<?xml version="1.0"?>
<rss version="2.0"><channel><title>Tools (HDA's etc.) Latest Topics</title><link>https://forums.odforce.net/forum/71-tools-hdas-etc/</link><description>Tools (HDA's etc.) Latest Topics</description><language>en</language><item><title>Scale COP &#x2014; free Houdini node for fit modes, tiling, and canvas resize (letterbox, fill, crop)</title><link>https://forums.odforce.net/topic/67424-scale-cop-%E2%80%94-free-houdini-node-for-fit-modes-tiling-and-canvas-resize-letterbox-fill-crop/</link><description><![CDATA[<p>
	Houdini's built-in Resample COP only does Stretch. If you want a letterboxed fit, a fill that crops to the canvas edge, or a tiled repeat with mirroring, you're chaining nodes and computing UV offsets by hand — and redoing that math every time a resolution changes.
</p>

<p>
	Scale COP is a free HDA that wraps the whole thing in one node. Pick a target resolution (preset, explicit, or pulled from a size-reference input), choose a fit mode, optionally tile, pick a filter. Done. No manual offset math.
</p>

<p>
	<strong>Fit modes:</strong> Distort, Fit (letterbox), Fill (crop to fill), Width, Height, None (1:1 pixel)<br />
	<strong>Tile modes:</strong> None, Repeat, Mirror X, Mirror Y, Mirror Both (with UV offset)<br />
	<strong>Filters:</strong> Point, Bilinear, Box, Bartlett, Catmull-Rom, Mitchell, B-Spline, Auto<br />
	<strong>Size reference input:</strong> connect any upstream node to drive the output resolution automatically — no manual width/height entry when your canvas size changes
</p>

<p>
	Free download: <a href="https://github.com/kleer001/funkworks/releases/tag/scale_cop-v0.1.99" rel="external nofollow">https://github.com/kleer001/funkworks/releases/tag/scale_cop-v0.1.99</a>
</p>

<p>
	Houdini 20+, any edition. FX users: a build script is included so you can compile the HDA under your own license and avoid the Indie/Apprentice flag.
</p>

<p>
	First Houdini release from Funkworks — a small open-source collection of free DCC tools built from real workflow problems.
</p>

<p>
	<u><strong>Feedback and bug reports welcome!</strong></u>
</p>

<p>
	More free tools at <a href="https://github.com/kleer001/funkworks" rel="external nofollow">https://github.com/kleer001/funkworks</a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_04/mascot_small.png.ea96a32bf43edba2c153be4e1f8f9330.png" data-fileid="72886" data-fileext="png" rel=""><img alt="mascot_small.png" class="ipsImage ipsImage_thumbnailed" data-fileid="72886" data-ratio="165.19" width="270" src="https://forums.odforce.net/uploads/monthly_2026_04/mascot_small.png.ea96a32bf43edba2c153be4e1f8f9330.png" /></a>
</p>
]]></description><guid isPermaLink="false">67424</guid><pubDate>Fri, 10 Apr 2026 21:20:50 +0000</pubDate></item><item><title>Husk Submitter for Deadline</title><link>https://forums.odforce.net/topic/64749-husk-submitter-for-deadline/</link><description><![CDATA[<p>
	<a href="https://github.com/pixel-ninja/HuskStandaloneSubmitter" rel="external nofollow">https://github.com/pixel-ninja/HuskStandaloneSubmitter</a>
</p>

<p>
	 
</p>

<p>
	I've rewritten my Husk plugin and submission script for Deadline. Sharing it here in case anyone else finds it useful.
</p>

<p>
	It lets you submit multiple USD files to deadline. Supports GPU affinity on Karma XPU, so you can split tasks across each GPU. Also supports submitting jobs from Render Pass prims (new in Houdini 21, they're like the USD version of takes or render layers).
</p>
]]></description><guid isPermaLink="false">64749</guid><pubDate>Mon, 03 Nov 2025 20:29:25 +0000</pubDate></item><item><title>Wheel Generator</title><link>https://forums.odforce.net/topic/67360-wheel-generator/</link><description><![CDATA[<p>
	Hi Guys,<br />
	I just want to share un Wheel generator (redshift).
</p>

<p>
	<a href="https://hipfreak.gumroad.com/l/hnjfsa" rel="external nofollow">https://hipfreak.gumroad.com/l/hnjfsa</a><br />
	<br />
	Thank you.
</p>
]]></description><guid isPermaLink="false">67360</guid><pubDate>Wed, 25 Mar 2026 13:06:52 +0000</pubDate></item><item><title>How to flipbook on deadline/farm with ui available? Gives more options to user</title><link>https://forums.odforce.net/topic/67310-how-to-flipbook-on-deadlinefarm-with-ui-available-gives-more-options-to-user/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	Of course, when PDG submits background job or farm job - it submits in a command line env way so no UI is available. New flipbook node or openGL node give you the option to submit flipbooks to the farm on GPU enabled machines, but this option is extremely limited in a huge way - grabbing the viewport exactly how it is in it's current state. What I mean is - being able to display hard templated geo, templated geo, ghosted geo, viewport background easily, black vs blue background, all those functions are hard coded or just gone. Particularly I'm interested in being able to see hard templated geometry since this is very useful when wanting to see multiple geos without merging and messing up attributes in the viewport - it's also much faster to preview this way as well. 
</p>

<p>
	So now comes the issue. Since PDG submits farm jobs without the ui available - this means we are not able to flipbook using flipbookSettings or hscript('viewwrite') commands in the background. This forces us to be restricted to flipbook node or openGL rop nodes. I'm asking if there is a way around this limitation? To spawn a job on the farm but WITH the ui enabled so that things like the sceneViewer.flipbookSettings and sceneViewer.flipbook() commands could actually work without crashing on the farm? 
</p>

