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Found 17 results

  1. Hi guys, I was wondering if it is there any way to change certain object's parameters depending on whether I'm inside of a subnet or not. Basically my problem is that I have a rendering subnet hda, which allows me to only render stuff that is inside, or referenced inside my subnet. But the issue is that if I have multiple subnets in my network with multiple lights in them, every light is visible in the viewport, making it hard to work with lights, since everything is visible and added together making the entire screen look blown out. I know I can disable the "Enable in Viewport" checkbox on my lights manually, but it would be awesome if it would be possible to only enable that checkbox on my lights when I'm actually inside my subnet and disable them when I go out from it automatically. In case anyone has any ideas on how to achieve this, I would appreciate if someone could nudge me in the right direction. Thanks in advance for any help! Best, Laszlo
  2. Does anyone know whether or not a fisheye projection is possible to write for the viewport? I'm looking around on behalf of a friend, and I think it might be possible, from perusing the HDK, but can't tell for sure. If anyone knows whether this is possible or impossible, either way, it'd be great to know. Thanks!
  3. Viewport Changed Python

    Heya, I've written a little python expression to scale geo dependent on through which camera is being viewed. It works but does not recognise when the viewport has changed - is there an event trigger I can use to get it to recognise this change? import hou desktop = hou.ui.curDesktop() scene_viewer = desktop.paneTabOfType(hou.paneTabType.SceneViewer) viewport = scene_viewer.curViewport() camera = hou.GeometryViewport.camera(viewport) if 'preview' in str(camera): return 0.01 print 'preview cam' else: return 1
  4. Hey, I am trying to do some stuff in python with viewport selections. I want to query whether or not the user has anything selected, not necessarily get what is already selected. As far as I can tell the only way to do anything with the viewport is through toolutils. If I use "toolutils.sceneViewer().selectGeometry()" and nothing is selected, it waits until the user hits enter over the viewport before continuing. Is there any way to simply return whether or not any geometry has been selected without having to wait for the user to hit enter? import toolutils sv = toolutils.sceneViewer() geo = sv.selectGeometry() if geo: print "There is a selection" else: print "No geo selected" Thanks! James C
  5. Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro
  6. Pyro ViewPort Issue

    Hey guys, so had this odd viewport issue for a while with pyro - sometimes it will show it properly (with shadows lighting etc.) sometimes it will be solid white voxels and then other times black smoke with again no shadows - provided screenshots below to help! I thought it maybe a GPU problem - running a GTX 770 - i7 3.3ghz - 32gb ram - Turning headlight only on in viewport (lightwise) then clicking back to normal lighting sometimes fixes it but not always (Images below show the black and white viewport errors i was on about) rather than shaded white smoke
  7. VR flipbook

    Hey guys, I'm working on something for VR and every time I want to preview something on the oculus I need to make a low res render because flipbook doesn't give you a 360 view. I found somewhere a example of someone making a 360 flipbook (can't find it anymore) but haven't been able to figure out how to do that. Any ideas?
  8. Hi! I'm really new in houdini so probably this is a noob question: I have some outlines that are the outcome of some carve operations. When I animate the alpha from 0<Alpha<=1 everything goes as expected BUT in any frame that the value of alpha equals 0 I can see the outlines in bright color (the one that you could previously set). I don't know if this is only a viewport thing (I think it is) maybe some viewport feature or something like that because I'm following a tutorial and in the video setting the alpha as "0" makes them totally transparent. Hope that you can understand what I'm saying, my english is not that good. Thanks!
  9. If you have artifacts tune parameters in the display options>Texture
  10. And you may find yourself using Marmoset Toolbag And you may find yourself in another application And you may find yourself behind the wheel of Houdini And you may find yourself with a beautiful door handle, in a beautiful viewport And you may say to yourself My God!... What they have done?! https://vimeo.com/142759892 And you may ask yourself how did he came up with this text And I may find myself Well... Telling you that I ripped it from this beautiful classic song:
  11. I often run into problems with the houdini viewport, particularly working with volumes, where things get "stuck" in the viewport or are otherwise inaccurately represented. I'll have the display flag on a null, have "hide other objects" turned on, and still some volume I was looking at 5 minutes ago remains in the viewport. Or, for another fun example, everything just all of a sudden becomes the same color as the background viewport color and I can only see where things are by turning on point display. The only solution I've found is to close the scene view and open another one, which trashes all your viewport settings (visibility, camera view, normals display, selection settings, pinning, everything), so then you gotta go clicking around resetting everything, and then the viewport craps out again 5 minutes later. I finally got sick of doing that, so I whipped up a little shelf tool that has the effect of fixing some of the bogus display issues that I've encountered, and somehow maintaining all the viewport settings (nothing clever there, I just got lucky). It identifies all the scene viewers in your desktop, turns them into textports, and then turns them back into scene viewers. Here's the tool, I hope it saves you some time and frustration. Enjoy! ####get list of panes#### panes = hou.ui.paneTabs() viewers = [] ####identify scene viewers#### for p in panes: if p.type() == hou.paneTabType.SceneViewer: viewers.append(p) ###turn scene viewers into textports, then back into scene viewers#### for v in viewers: trickview = v.setType(hou.paneTabType.Textport) newview = trickview.setType(hou.paneTabType.SceneViewer) # Dan Finnegan, FX TD: definnegan@gmail.com #
  12. Hi, in houdini 13 - Environment Light is Not Showing in up in the Viewport?? is there anything else other than the Viewing options (display)? Kind Regads
  13. I must be missing something but how can I create a shader with a procedural texture and view it in the viewport??? Do i have to create an GLSL shader?!
  14. I have a part with many primitive groups and it would be good to be able to visualise the groups in the viewport instead of having to manually find what refers to what by stumbling around with the delete sop. Any ideas? Ok so there's a way of doing this by using the select tool and choosing groups in the context menu above, a list then appears to the right and everything is color coded.
  15. Set correct group class

    Hi. I got node. DA with two group parameters. Two group class menus, one for each group parameter. There are two classes to pick: - points - primitives When I change selection type in viewport (points=>primis or vice-versa) I would like to have correct class set on my node. Q1. How to do that? Q2. Can I extract some data from for example selector to see what was picked up? Thanks.
  16. This has been driving me crazy all day!!! There's no other SOP with display flag on besides the one I'm working on right now and yet I can see geometry from at least one other geo container outside the current. It happens in either h11 and gl3.2 modes and the only way I've found to temporarily fix this is by closing my houdini session and starting a new one. Is anybody else having the same issue? Is there a better workaround than mine? I'm using 12.5.428, on centOS 6.2, Nvidia diver version 295.20. Cheers
  17. Hi, I am trying to write a custom plugin to draw text data in viewport using HDK. I am trying to use OGL_Render:: textMove3W and OGL_Render::putString function and calling it from within myCookSop which crashes houdini as soon as I use the putString function. I am also overriding renderShaded function but I am having trouble calling this function. Can anyone point me a piece of code that shows what functions I need to implement and from where and how do I call them. Thanks!