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Found 17 results

  1. 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
  2. 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
  3. 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.
  4. 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
  5. 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..
  6. 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?
  7. 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!!
  8. 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
  9. 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
  10. 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
  11. 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...
  12. 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.
  13. 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!
  14. 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
  15. 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
  16. Hello, I am creating a digital asset at /obj level rather than geometry level. This is to be able to have multiple geometries inside a master HDA. When I create HDA inside Geometry node, the subnet and resulting HDA don't have any parms. However, when created at /obj level the HDA keeps parms under "Transform" and "Subnet" tabs. How can I get rid of those? Deleting them in Operator Type Properties doesn't help. Only folders are removed but all parms remains. Thanks
  17. Sorry to be bombarding the forum with loads of questions lately, Houdini is pretty big and I'm running into a lot of walls (and I haven't slept or eaten in about 30 hours too). 1. I'd like to create an OTL which generates a bunch of geometry based on a bunch of settings 2. Then I'd like to create a number of instances of this OTL in the root on the scene level (/obj). 3. I'll adjust the different instances to different settings. 4. Then I want to export the geometry from each instance (the OTL has a ROP network inside it). I'm running into two problems: 1. I've linked the export settings to the OTL interface, but when I press the Render or Render Control buttons nothing happens. However if I dive inside the OTL, and go down all the way to the ROP Network, then if I press RENDER on the OTL interface it renders! But i have to be inside the ROP Network otherwise it does nothing. 2. I understand that inside a ROP network you can link nodes and they trigger one another and you can daisy chain renders. But what I would like to do, is arbitrarily trigger the export of two different instances. E.g. I have 5 instance of my OTL in my scene. I play with the settings of them, and then I go off on a break, and I'd like instance 1, 3, and 4 and to start exporting. Is this possible? THey are in separate ROPnetworks, each inside their own instance of the OTL? I've attached a really simplified example of my setup: OTL is at scene level, and contains a geo node, and a rop network. In the root I have bunch of instances. cheers, msaTestRop.zip
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