<p>
	I was looking into hython, studying up on how TOPS works, but I don't know how to do this without more information. Can anyone give me more background? 
</p>
]]></description><guid isPermaLink="false">67310</guid><pubDate>Thu, 19 Mar 2026 02:36:47 +0000</pubDate></item><item><title>FrameLab | Composition Guides for Houdini</title><link>https://forums.odforce.net/topic/64158-framelab-composition-guides-for-houdini/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong><span style="background-color:rgb(255,255,255);color:rgba(0,0,0,0.9);text-align:left;">Every frame tells a story.</span></strong></span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">But it’s the smallest details in composition that separate good from unforgettable.</span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">That’s exactly what Frame Lab is for!</span><br />
	<br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">It’s not just an overlay. It’s a new way to see your scene:</span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">• 14 customizable composition guides (Rule of Thirds, Fibonacci, Perspective &amp; more)</span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">• Single / dual-tone overlays with adjustable thickness &amp; opacity</span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">• Image references dropped straight into your viewport</span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">• Camera Snap to keep overlays locked across views</span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">• Depth Swapping to move guides in front or behind geometry</span><br />
	<span style="background-color:#ffffff;color:rgba(0,0,0,0.9);font-size:14px;text-align:left;">• Resolution-friendly, adapts automatically to any aspect ratio</span>
</p>

<p>
	<br />
	<span style="font-size:16px;"><span style="background-color:rgb(255,255,255);color:rgba(0,0,0,0.9);text-align:left;"><strong>Meet Frame Lab:</strong></span><strong><span style="border-color:rgba(0,0,0,0.9);border-style:none;border-width:0px;color:rgba(0,0,0,0.9);padding:0px;text-align:left;vertical-align:baseline;"> </span><a href="https://johnfanny.gumroad.com/l/framelab" rel="external nofollow">https://johnfanny.gumroad.com/l/framelab</a></strong></span>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/4C0QAOfvxFg?feature=oembed" title="FrameLab: Camera Composition Made Simple" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">64158</guid><pubDate>Mon, 06 Oct 2025 12:29:55 +0000</pubDate></item><item><title>HDA UI: How Can I Remove the Slider from an Integer Parameter?</title><link>https://forums.odforce.net/topic/66865-hda-ui-how-can-i-remove-the-slider-from-an-integer-parameter/</link><description><![CDATA[<p>
	Hi everyone,<br />
	<br />
	I created an integer parameter in my HDA. By default, Houdini displays a slider next to the value field.<br />
	I’d like to remove this slider, but Houdini keeps adding it back to the interface.
</p>

<p>
	Does anyone know how to permanently disable the slider for an integer parameter?<br />
	<br />
	Thanks for helping.
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2026_01/HoudiniParameterEditor.jpg.db6b6e3cff411733bc93af27f26c6a36.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72740" src="https://forums.odforce.net/uploads/monthly_2026_01/HoudiniParameterEditor.thumb.jpg.9b106674263d9299305a17ae95707d6b.jpg" data-ratio="109.49" width="685" class="ipsImage ipsImage_thumbnailed" alt="Houdini Parameter Editor.jpg"></a></p>]]></description><guid isPermaLink="false">66865</guid><pubDate>Fri, 16 Jan 2026 12:28:04 +0000</pubDate></item><item><title>DASH::package project</title><link>https://forums.odforce.net/topic/54048-dashpackage-project/</link><description><![CDATA[<p>
	Hello
</p>

<p>
	I decided to make a public Houdini package project: <em>DASH</em>
</p>

<p>
	It's mostly an abstract node library, with an great initial focus on VOPs. Yup... VOPs <img alt=":)" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_smile.png" srcset="https://forums.odforce.net/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" />
</p>

<p>
	Project repository: <a href="https://github.com/probiner/DASH" rel="external nofollow">https://github.com/probiner/DASH</a>
</p>

<p>
	Video (Bit long-winded, so I guess it's mostly for those curious about details) <span>: </span>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/I1n2JEWlyNc?feature=oembed" title="DASH::package Introduction" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	Cheers<br />
	prb
</p>
]]></description><guid isPermaLink="false">54048</guid><pubDate>Wed, 29 May 2024 08:26:29 +0000</pubDate></item><item><title>Houdini Cookbook</title><link>https://forums.odforce.net/topic/64880-houdini-cookbook/</link><description><![CDATA[<p>
	Hi everyone,
</p>

<p>
	We built a page and tool that lets you copy and paste Houdini node recipes from the website directly into any Houdini context. So far we've compiled a small collection of recipes we use in our projects. Check it out here: <a href="https://codercat.xyz/cookbook/" rel="external nofollow">https://codercat.xyz/cookbook/</a>
</p>

<p>
	
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_11/cookbook_demo_001.gif.637a28cbae10ae6508428314c5110c6f.gif" data-fileid="72615" data-fileext="gif" rel=""><img alt="cookbook_demo_001.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="72615" data-ratio="66.87" width="1200" src="https://forums.odforce.net/uploads/monthly_2025_11/cookbook_demo_001.thumb.gif.37156e11872972a134eec36390b1619f.gif" /></a>
</p>
]]></description><guid isPermaLink="false">64880</guid><pubDate>Mon, 10 Nov 2025 12:02:35 +0000</pubDate></item><item><title>Curve input is missing in houdini HDA in unreal engine 5.5.4</title><link>https://forums.odforce.net/topic/64742-curve-input-is-missing-in-houdini-hda-in-unreal-engine-554/</link><description><![CDATA[<p style="background-color:rgb(14,17,19);color:rgb(183,202,212);font-size:14px;">
	I'm working with Houdini HDAs (version 21.0.440) in Unreal Engine 5.5.4. I'm following this houdini Pegasus project <a href="https://www.sidefx.com/tutorials/project-pegasus-roads-tracks-and-rivers/#comment-18817" rel="external nofollow">https://www.sidefx.com/tutorials/project-pegasus-roads-tracks-and-rivers/#comment-18817</a> where I saw the "Curve Input" option appear on an asset, as shown in this image.
</p>


	<a href="https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-fy5cc4ndv1yf1.png?width=804&amp;format=png&amp;auto=webp&amp;s=974344a39dc1e3b31cebed3f872ddf219342d5f5" rel="external nofollow" style="color:rgb(100,142,252);" title="Image from r/Houdini - Curve input is missing when importing Houdini HDA in unreal 5.5.4"><img alt="r/Houdini - Curve input is missing when importing Houdini HDA in unreal 5.5.4" data-ratio="66.40" srcset="https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-fy5cc4ndv1yf1.png?width=320&amp;crop=smart&amp;auto=webp&amp;s=ad4c1de45bc44bce88d8b377961a9330aeff3d2b 320w, https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-fy5cc4ndv1yf1.png?width=640&amp;crop=smart&amp;auto=webp&amp;s=e49b167d03f0c5c3f6249769ff69efbb088d52d0 640w" width="750" src="https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-fy5cc4ndv1yf1.png?width=804&amp;format=png&amp;auto=webp&amp;s=974344a39dc1e3b31cebed3f872ddf219342d5f5" /></a>


