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  1. Lightwave .lwo reader SOP

    I haven't touched this for some time. I know that it got slower and more buggy on adding some of more advanced surface reading capabilities. If you have the debug switched on, it should produce a log of the results. If you guys could, on files that the node fails, upload the log and and the lwo file, I can have a look at is wrong.
  2. Lightwave .lwo reader SOP

    Here is a more stable version Turns out it was failing mostly due to vmap names not being compatible with houdini's attribute names currently the node parms for surface layers are only set up for the color channel, so it will also throw exceptions when trying to set layers in other channels. Although it should be able to load large files, it is not currently optimized for them. The initial intention for this was not to just load old lwo files, It was more to use Lightwave Modeler to quickly create elements that could then be subjected to houdini's procedural treatment, providing the best of both paradigms. For now it is probably also wise to 'cache' as a native houdini .bgeo as the lwo is not reloading, when the scene reloads. Lwo.otl
  3. Lightwave .lwo reader SOP

    If I remember correctly, the c:/tmp thing is where a log file is written, in order to trouble shoot. I think there may be a DEBUG tab, where you can change the logging features. As a Mac user, I probably hard coded that path to log file (my bad), I'm sure if you track that down, you can check the log as to where the Sop fails. I figure that this will help solve the 'boundary conditions'. After going down the rabbit hole on parsing all the material data, It did appear to be far less stable, so this is really the area that needs attention. I will do my best to give this some more attention soon.
  4. Lightwave .lwo reader SOP

    the sop is still some what incomplete, and i'm in some projects at the moment. Will try to pin it down some more, over the weekend. Check it out, as is, for the moment, but last I checked, there were quite a few cases where is fails. It's all python, so If anyone has the inclination to chase bugs, be my guest. That would be dead cool. I went from this, to attempting to do the same while leaning C++, and got quite far. I figure ,Ideally this should be done with HDK, but my skills in that regard are questionable. I have a good grasp on parsing the .lwo file, so perhaps with some HDK guru's guidance we could make this sop solid. Lwo.otl
  5. I have just started to learn HDK, and c++ for that matter, so please excuse my ignorance. I am attempting to 'frankensteine' the Sop_Star sample. My really stupid question, is how to just print out a value, so I can start looking at what's going on. I have tried cout << "hello world", but where does this get printed to. How can I see print output in houdini ?
  6. HDK and XCode4

    Was fiddling with XCode today and have it working quite well. Here is a XCode Project Template that has a shell script as a build target. It includes a perl build script, that : sets up houdini environmental variables. checks directory for all .C files that are operators checks if the dso file needs (re)compile and runs hcustom to compiles if source file is newer if a .png or .svg or .icon file exist with the name same operators internal name it will copy it to the correct ...config/Icons directoryPlace this in : /Developer/Library/Xcode/Project\ Templates/Other/HDK HDK.zip
  7. Python in IDE editors

    I use Komodo as an IDE You can set up the environmental variables, and the python lib to enable code intelligence and execution of scripts outside of Houdini. With the Komodo Pro you can have full debugging features within the IDE. for debugging you may find logging to file usefull, and setup a terminal to tail the log file if you use print to the Houdini terminal for debugging, you will eventually want to go back and remove all the print commands, while using logging will keep things 'clean' as well as allowing for different levels of output( INFO,WARNINGS,ERRORS, etc)
  8. Lightwave .lwo reader SOP

    I have hit a problem setting up houdini parameters for texture layer gradients and procedurals here is the post in the scripting forum [edit] this is resolved in H12, so good to go
  9. [edit] THIS IS RESOLVED IN H12 Hi all, I have hit a bit of a problem setting up parms in my SOP I have nested folders of type (Multiparm Block LIst or Tab) : Materials (multi) ---Layers (multi) ------Proc ---------Properties(multi) I end up with parms with names like : colorProcValue#_#_# (having 3 levels) This works unless I try add another element at the top level (Materials), in which case Houdini goes into endless spin and needs to be force quitted. Can anyone confirm that there is a 2 level limit, or perhaps give me some ideas why this happening. Here is a screen grab showing the setup
  10. Lightwave .lwo reader SOP

    Here is the procedural texture layer data I am not so clued up on Houdini Shaders. Perhaps someone can enlighten me on how to implement this data an update on the layer data if needed : allowing for the creation of PrimGroups base on poly type (Face,SubPatch,Curv, etc) also to create PrimGroups from Polys with variable vertex counts
  11. Lightwave .lwo reader SOP

    gradient texture layer data
  12. Lightwave .lwo reader SOP

    At the moment the surface data is just presented as parms, so you can copy, paste it to any other parm as needed. I am considering a way include a scriptable feature to 'auto-patch' parms in custom ways. I think it would be better to not be too presumptuous by patching to other Nodes straight off the bat. I am going to massage this, for the next week or so, before releasing it. So please offer as many implementation suggestions as possible.
  13. Hi all, I would like to present a SOP I have created to read a lightwave .lwo (object file) It can transfer: Multiple object layers, All vertex maps (Uvs, Color, Weight, Morph, etc) All groups (Part to PrimGroups, point selections to PointGroups) All surface data, to be copy parmed to Houdini Materials. geo info node graph splitting layers surface data object layers A big file Comments, and suggestions would be greatly appreciated.