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MostHated

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    Most Hated
  1. Modeler 1.0

    Well, that works for me. Done, lol.
  2. Yeah, I don't recall exactly why I had triplanar on to begin with. I had several different material settings and different substance files prior to finding an actual substance I wanted to use, so I moved forward with it and it wasn't until the next day or so that I noticed what was happening, so I forgot about all the settings changes I had made, lol. Thanks again, I appreciate it.
  3. Possible to interact with main menu via script?

    I think I have an idea worked out for this that should work, I will report back after I give it a go.
  4. Possible to interact with main menu via script?

    Yeah, that would be the fallback I suppose, but I was hoping to get it from within the application, in case there are custom things added or mapped via Houdini.env, it would help to get them all directly from it. It seems like there should be some sort of way to get an active current list. I will just have to keep searching.
  5. Possible to interact with main menu via script?

    The more I search, the more it seems like that is the case. It seems like most, if not all, of the menu items are present within the hotkey manager under the /Houdini/ context, so if I could figure out a way to dump everything that is in there, that might at least get me the names of everything.
  6. Hello, I am wondering if it's possible to interact with the main menu via script (File, Edit, Assets, etc)? Such as returning a list of the current menu items at runtime. I say at runtime in case there are custom menu items which are not default, such as the RenderMan menu that shows up when it's installed, etc. Then if it is also possible to open specific menu items, or trigger their functionality via script? I have been searching all day in the help docs and github for examples but the closest things I can find have to do with what looks like simply creating new menu items with MenuParmTemplate(). I have found that there are menu items within MainMenuCommon.xml, but as an example, is there some way to get this info via something like menuList = hou.ui.getMenuNames() and then use hou.ui.openMenu(“h.Asset_Manager”)? I also was trying to see if there was a way to a list of all current hotkeys. I see there are ways to get specific ones if you have the context code or vice versa, but I was trying to see if there was a way to just get all of them that there are currently? Thanks,
  7. Setting up VS Code for Houdini Python

    Not sure if you got this working yet or not, but I am using the following and it works well for me. "python.autoComplete.extraPaths": [ "C:\\Program Files\\SideFX\\Houdini18.0.356\\houdini\\python2.7libs", "E:\\_unity\\_projects\\Python_Unity\\Library\\PackageCache\\com.unity.scripting.python@2.0.0-preview.6\\Python\\site-packages" ], "python.autoComplete.preloadModules": [ "hou", "unity_python" ], "terminal.integrated.env.windows": { "PYTHONPATH": "C:\\Program Files\\Side Effects Software\\Houdini18.0.356\\houdini\\python2.7libs;E:\\_unity\\_projects\\Python_Unity\\Library\\PackageCache\\com.unity.scripting.python@2.0.0-preview.6\\Python\\site-packages", "PATH": "${env:PATH};C:\\Program Files\\Side Effects Software\\Houdini18.0.356\\bin" }, "python.pythonPath": "C:\\Python27\\python.exe", "[python]": {}, "terminal.integrated.shell.windows": "C:\\WINDOWS\\System32\\wsl.exe",
  8. Modeler 1.0

    The overall usability is a big part of deciding what tools to use. Ex. I could not stand Blender 1.7x or earlier, but love 1.8x because of the changes. Is there any possibility of creating some sort of lightweight reduced feature demo of the modeling tools, just to get a feel of the workflow?
  9. Hey all, I am just getting started trying to make tools for Houdini and I had a few fairly basic questions. Can Should additional packages be used outside of whatever ones Houdini includes? I mean, I am sure they *can* be used, at least locally, but if I wanted to make a tool using additional packages and then release it down the road, how exactly does that work? Does it have the ability to download required packages from a requirements file? I noticed that there are separate folders for scripts and HDAs. At first I thought HDA's were just sets of scripts that were exported in a Houdini native format, but it seems that is probably not the case if they are separated out. Do HDA's include scripts, or are they just sets of nodes configured in predefined ways? If it includes Python, does it have to be written within Houdini's editor instead of being in external files? Thanks all, -MH
  10. I got this figured out. Looks like having triplanar set on the Unity material/shader is what caused it.
  11. Hello, I have been working on my first project in Houdini, which is a rigid body simulation in which I am exporting out to Unity. Everything is good, minus when I add the texture to the geometry within Unity and play-back the animation, the texture simply stays in place while the geometry moves around. It sticks in place within Houdini as it should as seen below: https://i.imgur.com/QUM4Awh.gifv But in Unity, it looks like this: (You can see it best on the rocks on the far right that are moving) https://i.imgur.com/lcmG4sr.gifv Here is my current setup: I have never had this issue before in Unity (been using it for about 2 years), so I am not quite sure what I am doing wrong or what I should actually be using for trying to UV fractured geometry. There are so many different UV tools in Houdini that I am not even sure I am doing it correctly, or in the right place, or with the right nodes. All of the tutorial videos I have seen (which doesn't seem to be too terribly many, on texturing) don't seem to quite cover what I am trying to accomplish here, at least not that I have came across yet. If anyone is able to point me in the right direction, I would greatly appreciate it! Thanks, -MH consecrate_ground.hiplc
  12. Na, all-core boost when properly cooled, stable, is about 4.4 or 4.5 I believe. Even though I have a beastly Castle 360ex cooler I just did a pretty tame 4.2 or 4.3 because I just don't trust myself very much, lol.
  13. I am with you on that. I had a Ryzen 5 2600, which isn't terrible, but just upgraded to a 3950x because I didn't feel like waiting, lol.
  14. Ok, my apologies for wasting your time. I will try and figure out what is going on, on my end. I appreciate you taking the time to look.
  15. It started the instant I opened it up and flagged any of those primitives for view. It happened right away. I think something strange might be going on, on my end though. The group and attribute display menu was not turning the window on and off. (https://i.imgur.com/HoKodVP.mp4) Someone else took a look earlier to see if they could see why that menu wasn't working, and it worked fine for them. So if the primitives look fine to you, then something is up that I have to try and figure out. As for why I have done anything I have done, it is because I have pretty much no idea what I am doing. This is the first thing I have ever made in Houdini, so I have no idea if what I am doing is good, bad, or even correct. I am just trying things out to learn what they do and how to do things. The fracture only takes about 5-10 seconds to complete, so I didn't think much of it. Thanks, -MH
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