<p style="background-color:rgb(14,17,19);color:rgb(183,202,212);font-size:14px;">
	However, when I import my own HDA, that option is missing. I only see inputs for <strong>Geometry Input</strong>, <strong>World Input</strong>, and <strong>PCG Input</strong>.
</p>


	<a href="https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-hq2joml1w1yf1.png?width=674&amp;format=png&amp;auto=webp&amp;s=fdf3ad690f8e34ed9d818334423de0d78b9dd917" rel="external nofollow" style="color:rgb(100,142,252);" title="Image from r/Houdini - Curve input is missing when importing Houdini HDA in unreal 5.5.4"><img alt="r/Houdini - Curve input is missing when importing Houdini HDA in unreal 5.5.4" data-ratio="75.87" srcset="https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-hq2joml1w1yf1.png?width=320&amp;crop=smart&amp;auto=webp&amp;s=aca17a9ac077e7cac3dc93de6a00133a789c1bba 320w, https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-hq2joml1w1yf1.png?width=640&amp;crop=smart&amp;auto=webp&amp;s=b214bc982cfc0658ad3c7ee74fca2d5b990fec97 640w" width="674" src="https://preview.redd.it/curve-input-is-missing-when-importing-houdini-hda-in-unreal-v0-hq2joml1w1yf1.png?width=674&amp;format=png&amp;auto=webp&amp;s=fdf3ad690f8e34ed9d818334423de0d78b9dd917" /></a>


<p style="background-color:rgb(14,17,19);color:rgb(183,202,212);font-size:14px;">
	My goal is to control curves directly inside Unreal Engine in real-time, not to create them in Houdini and then import them. I've seen a few tutorials with different workarounds for controlling splines, but I was wondering if there is still a simple and direct way to get that curve input, like there used to be
</p>
]]></description><guid isPermaLink="false">64742</guid><pubDate>Sun, 02 Nov 2025 18:11:20 +0000</pubDate></item><item><title><![CDATA[One-Click Python Camera Rig for Houdini - Smart Targeting, Redshift, Mantra and Karma Bokeh & Animation Tools]]></title><link>https://forums.odforce.net/topic/63150-one-click-python-camera-rig-for-houdini-smart-targeting-redshift-mantra-and-karma-bokeh-animation-tools/</link><description><![CDATA[<h3>
	<span style="font-size:24px;">CamRig Pro</span><br />
	<em><span style="font-size:16px;"><span style="color:#222222;">A dynamic camera system for Houdini, designed for fast setups,<br />
	flexible rig modes, and multi-renderer DOF management.</span><br />
	<br />
	<span style="color:#2980b9;">Get it here:</span><span style="color:#3498db;"> </span><a href="https://shirmanor.gumroad.com/l/camrigpro" rel="external nofollow"><span style="color:#9b59b6;">https://shirmanor.gumroad.com/l/camrigpro</span></a></span></em><br />
	 
	</h3><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://forums.odforce.net/uploads/monthly_2025_08/Promo_2.mp4.fe5285360a4944b5b49f8ba85cf3b8e3.mp4"><a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72501&amp;key=e6e83828152cd06c7f6453806be56ad6" data-fileid="72501" data-fileext="mp4" rel="">Promo_2.mp4</a>
	</source></video>
	 <br />
	<span style="color:#222222;"><span style="font-size:16px;"><strong>Features</strong></span></span>


<ul>
	<li>
		<p>
			<span style="color:#222222;"><strong>One-click creation</strong> of a complete camera hierarchy</span>
		</p>
	</li>
	<li>
		<p>
			<strong><span style="color:#222222;">13 Lens Presets</span></strong>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">3 Render Engines - <strong>Redshift, Mantra &amp; Karma</strong></span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Supports both <strong>OBJ and SOP-based look-at targets</strong></span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Preserves camera orientation and position when switching targets</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;"><strong>Three rig modes:</strong></span>
		</p>

		<ul>
			<li>
				<p>
					<span style="color:#222222;"><strong>Rig </strong>– dolly, truck, pedestal, pan, tilt, roll</span>
				</p>
			</li>
			<li>
				<p>
					<span style="color:#222222;"><strong>Manual </strong>– direct XYZ transforms with the CamRig Pro null</span>
				</p>
			</li>
			<li>
				<p>
					<span style="color:#222222;"><strong>Orient to Path</strong> – align and animate the camera along curves</span>
				</p>

				<p>
					 
				</p>
			</li>
		</ul>
	</li>
	<li>
		<p>
			<span style="color:#222222;">All rig modes support <strong>look-at targets </strong>and <strong>focus nulls</strong></span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Rig mode has an added <strong>Parent to Target</strong> mode for camerawork base around a moving target</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;"><strong>DOF controls</strong> for Redshift, Karma, and Mantra (focus distance, aperture for Karma/Mantra Only)</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Generates renderer-specific ROPs when selected (Redshift, Karma, or Mantra)</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;"><strong>Import to Solaris</strong></span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;"><strong>Auto-assigns the camera </strong>to the scene viewport</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Supports <strong>multiple rigs</strong> with auto-numbering and non-destructive setup</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Utility buttons: reset transforms or clear objects using <strong>Zero All &amp; Clear Target/Focus + Global Reset buttons</strong></span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Fully written in <strong>native Python — no HDAs</strong> or external dependencies making it easy to share</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Shelf/Tab menu integration for one-click access inside Houdini</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Includes 2 optional<strong> custom node shapes</strong>, CamRig Pro node and a minimal connecter</span>
		</p>
	</li>
</ul>

<p>
	<span style="color:#222222;"><strong>Requirements</strong></span>
</p>

<ul>
	<li>
		<p>
			<span style="color:#222222;">Houdini 20.5+</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Python 3.11</span>
		</p>
	</li>
</ul>

