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About shadowst17

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    Dominic C
  1. Hi, I was wondering if it's possible to create a button on a node that will allow you to select geometry in the view port from a specific group select attribute
  2. hey guys, I have a pyQT window that is parented to the main Houdini Window but every time I reopen the scene it's opens the PyQT window again. class Manager(QtWidgets.QDialog): def __init__(self, parent=None): super(Manager, self).__init__(parent) self.setWindowTitle('Manager') self.setFixedSize(700, 450) dialog = Manager() dialog.setParent(hou.ui.mainQtWindow(), QtCore.Qt.Window) dialog.show() According to the docs I need to unparent it in the close event which I have done but it still seems to open. What am I missing? def closeEvent(self, event): self.setParent(None) self.close()
  3. Hi Guys, i've just moved up from 16.5 to 17.5.360 and i've noticed that the python command for selecting geometry from a viewer no longer seems to work with agents. Is this a bug or have they created a new command for them?
  4. Hey guys, I was wondering if anyone new of a simple way to run a function when I select a different node? I've currently got a little UI with pyQt and I've gotten to it to update using the ChildSelectionChanged node callbackEvent but that is only for specific networks. The only thing I can come up with is I have the script check for new sub networks everytime it runs and creates new callbacks for them. Surely there is a more efficient less dirty way to do this? Doing it the dirty way this is what i'm using when running the script, updating it per change on selection and when calling the close event: Only works with networks one down from obj but I imagine if I made this find all sub children it will have a performance impact? def callBacks(self, enable): nodes = hou.node('/obj/').children() for node in nodes: if enable: if len(node.eventCallbacks()) == 0: node.addEventCallback((hou.nodeEventType.ChildSelectionChanged,), self.updateUI) else: node.removeAllEventCallbacks()
  5. Probably an odd question but due to how my works pipeline is a lot of assets tend to be broken with the default conversion done for Houdini(usually the camera) and requires a manual export of certain assets from Maya. I'd like to be able to press a button on my shelf in Houdini that will run Maya standalone and run a python script in said Maya.
  6. Wouldn't that still have the same issue as i can only group by volume by points which wouldn't be visible inside the volume and is why I needs it to look for the primitive?
  7. Hi Guys, i'm trying to optimise my viewport by removing any environment geo outside the cameras frustum. My current method has been to create the cameras cone of view and have it take all the points, promote them to prims with maximum value set. This works well in most cases but with geometry that has a low poly count already where there's not a single point from that primitive visible in the camera but spans the entire camera width I need a method that detects the primitives rather than the point.a Any suggestions would be greatly appreciated.
  8. (SOLVED) Import nodes from file using Python

    Ah yes sorry! Don't know what I was thinking. Thank you for your help!
  9. (SOLVED) Import nodes from file using Python

    Can I control where those items from the file end up or will they be imported into whatever my current node network location is?
  10. Hi guys, Is there a way through Python to import a file(not sure which type) that has a bunch of nodes already fully set up and can placed inside a pre-defined location? I can't use digital asset due to pipeline reasons so what ever it reads needs to be imported RAW with no connections to outside dependencies.
  11. Hi guys, I've got a button strip with multi selection. How can I get which items are selected in python? Evaluating the parameter adds them all up into a single number. Any help would be appreciated.
  12. (SOLVED) hipFile Save separately

    Brilliant! thank you very much.
  13. (SOLVED) hipFile Save separately

    Hi guys, I was wondering if I can save through python without changing the current save to it? I want add a feature to my cache node where once it's cached it saves a back up file in a new folder. I don't want the current scene to change to said newly saved file through. Is this possible?
  14. 2D pan Zoom in Houdini

    Hi guys, Simple question, can you 2D Pan zoom in houdini like you can in Maya? Would be handy for dealing with things in the distance like Crowds.
  15. Hi guys, I've noticed with Houdini 16.5 if you have your agents updating their clip times through the VEX command setagentcliptimes the materials that were setup in the stylesheet disappear. Pressing update in display options>>optimize solves the problem for the frame but is there any solid fixes for this when mplaying?