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Found 61 results

  1. Hey there ! I want to show a tooltip (like the Help box at the bottom of the Parameter tab) for each of the Ordered Menu's items. Is it possible ? Thanks !
  2. Notice that i am not well at English, thanks to you guys to look my topic... I made a digital assets that need to show the inside geo but not the output one. I know that appoint the target geo use Guide Geometry at the node tab of type properties will work, but it only works if the hda is selected, like bend sop (or others) do so I have to add another output to hda, and connected with a null node and template it to always show the target geo. But I really do not want to achieve the aim use this method. Does anybody knows other way to always show geo guide whether the hda is or not selected? Thank you.
  3. Im currently using multiple geometry inputs from Unreal into an HDA via the + symbol on the HDA rollout. It works fine for passing the separate assets into the HDA, but I'm trying to separate the geometry so I can randomize which object I use at different parts of the HDA. The documentation states: “When there is more than one geometry set as input, the geometries can be differentiated in the Digital Asset with the Unreal to Houdini attribute unreal_input_mesh_name which is created on the input geometry primitives.” This is great, except that I'm trying to make the HDA procedural in that I dont want to have to manually separate the inputs inside of houdini based on an exact mesh string attribute value because the tool could have infinite amounts of inputs. Ideally the marshalling from Unreal to Houdini would include an index of the asset as a primitive attribute as well but currently it doesnt. I was trying to figure out a way to compare strings in such a way that I dont have to specify exact values as that defeats the purpose of being able to change the inputs in Unreal on the fly, but I cant really come up with clean way to convert the unique string attributes into a usable format. Connectivity SOP would work except that some of the input assets are made of multiple subobjects so that doesnt work in this case. The only attribute differentiating the input assets from Unreal is that prim string attribute 'unreal_input_mesh_name' which is an exact reference of the mesh in the content browser in Unreal. Any ideas on how to split primitives into a group or assign an attribute based solely on a unique string value?
  4. Hello all, I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window. First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405. Any help would be appreciated. Thanks!
  5. Hi there, I have a python script which traverses a subnetworks GEO nodes and adds a new node (which is a HDA) via createOutputNode. The added node itself is bypassed, so it should not cook (yet). The problem I'm having is that the creation of the HDA nodes takes 0.5 seconds each and the subnetwork (created from a CAD file in another step before) can have several thousand GEO nodes. This results in extreme loading times and very slugish UI performance even with 64 GB of memory. If I leave out the creation of the HDA at each GEO node of the subnetwork, the issues with performance and crashiness are gone. (Please note, that the HDA node is bypassed in the above case and will not cook). The reason why I'm adding the HDA into the GEO nodes of the subnetwork is that I need to export the subnetwork later on via a FBX ROP for example with all the NULL nodes (e.g. transform hierarchy) still intact. Adding the HDA at the "end" of the GEOs node pipeline allows me to do this. Basically the HDA processed incoming geo and adds UVs, polyreduces and bakes textures for the individual GEO nodes of the network. I already tried to rewrite/rewire the HDA to be able to iterate over primitive attributes such as "path" and have the whole content of the subnetwork processed from a single HDA instance. This works, but I'm loosing the link to the subnetwork and have to write out many individual FBX files etc. Now my question: Is it possible to speed up the creation of the HDA node somehow? I already tried setting the updatemode to manual, which did not change the creation time. Copying instead of creating maybe?
  6. new parmTemplateGroup

    i am creating a new HDA with python and unfurtunally doesnt use the parms that are in the subnet, so how can i create a blank new parmTemplate so later on i can add the spare parameters to it? thanks guys.
  7. Hi everyone, I need to be able to change a value inside my otl based on any parameter change of the otl. Is there a method to check that? Cheers, Kim
  8. Hi everyone, I need to be able to change a value inside my otl based on any parameter change of the otl. Is there a method to check that? Cheers, Kim
  9. Hi, When you select a node, and press enter in the Viewport, if you right-click, you have have access to a menu. How do you create / modify that menu for HDAs? Thank you, Ryuji
  10. Hi, bit confused how I would go about setting a conditional statement (like you do in the 'Hide When' field) but for my default value? Anyone done this? edit: yea i was overthinking that, just needed to type a normal if statement expression in for the default.
  11. Hey everyone, My procedural ice tool is now on Gumroad! https://gum.co/icetool Enjoy!
  12. Hello, I am currently working on a digital asset and I seem to have hit a wall. I would like the user to be able to select the points (to be used within the hda) from the viewport. Similar to what you can do with a delete operator using the arrow. However I am not able to implement this particle interface element (see pictured…arrow circled) and was wondering if anyone has any ideas on how to make this happen. Thanks, Rushil
  13. Hello all, I'm currently working on a digital asset that creates sections from a given model. Each of these sections will have different values for different sections (the attribute values of all points within a section remain the same). Since the number of sections can vary, I've decided to go with the multiparm list to handle input. Since I've never used the multiparm before, I'm not sure how I can use these values within the HDA. From what I've been able to find here and on odforce, python seems like a good way to go. I've never used python in houdini so I'm a bit lost. How would I use python to accept the user values and set it for the points of the corresponding sections? Any help or leads will be extremely helpful. Pictures attached. Thanks, Rushil
  14. Autorig/HDA Issue

