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Search the Community: Showing results for tags 'ui'.



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Found 12 results

  1. I was walking by a buddies machine the other day, and saw this as his houdini UI theme. I asked if he would share it. so here it is Slate_houdiniTheme.zip
  2. I am looking into installing VEX syntax and Exhelp for Sublime text and that is easy and nice, but I realized I don't know of a good way to actually connect Sublime text to Houdini. Copy pasteing the code between Sublime text and Houdini everytime I want to test something seems like a pain. It would be so inconvinient that I wonder whether Sublime Text would be worth the effort. So how do you use it? Is there a way to hook Houdini and Sublime Text up to each other for a direct connection?
  3. Hi all I wanted to ask if anyone has come across having a super laggy interface. when I change the size of the viewports or the network tab has a laggy response. I just added a 4k monitor. have 3x titan x cards and 1 Quadro m4000. all updated drivers. any ideas?
  4. Hi all I wanted to ask if anyone has come across having a super laggy interface. when I change the size of the viewports or the network tab has a laggy response. I just added a 4k monitor. have 3x titan x cards and 1 Quadro m4000. all updated drivers. any ideas?
  5. Hello dear community, I am having trouble scripting a second button on my hda. Both functions for the two buttons have been defined in the OnCreate callback in the scripts tab. While the first one is working fine, clicking the second one throws an error, saying the function or attribute defined in the parameter settings is not available. The callback-parameter for the first button has the value: kwargs["node"].hdaModule().OnCreateCurveButtonPressed() The second one has the parameter: kwargs["node"].hdaModule().OnCreateSectorsButtonPressed() And this is the error message that the console throws: Traceback (most recent call last): File "<stdin>", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.607/houdini/python2.7libs\hou.py", line 23413, in __getattr__ def _SIDEEF_getattr__(*args): return _hou.HDAModule___getattr__(*args) AttributeError: 'module' object has no attribute 'OnCreateSectorsButtonPressed' Does anybody know whats causing this?
  6. I'm new to Houdini pipeline and I'm starting to port a Maya pipeline tool over to Houdini. Everything is working great but the tooltip windows aren't appearing in the right positions. I've used Paul Winex's MSE and hqt as a reference to see how Houdini is working with windows, if there are any other learning resources out there let me know! 1) The popups are supposed to lock onto the edge of the panel, but it looks like they're offsetting from the left edge of my center monitor (in a 3 monitor setup). No matter where I move the main Houdini window, the popups still appear in the same spots. 2) There's only 1 UI element that creates a popup correctly, but it gets hidden behind Houdini's main viewport. Tearing off my tool's panel doesn't resolve any of these problems. I'm getting the parent window in Houdini like so: class Build( QtGui.QWidget ): '''Main functions to build UI.''' def __init__(self, parent = hou.ui.mainQtWindow()): super( Build, self ).__init__( parent ) My tool works fine when getting the parent window in Maya like so: ptr = mui.MQtUtil.mainWindow() class Build( QtGui.QWidget ): '''Main functions to build UI.''' def __init__(self, parent = wrapInstance( long( ptr ), QtGui.QWidget ) ): super( Build, self ).__init__( parent ) Example for problem 1): Example for problem 2):
  7. Continue on SESI forum => https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=185636#185636
  8. Hi all, Regarding digital asset parameter pane tab. Can the parameter pane be replaced/switched with a Python panel. Can I make a custom Python panel appear in place of Houdini's standard parameter pane? A few thoughts - possible solutions: I realise I can have a Python panel seperate to the parameter pane, implicitly associated with an asset. I would imagine I can code the custom panel to be loaded/appear when the hda is created/selected. Also I guess a single button could be in the standard parameter pane that could be used to show the custom panel. Although these seem to be workable solutions, It would however be better and a more consistent workflow to find a solution that answers my initial question. Thanks for any help on this Nick
  9. Hi there! I wrote a couple lines of python code that lets you export Houdini point attributes to an xml file. And then another couple of lines that reads the xml file in Maya. Useful for getting Houdini point colors to vertex colors in Maya, and possible other things to. I thought I would create a simple UI for the Houdini part of the script that has a couple of user defined parameters. But after searching for a while I still don't have a clear idea what's the simplest way to do this. I've attached a image of what the UI could look like. If this was a scripted python Digital Asset then I would get the UI for free, it feel like this shouldn't be that hard either. To do this in Maya, with Python or Mel isn't that tricky either. If it's possible I would like to avoid using PySide & PyQt. I've been looking the the hou.ui module but I don't really understand, I read somewhere that one approach is to load a UI description from a external file. What is common practice here (for simple UI's & dialogs)? Thanks / John
  10. Hi guys, I am quite new in VEX and I faced some problems when doing the ui. For now I have a pragma code that states #pragma hint pccloudpath invisible I understand that this makes it invisible so I cannot edit it on the parameter interface, but how do I make a toggle for this to appear when I want to give it my own input? Any help is much appreciated! - Darren
  11. I'm using a small python script to open a hip file, "do something" , save, and press the button "render" on the proprietary node that sends the job on the farm. Of course this all happens without ui, so my script errors out cause somewhere there is some python code that uses hou.ui.setStatusMessage, and I guess hbatch doesn't load the ui module. This is the error I get: hou.ui.setStatusMessage( "Creating the render data", hou.severityType.Message) AttributeError: 'module' object has no attribute 'ui' This the script: import hou hou.hipFile.load("myfile.hip",True) <change parameters and do interesting stuff> print ("submitting job on the farm\n") farmrender=hou.node("/out/farm_render") farmrender.parm("FarmRender").pressButton() print ("done\n") hou.exit() and this is the error message ... hou.ui.setStatusMessage( "Creating the render data", hou.severityType.Message) AttributeError: 'module' object has no attribute 'ui' I already tried to execute the actual code contained in the button, but I get the same exact error. Is there any way to suppress any call to hou.ui when a script is executed via hbatch ?
  12. Hey guys I started using pyqt inside Houdini using eventloops. I followed this link from sidefx for setup and I'm able to get it working http://www.sidefx.com/docs/houdini12.5/hom/cookbook/pyqt/part1/ But it seems that the application runs independent of Houdini's UI. I'm just curious whether there is a way I can make this window behave like a Houdini UI window. So if I minimize Houdini, the pyqt window also gets minimized and If I maximize, the Pyqt window should get focus somthing of that sort.. Any help much appreciated. Cheers -J