<p>
	<span style="color:#222222;"><strong>Included</strong></span>
</p>

<ul>
	<li>
		<p>
			<span style="color:#222222;">CamRig Pro Python tool</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Instructions for use inside Houdini</span>
		</p>
	</li>
	<li>
		<p>
			<span style="color:#222222;">Compatible with Redshift, Karma, and Mantra</span><br />
			<br />
			<br />
			<span></span><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/m0.5.png.a15273d0231cfea77bac02436fdba4bd.png" data-fileid="72495" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72495" data-ratio="63.30" width="1000" alt="m0.5.thumb.png.f52590f2afbf7397112976826acbe7f7.png" src="https://forums.odforce.net/uploads/monthly_2025_08/m0.5.thumb.png.f52590f2afbf7397112976826acbe7f7.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/m0.6.png.ccbf9c264575c80ac18db33babc7a02e.png" data-fileid="72496" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72496" data-ratio="63.60" width="1000" alt="m0.6.thumb.png.f1dd1b5b3fbff418028c8fcd2ac3ffac.png" src="https://forums.odforce.net/uploads/monthly_2025_08/m0.6.thumb.png.f1dd1b5b3fbff418028c8fcd2ac3ffac.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/m1.png.9136c0cc6810ab7d3f9cbdf0c997d636.png" data-fileid="72498" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72498" data-ratio="67.20" width="1000" alt="m1.thumb.png.f4432542413493c61ce76a05243c8ec9.png" src="https://forums.odforce.net/uploads/monthly_2025_08/m1.thumb.png.f4432542413493c61ce76a05243c8ec9.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/m2.png.7a290ce571e8e6734b15bb8ad0f5fdb2.png" data-fileid="72499" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72499" data-ratio="55.30" width="1000" alt="m2.thumb.png.7a632bca383d23fcfb9722f94f636d00.png" src="https://forums.odforce.net/uploads/monthly_2025_08/m2.thumb.png.7a632bca383d23fcfb9722f94f636d00.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/m3.png.24b2eb7819b11947dd175e27a0223e64.png" data-fileid="72500" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72500" data-ratio="61.10" width="1000" alt="m3.thumb.png.6413e6c2d365ca8492d7a5424cd8c708.png" src="https://forums.odforce.net/uploads/monthly_2025_08/m3.thumb.png.6413e6c2d365ca8492d7a5424cd8c708.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/m.png.b75a7d6c4a86d853fa8df8aeef976602.png" data-fileid="72494" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72494" data-ratio="81.52" width="920" alt="m.thumb.png.b9e9aea71610f0fc00ae2890c4d00600.png" src="https://forums.odforce.net/uploads/monthly_2025_08/m.thumb.png.b9e9aea71610f0fc00ae2890c4d00600.png" /></a><img class="ipsImage ipsImage_thumbnailed" data-fileid="72502" data-ratio="100.00" width="600" alt="thumbnail.png.2479c3d8614724e9b347061f1aa3c8c4.png" src="https://forums.odforce.net/uploads/monthly_2025_08/thumbnail.png.2479c3d8614724e9b347061f1aa3c8c4.png" />
		</p>
	</li>
</ul>
]]></description><guid isPermaLink="false">63150</guid><pubDate>Thu, 28 Aug 2025 02:13:40 +0000</pubDate></item><item><title>python Toggle buttons visibility</title><link>https://forums.odforce.net/topic/60241-python-toggle-buttons-visibility/</link><description><![CDATA[<p>
	Hey<br />
	I have two buttons in hda's UI one to 'Start paint' and the other 'Done paint' I want each one to toggle the other visibility so they are not shown together, I been digging around with no success can someone point me for a good tip please<br />
	thank you
</p>
]]></description><guid isPermaLink="false">60241</guid><pubDate>Sun, 29 Jun 2025 06:28:14 +0000</pubDate></item><item><title>Unreal geometry not inputting - Houdini engine - Unreal engine - Version 20.5.654</title><link>https://forums.odforce.net/topic/60806-unreal-geometry-not-inputting-houdini-engine-unreal-engine-version-205654/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_07/image.png.2c8520ce71cce90d9d06973867fed573.png" data-fileid="72385" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72385" data-ratio="61.00" width="1000" alt="image.thumb.png.428a187eb46adff831cc2817ea528ff8.png" src="https://forums.odforce.net/uploads/monthly_2025_07/image.thumb.png.428a187eb46adff831cc2817ea528ff8.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_07/image.png.0940fca71dba0b8c662be3b234b96784.png" data-fileid="72386" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72386" data-ratio="61.00" width="1000" alt="image.thumb.png.296aaa0314ed43a16027add33ac9fbd2.png" src="https://forums.odforce.net/uploads/monthly_2025_07/image.thumb.png.296aaa0314ed43a16027add33ac9fbd2.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_07/image.png.0129415fc2e19752bb5c1463a3dd9bbb.png" data-fileid="72387" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72387" data-ratio="60.70" width="1000" alt="image.thumb.png.c1db1d962ec4e6c1c7eb84bc7762c450.png" src="https://forums.odforce.net/uploads/monthly_2025_07/image.thumb.png.c1db1d962ec4e6c1c7eb84bc7762c450.png" /></a>
</p>
]]></description><guid isPermaLink="false">60806</guid><pubDate>Tue, 15 Jul 2025 23:44:08 +0000</pubDate></item><item><title>Need help for Toggle "Remove BackFace" Parameter</title><link>https://forums.odforce.net/topic/57186-need-help-for-toggle-remove-backface-parameter/</link><description><![CDATA[<p>
	Hey Houdini wizards!
</p>

<p>
	I'm currently working on an HDA (still in the process of building the parameter interface, so it's not fully finished yet). I’d like to know how I can use a toggle (on/off button) created in my HDA to control the <em>Display &gt; Optimization &gt; Back Face</em> parameter.
</p>

<p>
	The goal is to be able to turn this parameter on and off directly from my HDA, without having to open the display settings each time.
</p>

<p>
	I’ve tried solving this with ChatGPT, but the suggested solutions and Python scripts didn’t work for me.
</p>