    Hello, I was having trouble generating my autorig, getting the message “autorig failed to generate”. But what was worse was that if I opened my previous file and attempted to either; load autorig from current session, create new autorig from current session, or create new autorig from hda file on disk, the autorig was not aligned or labelled correctly.I'm attaching my file, any advice would be greatly appreciated, thank you. ToastGuy_b_rig_asset ToastGuy_b.json ToastRig8.hip
  15. UE4 Curve Controls Bug/Issue

    Hey all. I've built quite a few Houdini assets for use in UE4. Some of them involve using curves as inputs, whereas I have the Curve node set as Editable in the asset, so you can move the points in unreal. I'm having an issue where I can use the assets as they're intended to be upon opening the project, but if I switch to working with regular meshes then come back to the HDAs, the curve handles are gone. In the documentation, it is mentioned that you just have to select an object with curve controls enabled in order to be able to select the curve points and transform them individually. There is a warning about items that have multiple components besides a curve component being difficult to select (i.e. things with mesh, collision, etc). The recommended solution is using the world outliner to select the curve objects, but obviously that doesn't work for Houdini assets as they are just one item in the outline. Am I missing something about component selection modes in UE4? It's fixable by reopening the project, but that's a little bit excessive to close and reopen projects just to have functionality with my curves on HDAs. Should I switch over to actual curve input from unreal using an object merge? Is that input method more dependable to re-select the asset and adjust curves after the initial drop-in? I can provide HDAs or video demonstrations if needed.
  16. Global variable using python

    Hi guys Can you set global variables using python within an HDA? I have an ordered menu that is being populated by a python menu script. Is it possible to set a global variable from in there? Thanks!
  17. 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.
  18. 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
  19. KS_Feather

    I want to share a little tool I made for grooming feathers. Its a set of 6 nodes, one base node and 5 modifiers. Super easy to use. Just connect them and.. there you go - you got yourself a pretty little feather. You can layer modifiers as many as you want. Any feedback is super appreciated. https://www.dropbox.com/sh/8v05sgdlo5erh0b/AADSfadqkxgPOBVeaGr2O49Oa?dl=0
  20. So I'm making a HDA wich has a color sop inside of it, of wich Im using the group field, thats why I need to acces this field at the upper level (the HDA interface). So to to do this, when building the HDA interface I dragged that field directly from the color sop to the HDA interface, (pic1/3)but when I try to use it from the HDA it throws this error (pic2), wich I guess is referencing this code inside the group's script (pic4). I've never messed around with this kind of stuff, how can I solve this?
  21. If I have parameters on digital assets that are expressions I sometimes find it useful to have another parameter that shows the result of the expression. I can obviously middle mouse on a parameter to show the evaluated result but is there a way to show the evaluated result by default? I feel like the answer is no so my solution would be to use callbacks for any parameter that affects the expression then update the 'result' parameter as a raw string, unless anyone has a better suggestion?
  22. There are various event handlers you can use with HDA's (like onCreated, onInputChanged etc.) but I can't seem to find one that can be used as a callback for when the output connection of the HDA changes.. Basically i'm trying to create a custom version of the gas disturbance, part of which has the option to visualise the block size of the disturbance (just with coloured points on a grid). So I was thinking I would use an event handler on the HDA to know when it was connected and then in python traverse down the children to find the solver then traverse back up to find the smoke object so I can get the size and center to position the grid correctly. Is this possible? Is this a stupid idea?
  23. Hey Guys! I have a pretty newbie question about some Python and HDA interaction. So in a nutshell I'm trying to create an HDA with implemented Python script which does the following: 1. I have an Original Geo, which is object merged in my HDA. 2. I select some primitives on my original geo (or on the HDA). 3. After I selected my primitives, with a press of a button on my HDA, the selected primitives will be added to a group's pattern parameter inside my HDA. 4. And of course it would be great if this could work with a relative reference, so if I copy my HDA multiple times it'll update the groups within the correct HDA. I have this code so far: import toolutils viewer = toolutils.sceneViewer() geo = viewer.selectGeometry() s = geo.mergedSelectionString() # How can I make THIS PATH relative reference? n = hou.parm('/obj/Colorzied_Geo_Asset_1/Colorized_GEO/group1/pattern') n.set(s) I put together a pretty simple example file and the hda, which will hopefully help you guys understand what I'm trying to achieve. In case my explanation is a little confusing. selectedPrims_python_problem_v001.hip colorzied_geo_asset.hda Any help or nudge in the right direction would be greatly appreciated! Thanks in advance! Best, Laszlo
  24. 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
  25. Write(Modify) Extra File in HDAs

    Hi, there. I have some HDAs that use an external python module. I'd like to package the module into the HDAs so that external files are not necessary to use them. Currently I am embedding the python module using the “Custom Script” event handler, and I want to read file from “Extra Files” Tab. I want to write & read files from HDA's Extra Files Tab. Because I don't want to write & read files from External Directory. If I changed computer, I should move not only HDA asset but related External Files. I want to embed all files related to HDA. The Extra File is just txt file or json file. I already ask same question to sidefx forum. But, I receive some useful tips. I try HDADefinition Module but I cannot find to write in HDA. I spend about two weeks.. otl OTL Is there any way to write in the HDA's Extra Files? Link I asked same question
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