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LaidlawFX last won the day on October 15 2018

LaidlawFX had the most liked content!

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About LaidlawFX

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    Technical Director
  • Birthday 02/23/1985

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  1. If the point count is changing then on export the selection method was not even. An alembic exported correctly will preserve geometry info from frame to frame. A method is to do a bounding box from a group sop to a blast node. You can use a delete sop straight up, but there are a lot less procedural ways to animate the size and bounds. You can try for connectivity/assemble too and see if that brings a consistent result if you are looking to remove a whole tooth. There are more options, but it really depends on how inconsistent the topology is and what part you are trying to delete. Generally speaking direct face selection is generally not done as it can often be defined as a destructive method. You can use direct face selection in a few ways, but with consistent topology.
  2. Not sure why it is called image plane at that level. https://www.sidefx.com/docs/houdini/nodes/vop/texture.html Texture Channel This specifies which color channel for multi-plane textures should be evaluated.
  3. Houdini 18 Wishlist

    Houdini's handles are implemented on a per product basis. So Maya does not have them, but Unity does. They can be implemented, but there probably hasn't been a large request. Also Houdini supports more handles types than most 3D programs so there is a bit of picking and choosing on what you want to be integrated. Generally when it comes to Handles studios implement their own custom variety. https://www.sidefx.com/docs/maya/ https://www.sidefx.com/docs/unity/_handles.html
  4. Get Parent Expression

    Sounds like you should be working in a SOP construct if you need the attributes that much. `opinputpath("..",0)`/OUT Just make sure you always have an OUT or similar designated output node. Otherwise you can go into python land find the display flag, but that is a whole different set of issues.
  5. Final Export Error

    .exr is the image sequence format of choice for most offline render needs now a days. You may still see some legacy .tif an .tga, but that is more rare.
  6. Final Export Error

    Hello Russ, Welcome to the forum. Historically it has been best to not create videos from inside Houdini but use a third party program that is good with videos. Like Nuke, Aftereffects, Premiere, Final Cut Pro, etc... If you were not on Apprentice I would suggest using TOPs and the image magick plugin. TOPs is not available in apprentice. However you could use image magick as a standalone application. As for a solution to your actual problem it sounds like your system is a bit off if it is complaining about your HOUDINI_USER_PREF_DIR is off. This is where your personal preferences for Houdini live. However the No License Could be Found to run this program could have been a check to see if you have a paid version of the program. The apprentice version has a bunch of limits. I'm not aware if saving as video is one, but as I said nobody saves videos from Houdini, nor any other 3D based DCC by default. Hope that helps, -Ben
  7. You have two main ROP options. Make a subnet and use the Scripts python module. Make a shell rop and use the shell or post script commands to run an external file. The third for fun option is to do it in TOPs. This is probably better designed for what you want to do and it comes complete with tons of python control. Just not a lot of internet wisdom yet when you get stuck. Plus not direct Redshift control so you need to use the ROP Fetch node, which has not been too painful converting all the old setups too.
  8. Tab Menu

    Yeah you would have to RFE that request like if do Tab > and type d - e - l - e - t - e I can not select the world "delete". Then again the whole Tab Menu could use lots of love in the first place, it hasn't changed since version 9 with the new UI if I remember correctly.
  9. Tab Menu

    Tab is an old menu system as I understand. You could RFE it for sure. However, I would outline a good series of use cases for it. I do not know of a case where by default you can select multiple stock nodes via the different options. Scripting like bunker showed is a completely different case.
  10. Tab Menu

    Nope. You can not override the tab menu with hotkeys it's not designed for it. You could do stuff in python to create multiple nodes if you know what you want.
  11. Operator default name override ?

    Yeah use the OPcustomize script in your preference. A copy can be found in $HH/OPcustomize // In order to change the initial name of the op to something // other than the internal name, the opfirstname command can // be used. opfirstname Driver ifd mantra As for foreach_begin if it is being placed down via a script it might depend on how the script is creating it to override it. But to say change the output sop to OUT on creation opfirstname Sop output OUT
  12. Scene viewport : Set path from node button press

    Ok I figured it out a bit based on this chat. This code was put into the Python Source Editor. If you have a geometry object /obj/geo1 in your scene, it will change the path of the SceneViewer to node. It will do a simple check if it is pinned and pin it. Probably could use a bunch of exceptions... import hou node = hou.node('/obj/geo1') scene_pane = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer) if scene_pane.isPin() : scene_pane.setPin(False) scene_pane.setPwd(node) scene_pane.setPin(True) https://www.sidefx.com/docs/houdini/hom/hou/ui.html to https://www.sidefx.com/docs/houdini/hom/hou/Desktop.html which needs one of these https://www.sidefx.com/docs/houdini/hom/hou/paneTabType.html Then you can use these. https://www.sidefx.com/docs/houdini/hom/hou/PathBasedPaneTab.html Hope that helps future me, and other fine folks.
  13. Hello, I am trying to set the path of the current scene viewport via a button press from a hda. I know these python docs below are the key, but I can't seem to tie the relevant python functions together. https://www.sidefx.com/docs/houdini/hom/hou/PaneTab.html https://www.sidefx.com/docs/houdini/hom/hou/PathBasedPaneTab.html https://www.sidefx.com/docs/houdini/hom/hou/SceneViewer.html https://www.sidefx.com/docs/houdini/hom/hou/GeometryViewport.html Any help would be great. Thanks, -Ben
  14. Compiled Block Nodes Usage

    One of the more common cases I have used them in is for importers and exporters. Generally when communicating with another package if you use python if becomes burdensome to dive between external python libraries, nodes, and python sops. This allows you to stream line the process in one language and cut back and forth. Also this saves you from needing to say cross between vex and python for an optimized operation. Python is way better at string management, however once you have constructed that string you may want to do a vex like function to it before you do another python function with that string. Saving you from jumping through multiple languages.
  15. TOPs for caching out filecache nodes

    TOPs is a fine way to work with these. It's pretty much the replacement for ROPs which you can also do this in. If you want a python base list that just presses the buttons in series you can use something like this. https://www.orbolt.com/asset/LaidlawFX::Queue::1.0 - Pictures and Orbolt https://github.com/LaidlawFX/LaidlawFX - Code base.