Jump to content
[[Template core/front/profile/profileHeader is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]

Community Reputation

0 Neutral

About makah21803

  • Rank
    Peon

Personal Information

  • Name
    Martin Holeys
  • Location
    The Earth
  1. Passing information in ROP networks

    Thanks!
  2. Passing information in ROP networks

    Thanks, we had issues with rendering in TOPs, but using them to create the information needed before rendering seems like a viable solution
  3. Hi, We plan to build a custom modular rop network for exporting assets, we plan to have dedicated nodes to be responsible for setting asset info, component info, etc. Currently the idea is to link those values to the final export node via expressions, but I'd prefer to be able to pass the information down the stream in a similar way as we pass detail attributes in SOP networks. I dont have much experience with ROP nodes, but so far I didnt find any way to pass information down the tree. Could someone point me in the right direction? Thanks
  4. Exporting Houdini Particles to Maya

    So I found a solution (yes, its till an issue after five years), but its really dumb that Maya requires this: note: My goal was to export locators from Houdini to Maya. If you require rotation as well, you would need additional fiddling and it might be easier to use Houdini Engine for export (for that just save a hda with the file node inside and import it to Maya through Houdini Engine, the instancing steps are the same) In Houdini: * have only the points * add the add node and in Particles tab check Add Particle System * create a path attribute on the primitive, that ends in particleShape1/particleShape2, i.e. /particles/particleShape1/particleShape2/ * use csCache Alembic set to single frame to export the points In Maya: * create a locator (just one in the origin) * switch to FX menus * import the exported fxCache note: it will only allow to import one particle cache, at a time. When you import second, it will be empty - sometimes deleting the current one will be enough to allow import new, sometimes you'll need a clean scene To check if it impored, select the group and press F, if it shows you points its ok, if it just zooms to origin, its empty * select the locator first, then the particle system in the imported hierarchy * in nParticles menu click Instancer * with the created instancer selected in MASH/Utilities click Bake Instancer to objects Now delete everything except the group that just got created and youre done
  5. How is it that easy thanks
  6. I think what he means is not how to colour a node, but how to colour an input dot of a hda. Ive seen it done in some custom made assets, and I assume it is a like of python code in the right place, but I cant find what to put where :/
  7. Loading Houdini Python modules into Code Issues

    No, I didnt manage to import hou classes to VS Code. I gave up and was doing it just directly in houdini
  8. Event Handler on a HDA inside HDA

    Response from SideFX: This currently isn't supported. Lets hope it will get added in the future
  9. Event Handler on a HDA inside HDA

    Im not sure its a bug, since its in H18 too, but Ill try to report it. As for the workaround: I know I can manually call it from the parent HDA, the problem is that the HDA inside is used in several different hdas and this workaround would mean calling it from every parent hda separately. I need a solution independent on what code is on the parent hda
  10. Event Handler on a HDA inside HDA

    Hi, I have an HDA (sop) that contains a different HDA (rop). The problem I have is that I need both of them to run a OnCreated event, but it seems to run only when user creates the node, not when it gets created as a part of a different hda (both have the OnCreated working, when I just create them separatelly). Does anyone have a solution for this? Thanks Martin Running: Houdini 17.5, Linux
  11. Hi, Ctrl+F has raw parameter filter that helps to find a node with the given value in a specific parameter. I was wondering if there was a way to search for the given value in any parameter? I didnt find any solution, maybe its because it would be too heavy to look in every parameter, but I thought Id try to ask, maybe you guys know. Ithe only partial solution I sound was in python to loop nodesearch.RawParm() over the parameter names I want. But some times you dont know the parameter name so it would be nice to be able to find it anyway. Thanks Martin
  12. Ive uploaded example files: the abc and hip (just read -> rop). Frame range is 500-510 abcTest.hiplc testM.abc
  13. Ive attached the abc and hip (just read -> rop). Frame range is 500-510. I also tested a different geometry (organic animation) that uses Deforming Geo rather than Transform and the result is much closer of 2.2Gb from M and 2.4Gb from H (960f/0.25). So it seems there is just something about M settings under the hood for non-deforming geometry. Single frame (of the non-deforming robotic animation) from M is 93Mb and from H 116Mb, which is more that 10% difference but not really significant. It seems its the way H stores the transitions that differs, since from single f to 11f/0.25 H makes the file about 4* larger (116Mb -> 480Mb) and M just 1.005* larger (93.5Mb -> 93.9Mb). abcTest.hiplc testM.abc
  14. Ive tried File>Export>Alembic and it doesnt allow sub frames and still made the file size a bit larger (521Mb ..rop_abc was 480Mb). I tried rop_geometry and fileCache nodes but they arent able to write animation in a single alembic file (if they dont have $F in file path they just keep overriding it each frame). I also tested a different geometry (organic animation) that uses Deforming Geo rather than Transform and the result is much closer of 2.2Gb from M and 2.4Gb from H (960f/0.25). So it seems there is just something about M settings under the hood for non-deforming geometry. Single frame (of the non-deforming robotic animation) from M is 93Mb and from H 116Mb, which is more that 10% difference but not really significant. It seems its the way H stores the transitions that differs, since from single f to 11f/0.25 H makes the file about 4* larger (116Mb -> 480Mb) and M just 1.005* larger (93.5Mb -> 93.9Mb). // PS: Že přijde pomoc z Čech jsem nečekal
  15. Thanks for quick response See the thing is that even setting the 'Packed Transform' option to Transform Geometry or Merge With Parent Transform (rather than the default Deform Geometry) doesn't reduce the size to the size M exports - it still remains about 5 times larger. As far as additional data goes, I'm literally just reading the abc from M and directly exporting it. There is just P, N, uv and path all of which is originally there too. And both M and H is set to use the same format (Ogawa). I've tried unpacking it before exporting, but that only made the file size larger. The closest I got in size is 94Mb for 11f/0.25step animation from M and 481Mb for the same 11f/0.25step animation from H (using Transform Geometry ..which apparently Maya optimises under the hood). I just tested a different geometry (organic animation) that uses Deforming Geo rather than Transform and the result is much closer of 2.2Gb from M and 2.4Gb from H (960f/0.25). So it seems there is just something about M settings under the hood for non-deforming geometry. Single frame (of the non-deforming robotic animation) from M is 93Mb and from H 116Mb, which is more that 10% difference but not really significant. It seems its the way H stores the transitions that differs, since from single f to 11f/0.25 H makes the file about 4* larger (116Mb -> 480Mb) and M just 1.005* larger (93.5Mb -> 93.9Mb). // PS: Že přijde pomoc z Čech jsem nečekal
×