<p>
	I’m using Houdini version 20.5.332.
</p>

<p>
	Thanks in advance for your help! Any suggestions, scripts, or guidance would be greatly appreciated.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_12/mytoggle.png.8e98413a891cb1a497333f8d4b74cf54.png" data-fileid="71500" data-fileext="png" rel=""><img alt="my toggle.png" class="ipsImage ipsImage_thumbnailed" data-fileid="71500" data-ratio="26.9" width="197" src="https://forums.odforce.net/uploads/monthly_2024_12/mytoggle.png.8e98413a891cb1a497333f8d4b74cf54.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_12/mytoggle01.png.20dafd121c3cea7ac6bdfedd31b17682.png" data-fileid="71501" data-fileext="png" rel=""><img alt="my toggle 01.png" class="ipsImage ipsImage_thumbnailed" data-fileid="71501" data-ratio="207.12" width="351" src="https://forums.odforce.net/uploads/monthly_2024_12/mytoggle01.png.20dafd121c3cea7ac6bdfedd31b17682.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_12/displayparameter.png.bfd4f3bfd29383b49b312ac4a8e3b747.png" data-fileid="71502" data-fileext="png" rel=""><img alt="display parameter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="71502" data-ratio="65.78" width="789" src="https://forums.odforce.net/uploads/monthly_2024_12/displayparameter.png.bfd4f3bfd29383b49b312ac4a8e3b747.png" /></a>
</p>
]]></description><guid isPermaLink="false">57186</guid><pubDate>Thu, 12 Dec 2024 15:00:33 +0000</pubDate></item><item><title>SM Tools Vex Manager 1.0</title><link>https://forums.odforce.net/topic/60256-sm-tools-vex-manager-10/</link><description><![CDATA[<h2>
	 
</h2>

<h2>
	</h2><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://forums.odforce.net/uploads/monthly_2025_07/VM_Promo.mp4.dc8d0f456616f6b1394808acfc0fc8bf.mp4"><a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72366&amp;key=4d6419228c4e67adc9058809f61b6344" data-fileid="72366" data-fileext="mp4" rel="">VM_Promo.mp4</a>
	</source></video>
	 <strong>VEX Manager 1.0</strong>


<p>
	<strong><em>Snippet manager and code editing tool for H20.5+</em></strong>
</p>

<p>
	The VEX Manager is a user-friendly tool for managing and editing VEX code as well as saving notes all within Houdini. It simplifies loading, creating, editing, and organizing VEX expressions, making it essential for artists working with VEX scripts.
</p>

<p>
	<strong><a href="https://shirmanor.gumroad.com/l/vex_manager_v1" rel="external nofollow">Download it here</a></strong>
</p>

<p>
	<a href="https://shirmanor.gumroad.com/l/vex_manager_v1" rel="external nofollow">https://shirmanor.gumroad.com/l/vex_manager_v1</a>
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="72365" data-ratio="100.86" width="579" alt="image.png.e0c743b1bbae1f4e4f1d18158396cf90.png" src="https://forums.odforce.net/uploads/monthly_2025_07/image.png.e0c743b1bbae1f4e4f1d18158396cf90.png" />
</p>
]]></description><guid isPermaLink="false">60256</guid><pubDate>Tue, 01 Jul 2025 10:55:20 +0000</pubDate></item><item><title>HDA Python Callback Error</title><link>https://forums.odforce.net/topic/59848-hda-python-callback-error/</link><description><![CDATA[<p>
	Hello all,
</p>

<p>
	I created an HDA, but somewhere along the line, it's throwing an error when the node is deleted.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_05/image.png.8b21a4d3c96233c2491a6303dba417ed.png" data-fileid="72180" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72180" data-ratio="27.30" width="1000" alt="image.thumb.png.10b759a0b416124f03c8c1d475223063.png" src="https://forums.odforce.net/uploads/monthly_2025_05/image.thumb.png.10b759a0b416124f03c8c1d475223063.png" /></a>
</p>

<p>
	I created a little code for the OnDeleted event to see what is causing the error, but this is what I get...<img class="ipsImage ipsImage_thumbnailed" data-fileid="72181" data-ratio="37.20" width="508" alt="image.png.5f9c9746a82fbdc406f20d7d239ca8f8.png" src="https://forums.odforce.net/uploads/monthly_2025_05/image.png.5f9c9746a82fbdc406f20d7d239ca8f8.png" />
</p>

<p>
	So...in short...  I have no clue what's throwing the error.  The HDA works perfect up until that point, it's only when the HDA is deleted.
</p>

<p>
	Does anyone have any way to trade where the error is coming from when it's deleted?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">59848</guid><pubDate>Sun, 18 May 2025 18:39:45 +0000</pubDate></item><item><title>Access keyframe values of a parameter from python expression on the same parameter without recursion</title><link>https://forums.odforce.net/topic/59418-access-keyframe-values-of-a-parameter-from-python-expression-on-the-same-parameter-without-recursion/</link><description><![CDATA[<p>
	Is there any way to access keyframe values of a parameter from custom python expression on the same parameter WITHOUT RECURSION as a  result?<br />
	Like, I understand why it's happening, because it's evaluating the expression each time, but is there any way to avoid that?<br />
	<br />
	Basically trying to write custom interpolating function, found this video (https://www.youtube.com/watch?v=4uO21IyjIz8), which is similar to what I'm trying to do, but it's a paid one, and I only need like that single piece of information out of it <br />
	<br />
	Simple example of python expression on RX channel:
</p>

<pre class="ipsCode">import time
node = hou.pwd()
keyframes = node.parm("rx").keyframes()
time.sleep(0.01)
print(keyframes[0].value())</pre>

<p>
	time.sleep(0.01) is to demonstrate that it runs like 300 times per cook because of recursion, so it would take a few seconds to complete
</p>
]]></description><guid isPermaLink="false">59418</guid><pubDate>Fri, 18 Apr 2025 06:48:21 +0000</pubDate></item><item><title>HDA Individual Actor Scatter Unreal</title><link>https://forums.odforce.net/topic/59382-hda-individual-actor-scatter-unreal/</link><description><![CDATA[<p>
	Hi all.<br />
	<br />
	I am working to scatter a few simple trees and bring them in as individual actors in Unreal. What workflows do you recommend for this? At some point, to have a few simple dynamics that also get instanced alongside our wildfire firefighting framework we are building in Unreal.
</p>

