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Found 26 results

  1. Import HDA/OTL to UE4 not working

    Hey all, I am trying to import my OTL into UE4 using 15.5 (NC) using this tutorial here and when i get to the part where i bring the asset into the UE4 project all i get is the Houdini logo in the viewport. I can move the asset around but it never updates to what my asset is (a test building). Does anyone have an idea what could be causing this?
  2. It would be great to have a centralised official document on setting up Houdini in a production pipeline.. I am currently setting HOUDINI_PATH in houdini.env so that the whole studio can have access to OTLs, prefs, presets, toolbars etc Is it bad practice to append to HOUDINI_PATH? (some posts seem to suggest so..) I am using windows and I have mimicked the folder structure that is in My Documents\houdini##.# folder. I do have access otls that are stored within the otls folder however I can't seem to get the preferences working. My houdini.env is currently: HVER = 16 HOUDINI_PATH = S:/3D_globalSettings/houdini/$HVER;& I've added a hchannel.pref.nosave to the specified folder and i'm trying to set the start and end frame, i.e.: pref.frame_end := 1201; pref.frame_start := 1001; Is this the best approach or should I use hou.putenv in a 123.py for example?
  3. 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
  4. 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
  5. New Operator Types

    Hi all, I'm attempting to make a new operator, and I'm still relatively new to Houdini in this regard, so every time I see this interface I am always left with some questions, as there seems to be no list in the documentation about why the operators are broken up into these 'Operator Styles' and 'Network Types', e.g. Why are these particular 'Operator Styles' the ones available? Are they presets, or are they fundamentally different in some way? Is a 'VEX Type' 'Geometry operator' different from a 'Python Type' 'Geometry operator'? And is that different from a 'Subnet Type' 'Geometry operator'? 'Python Type' is one of the Styles, but I thought all operators were implemented in Python - does this type mean something else? The documentation on the New Operator Type doesn't answer theses questions. I'm currently trying to write a particle cache exporter, so I though it needs to be an 'Output Driver Type', but if I do that the callback script option is greyed out.
  6. Hi I have an otl where i would like certain items/nodes not to be updated when i update to the latest version. E.g, a paint node where i dont want to loose custom painted values or some custom file cache nodes where i dont want the versions to be updated. ?
  7. 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..
  8. Hey. Did anyone experience problems with HOUDINI_OPNAMESPACE_HIERARCHY ? I used this variable before and don't remember that i had any problems with it, however i can't make it work in latest build: https://www.sidefx.com/forum/topic/37903/ Having op::0.1 and op::0.2 and HOUDINI_OPNAMESPACE_HIERARCHY = "op::0.1" i always get op::0.2 created by default. https://www.sidefx.com/docs/houdini/assets/namespaces Does the behavior of HOUDINI_OPNAMESPACE_HIERARCHY changed recently?
  9. Hi Is there any way to create a custom local Variable that only accesible - and altered within a node (hda)? I would like to store some data (dictionary) and access it over and over again in a node with a custom variable such as $MYVAR. Thanks
  10. Hi, can someone help me with this: I need to make a digital asset, from an existing one (with a few changes of course) I stupidly duplicated the .otl file, with a different name, and tried to install asset library with the new duplicate file, but It show red in the install digital asset library window and modify all the node created by the original asset. I should learn more about .otl but unfortunately, I'm in a rush for a project, so If anyone can point me to the right direction ... that would be Great! thanks!
  11. How to create black box asset use python ? Thanks in advance
  12. Hello Is it possible somehow put images on Digital Asset UI? Put them as icons for buttons, or even just pictures as labels. QT allow to use images almost everywhere, maybe there is some QT hack fot HDA gui? thank you
  13. Hi Everyone, I'm making an OTL tool for some artists here at work and I've run into an issue. I have some default keyframes applied to certain fields that I would like to save with my OTL. Unfortunately when the OTL is placed these keyframes are removed. Is this possible? Thanks
  14. Let's say I have an asset I have created with a number of dependencies to the files system, from ready flies, to caches, to creating point clouds and a not trivial (aka linear) approach in which the asset, based on certain conditions or user selection does one thing or another. If I want to publish this assets and all its dependencies to a repository I will have to traverse this, potentially, huge network with subnetworks inside (think Chops inside Sops for example) and rewire all these paths, move files to the repository and then export the asset. My feeling is that this particular task is kind of done in the Render Pre-flight but I wonder if it is accessible and more important, is this the best way to address a more compartmentalised pipeline? How are you guys approaching this? any suggestion? thanks in advance and hope this thread becomes a source of inspiration for everybody.
