable anymore? I hope this is somewhat understandable. Thank you for looking into this.
  12. Hi! I`m looking into creating a digital asset of procedural trees, with the idea being to generate a hole bunch of pine trees that you can scatter in a background of a shot for example. I`m sort off lost in the whole procedural way, and the L system is way to complicated for what we are trying to achieve all though that might be something to look into in the future. Also is there a way of copying a line with different length the higher up it goes? Lets say you have a line 8 units long with 10 points, I have grouped every other points and want to copy another line on the grouped points, but I need the length of line to shrink with each copy Any tips would be much appreciated.
  13. Hi! I'm still new to houdini and thanks to some good tutorials and some kind people I'm starting having fun with it I've created a digital asset with a primitive object being extruded with color attribute, everything is working fine. Now I want to be able to control the thickness scale with the color attribute the same way it's working with the distance parameter (with local attributes). > When not contaminated by color the value should remain 1 >when contaminated the value should decrease but I would need to still be able to control the amount of thickness scale (between 0 and 1). I'm not sure what would be the process for this, I tried to set an attribute create named thickness and putting $CR in the value but it seems it's not the way it should be done. extrude_falloff.hipnc.hiplc
  14. Hey everyone I have an ordered menu in my HDA that gets populated by a python script based on an attribute. The name of the menu is data_source: if (geo.attribValue('nHDU') > 1): return ("0", "Primary", "1", "Extension") else: return ("0", "Primary") I'm trying to access this token value from an internal python node using this: value = hou.evalParm("../data_source") Now I know for sure that the nHDU value is >1 and the two menu items are being populated. Problem is, no matter what I select on the menu, I always get a value 0. It works if I add it directly to the ordered menu without using a script. But that defeats the purpose because it should depend on the attribute nHDU. Could someone tell me what's happening here? Thanks.
  15. Hello, I'm creating a digital asset publication system, and I want to be able to prevent artists from changing the asset's parameters outside of the system. So basically, I want my assets to be just like SideFX's digital assets, in the sense that you can't modify the Type Properties, you can only add spare parameters. But then when they use my "Modify" button, the Type Properties dialog unlocks and they can edit the base definition. Then "publishing" the asset re-locks the Type Properties. How can this be achieved? I immediately went to hou.hda.setSafeguardHDAs(), but that makes it so NO asset can be modified; I just want our custom assets to be modified through the new system. Chris
  16. Hello all, I am creating a digital asset , and want to set default values for the parameters I can set default values manually for each of the parameters but it will be very useful if there is any way to query the current values of the parameters and set that as default value,hope someone will help me.. Thanks..
  17. Hi So I have an asset created at Obj level, and I want it to be avaible in the Sop context, so I tried by changing the the context from Obj to Sop (see attachment) and then matched the current definition and loaded the asset in a new scene, but it still appears in the obj context...any tips on how to sort this out?
  18. Hi! I'm using houdini engine with cinema 4D. I've got several C4D projects with a hda that read files. When I just click on render, my scene is rendered perfect, but when I added my project to render queue, C4D alerts me that it doesn't found my digital asset and I need to render several projects during the night and I cannot be all the time in front of the computer waiting until one project finished render to click and render the other project. Does anyone knows if there is a way to solve this?? Thanks!!
  19. Hey everyone, Sorry I've been bombarding the forums with questions in the past days. I want to know if it's possible for a digital asset to have a camera embedded in itself? I'm attaching an example file, it doesn't work in this scenario, I wanted to know if anyone has ever done this and what's the right way to do this. Basically I want to have a "object network" in my subnet and inside that I want to have a camera that has some specific properties, My problem is that first of all I can not switch to my camera in my viewport and what is worse is than when I render with that camera I get nothing. Thanks CameraInHDA.hipnc
  20. Hi guys, I'm building a DA where the user is allowed to paint Cd values from 0 - 1 onto a mesh. Later I have a poly wire sop that should allow the user to either type in a radius by hand or use his painted values. $CR works just fine until I create an interface for the DA and drag that "radius" parameter to the interface. When I now type $CR or use point() expression (which errors out too) it won't work. As I'm quite new to building DAs I'm sure this is just a beginner's fault and easy to fix. Thanks I attached a small example scene. polyWire.hipnc
  21. How use functions from this sections of digital asset (see picture) i'm trying some variants like: hou.pwd().hdaModule.PythonModule.my_function() not working. please help...
  22. Hi,guys, I am trying to build a digital asset here,It's a asset inside shader,I mean it's at vex builder level. And now I want there to be some parameter which link to a rotation of an object level camera. Because the rotation keep changing,so I must like write a expression for the parameter of the DA. And here is the problem,it seems that I can't write expression at vex builder level,it does not update. I know I can promote parameter to shader level,but I do want to keep it at my digital asset which is at vex builder level. So,how can I get that changing data and make it work for my digital asset? I did some test,maybe someone can check my test scene(houdini14) and help. Thank you guys. Peng.
  23. Hello friends: It has been a long time since my last visit to this website, I have some questions about create Digital Asset parameter interface. In a subnetwork context, I create a attribute wrangle, and write some script about primitive attribute in VEXpression. Now I want to put the two attribute(constraint_name and constraint_type)into the parameter interface. But I can not find the two attributes under the attributewrangle node. So how can I do this job? Thank you in advance!
  24. I'm building a crowd simulation system by creating custom VEX operators being cooked in a SOP simulation. Along with implementing basic behaviours(arrive,separation,cohesion,alignment,obstacle-avoidance,wander,leader following etc.) by manipulating point positions being accessed from the amazing Houdini point cloud feature, I'm working on a path-following behaviour. I'd like the user to be able to define his own path, a curve rather(as I'm using a curve to define a path), is there anyway I can make my digital asset user-driven, wherein the user can have an option to simply draw up the curve on the grid? If I found nothing, I would let the user load up an image file with a path drawn on it, and let that form the path to be followed, but I'd have to somehow scatter points(after tracing it) in such a way that they form path-like connected line-segments(even if they might not be curves, it'll still work if I can simply get to access the points forming the line-segments of the path). But I'm sure someone can come up with a far better solution than that, really looking forward to it! (It's eating the insides of my brain now!!) Thanks! Cheers
  25. Hi folks, I'm proud to announce the newest update of my digital asset, mbPlumage. Let me know what you think about it. For more info, please visit http://tools.haybyte.com/ The asset is available on orbolt. Cheers, Michael
×
×
  • Create New...