<p>
	Here is an image.
</p>

<p>
	 
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2025_04/Screenshot2025-04-15035235.png.e1f149e2d6d9c89373e66b88ef513681.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72000" src="https://forums.odforce.net/uploads/monthly_2025_04/Screenshot2025-04-15035235.thumb.png.8fab20eee6feb605a41094be363914fa.png" data-ratio="41.4" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2025-04-15 035235.png"></a></p>]]></description><guid isPermaLink="false">59382</guid><pubDate>Tue, 15 Apr 2025 11:18:23 +0000</pubDate></item><item><title>Set EasyOut on a keyframe with python</title><link>https://forums.odforce.net/topic/58433-set-easyout-on-a-keyframe-with-python/</link><description><![CDATA[<p>
	Hello<br />
	<br />
	I am trying to set the correct slope and accelleration on two keyframe so that I can get an easy put on the first keyframe.<br />
	I know that there is the setSlope and setAccell method for a hou.keyframe , but those value change depending on the <br />
	distance and the values of the respective keyframes.<br />
	I know in the animation editor there is the button that calculates that and set it on both keyframes so tha thte curve <br />
	properly goes from easyout to the second keyframe , but I don;t know what script or function that button runs.<br />
	<br />
	Any help would be greatly apriciated<br />
	Cheers
</p>
]]></description><guid isPermaLink="false">58433</guid><pubDate>Thu, 20 Feb 2025 16:05:34 +0000</pubDate></item><item><title>Trouble with rotation matrix math / extracting a transform rotation pivot</title><link>https://forums.odforce.net/topic/58233-trouble-with-rotation-matrix-math-extracting-a-transform-rotation-pivot/</link><description><![CDATA[<div>
	<div>
		<p>
			My whole end goal is essentially just trying to take a Transform SOP's pivot rotation (visually shown in the viewport as the transform pivot handle) and extract it as a vector. This way I can then apply this rotation pivot vector to future transform SOPs to effectively copy the rotation pivot across. Note that I'm not talking about the rotation of the geometry, I'm talking about the pivot since I've already figured out the geometry rotation successfully.
		</p>

		<p>
			At first this sounds simple but, unless I've gone down the wrong path, it seems to be very difficult. This is because the pivot's rotation is affected by three different parameters in the Transform SOP.
		</p>

		<p>
			When you rotate with the Transform SOP, it has three different vector parms to enter rotation data for: pre-rotate, pivot rotate, and rotate. If you play around with them, you'll realize the node combines them in order like this: pre-rotate --&gt; pivot rotate --&gt; rotate. The resulting rotation is then applied to the geometry/pivot.
		</p>

		<p>
			That's all handy dandy and all. But I for the life of me can't get my VEX to mimic this behavior using matrix math. This is down to that pesky order in which rotations are combined. Currently my logic is to relative reference the 3 rotation parms into a detail wrangle, convert them to matrices, multiply them with eachother in the order explained above, then finally convert the resulting matrix back into a euler vector. But rotating some geo with this new vector shows an incorrect rotation in certain cases (again, all down to the order in which the rots are used). I can tell its incorrect since I'm just doing a direct comparison of the viewport handle I'm calculating (visualized on a Transform SOP) to a second Transform SOP that's being used as my ground truth.
		</p>

		<p>
			Basically after studying transform matrices and how to combine them for rotation calculations I'm getting stuck in this instance and I simply can't figure this out anymore (my brain is too small). But maybe there's just a simpler way to extract the euler rotation of the pivot handle.
		</p>

		<p>
			Can anyone give me any ideas, or even better some simple working solution/VEX for this problem that I can go off of? Much appreciated, thanks everyone.
		</p>
	</div>
</div>
]]></description><guid isPermaLink="false">58233</guid><pubDate>Sun, 09 Feb 2025 19:39:36 +0000</pubDate></item><item><title>Procedural Harlem building generator HDA in Unreal engine</title><link>https://forums.odforce.net/topic/57881-procedural-harlem-building-generator-hda-in-unreal-engine/</link><description><![CDATA[<p>
	Hello everyone! <br />
	For the past 2 months I have been working on a procedural building generator as part of my studies at <span style="background-color:#efebe1;color:#020202;font-size:14px;">Breda University of Applied Sciences</span>, that will be incorporated into an upcoming student project.
</p>

<p>
	We were tasked with finding a tech solution that fitted with our game, and I decided to try my hand at a polished building generator!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="71608" href="https://forums.odforce.net/uploads/monthly_2025_01/HarlemBig.png.54e8c2b665f6a8ee7eda93a7fa61a6d0.png" rel=""><img alt="HarlemBig.thumb.png.a82838f3bdb376b7158f4fc285deb96a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="71608" data-ratio="56.30" width="1000" src="https://forums.odforce.net/uploads/monthly_2025_01/HarlemBig.thumb.png.a82838f3bdb376b7158f4fc285deb96a.png" /></a>
</p>

<p>
	For my second project I again opted to create a building generator.
</p>

<p>
	As opposed to last time, I worked with the labs building generator tool for the base of this system.
</p>

<p>
	The generator allows you to change the different parameters such as the location of stairs, the details on the windows and much more that will be showcased later.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="71609" href="https://forums.odforce.net/uploads/monthly_2025_01/explanationgraph.png.05f6cf6a6f0d923f9bd1d7059faca53b.png" rel=""><img alt="explanationgraph.thumb.png.7d5b114e931062c1e95767cd381ccec2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="71609" data-ratio="28.60" width="1000" src="https://forums.odforce.net/uploads/monthly_2025_01/explanationgraph.thumb.png.7d5b114e931062c1e95767cd381ccec2.png" /></a>
</p>

<p>
	During my last project I often ran into the issue that I was using a bunch of MatchSize nodes, which forced me to work linearly when generating my building. this added a lot of time to the generation as every part of the building was recalculated after. To fix this issue, I exported the pointcloud of the building and used this to adjust my settings such as stair location, corner generation and roof generation. By utlizing points which are absolute instead of the local MatchSize nodes I was able to create a more robust building generator that also works quicker than my old project.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/u-VasxUKUQQ?feature=oembed" title="TextVerison NYC HarlemBuildingGenerator SikandarMaksoedan220075" width="200"></iframe>
	</div>
</div>

