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Everything posted by LaidlawFX

  1. 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
  2. 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.
  3. 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.
  4. Render Farms

    Hello, I'm looking to find out what off the shelf render farms people prefer currently for production; likes and dislikes? Short background: We need to use our nodes for Houdini, Max, Maya, fume, and a few other software. Currently about ~100 nodes, and we don't have a dedicated render farm technician so the most hands off, off the shelf is the best. I have experience with Hqueue, Rush, Deadline, and Qube, so I am looking for any additional off the shelf software, too beyond those. Thanks -Ben
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. Look at the local scheduler it defines where the working directory and such are pointing. https://www.sidefx.com/docs/houdini/nodes/top/localscheduler.html
  13. Input in Unreal on a OBJ-Level HDA?

    I believe the Object merge in your sopnet will give you the function you need. The geometry path should self propagate to the interface of houdini engine. No need for the object level input. (It used to work like that anyways)
  14. L-systems were not originally designed with modern day asset creation in mind. It was designed in the late 60s when computers were a bit different. You can read below. However L-system's framework especially for late 90s and early 2000s was a great way to create complex rules and copying. The theory today is a bit more useful than the actual system. You can still use it to create building systems pretty well and cool FXs. Honestly just use the Gear Menu and pick from the drop down menu of all the presets. Using the lightning and the branch preset is a really quick way to get a basic growth structure in a few steps, that'll save you a dozen nodes. It's what I believe most people use it for nowadays. https://en.wikipedia.org/wiki/L-system
  15. Configuration Scripts - Network view

    Hello, Take a look at this video. It will have more info than you need on pipeline set up.
  16. Rendering Cola

    I bet a lot of money this look came from comp more than from anyone render engine. It looks heavily modified.
  17. cache out points seqeunces with top network

    You could define an equivalent variable with attributes in TOPs. Using 123.py or 456.py should get you what you want. I've actually never used $JOB in production for cache directories for instance. Cache directories are always in a custom directory with a semi unique file structure.
  18. Prior to an attribute vop or wrangle you need to place two attribute promote and set your value to detail and methods respectively to min and max. You can then plug these outputs into the second and third inputs. Then in your attribute fit setup you can reference these detail attributes. The reason this does not work within a normal vex or vop context is that they iterate over the data type i.e.. points, vertex, prims. The attribute promotion itself needs to loop through all values to do it's calculation. So if you wanted to use this auto fit within a vop/vex chain you would need to split your code between two separate vex/vop node with the promotes sandwiched between and the sop level.
  19. cache out points seqeunces with top network

    Your not really supposed to use $JOB or $HIP with the TOP network. The preference originally was $PDG_DIR. $HIP really looses all sense of meaning, because there really is no .hip when being distributed. It will work in cases like when your current session is open as there is an active Houdini file. $JOB should theoretically work if you rare defining it in 123.py or in the shell prior to launch like $HSITE or $HOUDINI_PATH. If you use attributes in TOPs you should have a better ability to defined stuff.
  20. Referenced node - fast way

    RMB > Actions > Create Reference Copy
  21. cache out points seqeunces with top network

    How is the TOP ROP Geometry not working for you? Do you have an example of your setup? There is an example in the help otherwise.
  22. Custom Polybevel for line to avoid non-compilable node

    Cool solution Dominik. I tried going down the vex road, but I kept circling back to sop nodes which I think prevented me from figuring it out. It makes a lot more sense seeing the vex code laid out like this. Cool solution.
  23. Hello, I have one polybevel sop which is non-compilable in 17.5 that is messing up my ability to compile a network. I was wondering if anyone had a custom solution to re-create polybevel that was compilable? My simple example is I currently have a line with ten points and a jitter sop on one axis to noise the line. What I am looking to do that the polybevel does for the next step is to smooth/round out these corner changes with four extra points. Thanks, -Ben
  24. Custom Polybevel for line to avoid non-compilable node

    Solved this to get around another issue by using the curve sop inputs and nurbs prim type. Take a resample sop - resample by polygon edge, untoggle maximum segment length, turn on maximum segments to get desired cv, breakpoints, or frehands locations, for the curve sop build a list of the incoming points with python, vex, etc in the format of "P0 P1 P2 P3..." and you can playwith the nurbs order too for more flexibility. When you convert the nurbs back into poly just follow it up with a facet to remove inline points. A few more node but compilable. Well until sesi makes all the poly nodes compilable. Bon Apetite!
  25. Houdini 18 Wishlist

    I wish that all the common functions in the different languages from vex to hscript to python and such where linked in the documents. So the matrix help could do a link to the other languages. See in : hscript, expression, vex, python, vops, etc...