  15. Hi! Cant find information about how to create empty folder with python inside digital asset parameters. I have a python callback script and at the end i'd like to create folder named, for example, Animation. Just it right now, no parameters inside, only empty folder inside asset. Did anyone know how to make it? That's what i am talkig about.
  16. Hi, we're looking into hqueue and noticed that hqueue clients don't inherit the environment or the otl paths. i.e. otls stored on ~/houdini14.0/otl are not made available to the client. (I'm having a look at the hqueue docs but can't find anything regarding this. Also manually adding the otl_scan_path variable in the hqueue rop and submitting a job doesn't seem to pass the variable to the client on the farm.) Is there a way to configure hqueue so that clients would launch a specific wrapper? or simply inherit the current environment including otl_scan_path? Thanks for your help L
  17. Hello, Is there a way to set an otls scan path per hip file ? Thank papi
  18. I'm working in Windows. We've gotten HQueue running on 5 different machines. I've built a few OTLs that are stored on the server and accessible by the farm machines, but the farm doesn't seem to be seeing them. What's the proper workflow for this issue? I'm currently trying to figure out how to append there directory to the HOUDINI_OTLSCAN_PATH variable, but I can't find it listed anywhere. When adding the OTLs I'm "Adding to scanned OTL Directories", but on restart they are moved to a "Fallback Library" which sounds questionable... lol
  19. Hi! I've created a VEX code that I've wrapped as an OTL digital asset with a nice parameter interface - all based off a VOPSOP. Now I want to add a parameter to the VEX code and have that parameter be part of my nicely arranged parameter interface. However when I added the parameter to the function definition and created an identically named parameter through the type properties interface, the parameter doesn't change the behavior of the code at all. Now when I check the "Get Properties from Vex Code" box, my nice parameter interface disappears and gets substituted with whatever parameter is defined in the Vex code including my new parameter, which alters the behavior of the code the way I'd expect. So how can add a parameter to my VEX code without having to get rid of my custom parameters? Thanks a lot, Nhat
  20. 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
  21. Hi, I have a question about an otl handle. I want get the handle from it's inside polyextrude node. But I don't know how can I export it. I manually made handle and mapping to polyextrude node (from Type Property > handles) . but it appears in a wrong place. Is there any good method for this? I will upload my scene. Thank you! hairfarm.hipnc
  22. Hi! I'm currently having a big problem converting my tool into an OTL for use in Maya through the Houdini Engine. I use Chops in the tool and mainly the Foreach_Iteration node is giving me a hard time. I've already searched through quite some forums, but so far no luck. Also, so far, I haven't seen anybody else with the same problem. I've created a test file for this issue to show you whats going on. Mainly any tool, which uses the foreach chop, doesn't allow me to convert it into an OTL. The first error that I get is about the use of absolute paths. But when I fix this (delete the Export Prefx (../../..) in each chop node) I'm still getting a "Missing token" error: Error: Missing token : "{ subnet1/chopnet1/foreach1/Foreach_Iteration". Can someone help me with tackling this issue? Thanks in advance!! ChopsInOTLTest01.hipnc
  23. Like title says. Even simple OTL that wraps two fuseSOP's that create extended fuse, without any tricks, just some parameters exported to OTL. The same OTL I can import with "Install Digital Asset Library" but then when I try to use it in viewport it freezes it (can't move camera) till I press Enter. Anyone else have similar problems?
  24. Hi guys. You remember Ivy_generator? I fixed some bugs in it and compile it for Linux 64. Also I created a digital asset for animating it. The exported obj files must first converted by hobj.py to a cleaner houdini friendly obj file. Download ORIGINAL 32bit linux version and replace my compiled version with original one. Have Fun and let me know if you have problems in using it. fa_ivy_tool_v4.otl.tar.gz IvyGenerator.tar.gz hobj.0.1.3.py.tar.gz
  25. The problem : Give the user the ability to pick a sop from an otl to use as the basis of instancing. Allow the user to also put expressions in the path I was looking through the forum at various ways to solve this problem, and what came up most was the evals(chsraw("../somenode..")) method. now perhaps my implementation was wrong, but it seemed like I could not get this expression working if it was a straight string that pointed at a sop, but it worked if my otl level path was something like : Worked : "/obj/firehydrant_"+($PT%2+1) Did Not Work : /obj/firehydrant I could get it working for either method but not both. The Solution was to create a switch node and use the following expression in it : if(opexist(chs("../regular_path/instancepath")), 1, 2) I added an empty add node to it, as a trick to keep the switch from erroring out. What the expression does is just look at the path and see if it can find the sop (is it a direct path) if it can't it assumes that the input is an expression and tries the 3rd input which evaluates the path with : evals(chsraw("../instanced_Geo")) If I am doing this wrong, please let me know. If this help then I am glad I shared it. Cheers, Ali