<p>
	Here is a video that showcases the Building generator in action. This time around I wanted it to be useable in Unreal Engine, as it would be used by my teams environment artists instead of me.
</p>

<p>
	This will hopefully be the last building generator I make at this study, I will be focusing on USD integration next!
</p>

<p>
	<span style="background-color:#efebe1;color:#020202;font-size:14px;">Thank you everyone for reading, if you have any questions please ask away!</span>
</p>
]]></description><guid isPermaLink="false">57881</guid><pubDate>Wed, 22 Jan 2025 12:57:56 +0000</pubDate></item><item><title>Machiya house generator in Houdini and Unreal</title><link>https://forums.odforce.net/topic/56432-machiya-house-generator-in-houdini-and-unreal/</link><description><![CDATA[<p>
	Hello everyone! For the past 8 weeks I have been working on a Japanese Town House generator! This project was made for Breda University of Applied Sciences as a part of my Block A.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_10/BuildingGenMaks.karmarendersettings_0004.png.22aceb15926248beed9f015a73b578e3.png" data-fileid="71362" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="71362" data-ratio="56.30" width="1000" alt="BuildingGenMaks.karmarendersettings_0004.thumb.png.79a55dc6387daf69b7865ec1f28f00ae.png" src="https://forums.odforce.net/uploads/monthly_2024_10/BuildingGenMaks.karmarendersettings_0004.thumb.png.79a55dc6387daf69b7865ec1f28f00ae.png" /></a>
</p>

<p>
	This is my first Houdini project, so if anyone has feedback for me it would be greatly appreciated. 
</p>

<p>
	The project was made from scratch as I did not find the built-in Labs building generator easy to build upon.
</p>

<p>
	The building generator allows you to change both the roof tiles, the lattices, the windows and the flags for different variances. The size of the building is determined by user placed bounding box, so the tool is able to generate an entire street from just a blockout!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_10/Diagram.png.dbbb0e731633a46e350111424b5d38f9.png" data-fileid="71363" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="71363" data-ratio="35.40" width="1000" alt="Diagram.thumb.png.547921bd14d6a5cbb05ce10962704f2f.png" src="https://forums.odforce.net/uploads/monthly_2024_10/Diagram.thumb.png.547921bd14d6a5cbb05ce10962704f2f.png" /></a>
</p>

<p>
	Here you can see a diagram of the basic logic used to generate the buildings, excluding the preview mesh generation.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="71364" data-ratio="75.00" width="600" alt="Diagram2.gif.ed892192d41d5afc28821bff504e824e.gif" src="https://forums.odforce.net/uploads/monthly_2024_10/Diagram2.gif.ed892192d41d5afc28821bff504e824e.gif" />
</p>

<p>
	I have also made a short video using PDG to showcase different ways that the building generator can create distinct and unique outputs:
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://forums.odforce.net/uploads/monthly_2024_10/WhiteOutSpedUp(1)(1).mp4.5319779d09b53396b78786ad7752d2a2.mp4"><a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71365&amp;key=3beebe21e08a0240073370a20a6a9859" data-fileid="71365" data-fileext="mp4" rel="">WhiteOutSpedUp (1) (1).mp4</a>
	</source></video>
	 Here is the tool working in Houdini

	<video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://forums.odforce.net/uploads/monthly_2024_10/SpedUpHoudiniShowcase.mp4.5fb4a314c9694b3f8276c661a178cc9a.mp4"><a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71366&amp;key=769cfcf80cd4383599c0a428e137c900" data-fileid="71366" data-fileext="mp4" rel="">SpedUpHoudiniShowcase.mp4</a>
	</source></video>
	 


<p>
	And finally, the tool working in Unreal!
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://forums.odforce.net/uploads/monthly_2024_10/ToolInUnreal.mp4.604f7ed8b35f3b45031e219670095b30.mp4"><a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71367&amp;key=8bfa9f0da6a85563f9bba9d335f45cef" data-fileid="71367" data-fileext="mp4" rel="">ToolInUnreal.mp4</a>
	</source></video>
	 


<p>
	<span style="background-color:#efebe1;color:#020202;font-size:14px;">Thank you everyone for reading, if you have any questions please ask away!</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_10/HighresScreenshot00007.png.09e7479f0c01ebf7791a7d134e277222.png" data-fileid="71368" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="71368" data-ratio="41.90" width="1000" alt="HighresScreenshot00007.thumb.png.1565e2e4115c54a0da65c5d478a0a8b9.png" src="https://forums.odforce.net/uploads/monthly_2024_10/HighresScreenshot00007.thumb.png.1565e2e4115c54a0da65c5d478a0a8b9.png" /></a>
</p>
]]></description><guid isPermaLink="false">56432</guid><pubDate>Thu, 31 Oct 2024 22:38:53 +0000</pubDate></item><item><title>File Collector Tool</title><link>https://forums.odforce.net/topic/56303-file-collector-tool/</link><description><![CDATA[<p>
	I developed this tool to make a faster and easy-to-read version of the combination of Pre-Flight Scene tool and labs archive project tool. 
</p>

<p>
	 
</p>

<p>
	Let's take a look of the advantage of my tool:
</p>

<p>
	<strong>about file viewer</strong>
</p>

<p>
	1. faster loading speed than Pre-Flight Scene
</p>

<p>
	2. allow to filter by node name, file name and extension
</p>

<p>
	3. show absolute and relative path.
</p>

<p>
	4. tell you which path is not under $HIP
</p>

<p>
	5. double-click the node name and jump to the node
</p>

<p>
	6. show the number of link status and the number of files with $HIP path
</p>

<p>
	<strong>about package</strong>
</p>

<p>
	1. allow to copy Non-$HIP files to the folder where your .hip file is and replace the path to $HIP.
</p>

<p>
	2. toggle of copy sequence files.
</p>

<p>
	<br />
	<br />
	<strong>Installation</strong>
</p>

<p>
	Create a new tool in shelf and copy the python codes.
</p>

<p>
	<br />
	Don't be shy to give me any suggestion and feedback <img alt=":D" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_biggrin.png" srcset="https://forums.odforce.net/uploads/emoticons/biggrin@2x.png 2x" title=":D" width="20" />
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2024_10/Snipaste_2024-10-24_12-23-20.png.3461ba2aa927de3dce53ec7f0d396ee8.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="71335" src="https://forums.odforce.net/uploads/monthly_2024_10/Snipaste_2024-10-24_12-23-20.thumb.png.63bcd2c19e40b3a29eb8265b3904ead0.png" data-ratio="50.7" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Snipaste_2024-10-24_12-23-20.png"></a></p><p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71336&amp;key=40e1172150203b931fb3d0ead743d2f3" data-fileExt='txt' data-fileid='71336' data-filekey='40e1172150203b931fb3d0ead743d2f3'>FileCollector.txt</a></p>]]></description><guid isPermaLink="false">56303</guid><pubDate>Thu, 24 Oct 2024 05:00:44 +0000</pubDate></item><item><title>Labs Map Baker multiple frames</title><link>https://forums.odforce.net/topic/53826-labs-map-baker-multiple-frames/</link><description><![CDATA[<p>
	<img data-ratio="46.61" width="605" alt="image.png?ex=663e4f20&amp;is=663cfda0&amp;hm=4b2a48777370792bfd16a9473744e31cfb6b2b3310ae3c1327ca8e06406e3a22&amp;" src="https://cdn.discordapp.com/attachments/387874037017214983/1237988757551054889/image.png?ex=663e4f20&amp;is=663cfda0&amp;hm=4b2a48777370792bfd16a9473744e31cfb6b2b3310ae3c1327ca8e06406e3a22&amp;" /><br />
	My bake is set up just right. Now I need to bake every frame. (I am baking a sim to a quad).... Switching Frames to Frame Range most definitely exports every frame but it overwrites the same file each time.<br />
	$F, $FRAME and $CURFRAME do nothing. <br />
	Now it may be important to note, this Frame stepped bake process is handle in a script at the hda interface level. Unfortunatly I have not been able to glean anything. I really dont want to do this in a loop..<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_05/image.png.29e973c93f4b22f0a2e29f9eb01e2288.png" data-fileid="70619" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="70619" data-ratio="39.60" width="1000" alt="image.thumb.png.3f9a6630ddc92f6f281f72f28ed55760.png" src="https://forums.odforce.net/uploads/monthly_2024_05/image.thumb.png.3f9a6630ddc92f6f281f72f28ed55760.png" /></a>
</p>
]]></description><guid isPermaLink="false">53826</guid><pubDate>Thu, 09 May 2024 18:06:01 +0000</pubDate></item><item><title>DB3D :: Connect Node Parameters UI</title><link>https://forums.odforce.net/topic/54432-db3d-connect-node-parameters-ui/</link><description><![CDATA[<p>
	I wanted to start sharing some python tools that I've made and use in my workflows.
</p>

<p>
	First one is a UI the help quickly connect parameters.  I use this mainly in texture when working with triplanar nodes to have them all match but works with any node type.
</p>

<p>
	<a href="https://www.dancbruce.com/rd/houdini-tools#h.3uxf3brmysop" rel="external nofollow">LINK</a>
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2024_07/connectNodeParms.gif.d3d378358dd0ed503571fc7b1bd9d4a0.gif" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="70956" src="https://forums.odforce.net/uploads/monthly_2024_07/connectNodeParms.thumb.gif.c8eea5cfaf724652605de96d16e8d9c7.gif" data-ratio="94.44" width="1188" class="ipsImage ipsImage_thumbnailed" alt="connectNodeParms.gif"></a></p>]]></description><guid isPermaLink="false">54432</guid><pubDate>Mon, 08 Jul 2024 16:50:18 +0000</pubDate></item><item><title><![CDATA[IPOPS (Image Plane Operators) for Houdini - Karma/Mantra - VEX, Karma Materials & MaterialX Shaders]]></title><link>https://forums.odforce.net/topic/54368-ipops-image-plane-operators-for-houdini-karmamantra-vex-karma-materials-materialx-shaders/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	I have recently created a set of 70+ HDAs called the IPOPs that aim at creating AOVs, Mattes &amp; features for rendering. IPOPs are operator workflows designed to streamline shaders and AOV development in Houdini. With our toolset, artists can easily standardise their networks and access specially developed nodes for various renderers and presets, increasing efficiency and creativity.
</p>

<p>
	<a href="https://chakshuvfx.gumroad.com/" rel="external nofollow">Get the IPOPs here!</a>
</p>

<p>
	Renders in Karma &amp; Mantra.
</p>

<p>
	1. The Standard Library: Set of HDAs that help artists create quick shaders and AOVs and contain useful Utility Nodes such as Fresnel for Karma (CPU &amp; XPU), Mask Falloffs in Shaders etc. The HDA library is constantly updated with new nodes to assist artists in speeding up their workflow and creating a streamlined system thereby increasing efficiency and creativity.
</p>

<p>
	2. The Geometry AOVs: A set of remade common geometry AOVs for artists to quickly generate AOVs, Mattes &amp; Utility Passes for Compositing.
</p>

<p>
	3. The Particles AOVs: A set of remade useful particle AOVs for artists to quickly generate AOVs, Mattes &amp; Utility Passes for Compositing.
</p>

<p>
	4. The Volumes AOVs: A set of remade volume AOVs for artists to enhance their FX using AOVs, Mattes &amp; Utility Passes for Compositing.
</p>

<p>
	We have a wide range of Bundles available for various workflows &amp; we support both Houdini Apprentice &amp; Houdini Indie! For any enquiries please email support@chakshuvfx.com
</p>

<p>
	I will be posting constant updates and developments here.
</p>

<p>
	IPOPs Master bundle:<br />
	1. Houdini Apprentice<br />
	2. Houdini Indie
</p>

<p>
	IPOPs Geometry AOVs bundle:<br />
	1. Houdini Apprentice<br />
	2. Houdini Indie
</p>

<p>
	IPOPs Particles AOVs bundle:<br />
	1. Houdini Apprentice<br />
	2. Houdini Indie
</p>

<p>
	IPOPs Volumes AOvs bundle:<br />
	1. Houdini Apprentice<br />
	2. Houdini Indie
</p>
]]></description><guid isPermaLink="false">54368</guid><pubDate>Mon, 01 Jul 2024 07:07:19 +0000</pubDate></item></channel></rss>
