Jump to content

Search the Community

Showing results for tags 'hda'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 215 results

  1. Hi, I'm attempting to create a digital asset via python scripting and would like to set up some of the parameters and interface as part of that process. I've had success creating parameters and arranging the interface for normal nodes (spare parameters), but taking the same sort of approach with an asset only appears to be half working. Here is my debugging example code: hou.hipFile.clear() # just whilst we're testing; do a fresh start objNode = hou.node('/obj').createNode('geo') objNode.setName('myAsset') if objNode.canCreateDigitalAsset(): objNode = objNode.createDigitalAsset( name='test::myAssetA', description='myAsset', hda_file_name='/tmp/foo_v001.hda', ) parm_group = objNode.type().definition().parmTemplateGroup() first = parm_group.findFolder('Transform') folderTemplate = hou.FolderParmTemplate('myFolder','My Folder') buttonTemplate = hou.ButtonParmTemplate('myButton','My Button') folderTemplate.addParmTemplate(buttonTemplate) parm_group.insertBefore(first,folderTemplate) objNode.type().definition().setParmTemplateGroup(parm_group) What I'm hoping to do here is create an asset, add a folder as the first item in the interface, and add a button to that folder. Like I said, this sort of seems to work - if I then go to the Edit Opertator Type Properties dialog I see the parameters listed as expected. Weirdly though, all the pre-existing folders are now renamed to match the new folder I added (i.e. myFolder_1,myFolder_2 etc). Then when I look at the interface in the parameter editor, 'myFolder' appears as a check box instead of a folder and the custom UI elements are drawn last rather than first. (see attached screen grab). So, the question is - am I going about this the wrong way (likely), or do you think this might be a bug (happy to log if so)? cheers Ben
  2. Hi! Cant find information about how to create empty folder with python inside digital asset parameters. I have a python callback script and at the end i'd like to create folder named, for example, Animation. Just it right now, no parameters inside, only empty folder inside asset. Did anyone know how to make it? That's what i am talkig about.
  3. Hi - I've got a feeling I'm coming about this from the wrong angle, but does anyone know if it is possible to programmatically export a subnet as an digital asset, without actually turning it into an asset? I'm looking for an equivalent to hou.Node.createDigitalAsset(), but which doesn't turn the source into an asset in the current session. Something like exportAsDigitalAsset().... If this seems backward or bizarre, please do say and I'll elaborate on the motivations. See if there's a better way of coming at it. thanks Ben
  4. Hi everyone, as the title says: I am importing a digital asset into Maya with Houdini Engine and, while everything seems to work kinda ok, the UVs are somehow different (and wrong) in Maya. I can't post the original scene for it is a production scene but basically I just have a bunch of tubes with polycaps and their relative UVs. I've attached a self explenatory image. Does anybody knows why is this happening?If so how can I fix it? Thanks everyone Cheers
  5. Houdini Tool Development

    Great news from School Online VFX! We are going to start English group on the program Houdini Tool Development. The first lesson is beginning on September 19th. This program will be useful for technical specialists, engaged in Pipeline construction, instruments creation, technology development, etc. We are waiting for houdini VFX artists, especially FX TD and all Houdini artists, who want to explore Python and improve the quality and productivity of their work. See details and videos: http://onlinevfx.ru/course-and-masters/142-houdini-tool-development-eng
  6. I'm building a crowd simulation system by creating custom VEX operators being cooked in a SOP simulation. Along with implementing basic behaviours(arrive,separation,cohesion,alignment,obstacle-avoidance,wander,leader following etc.) by manipulating point positions being accessed from the amazing Houdini point cloud feature, I'm working on a path-following behaviour. I'd like the user to be able to define his own path, a curve rather(as I'm using a curve to define a path), is there anyway I can make my digital asset user-driven, wherein the user can have an option to simply draw up the curve on the grid? If I found nothing, I would let the user load up an image file with a path drawn on it, and let that form the path to be followed, but I'd have to somehow scatter points(after tracing it) in such a way that they form path-like connected line-segments(even if they might not be curves, it'll still work if I can simply get to access the points forming the line-segments of the path). But I'm sure someone can come up with a far better solution than that, really looking forward to it! (It's eating the insides of my brain now!!) Thanks! Cheers
  7. Hi. I like to decorate my assets in some common style. Is there a way to generate some default template for digital asset when it's created? For example when I press Create Digital Asset... I would like to have separator/label/separator trio added by default. Can it be done? Thanks!
  8. Hi. Like the title says. Or should I go and find someone with full Houdini version to convert it myself first?
  9. Reference to current HDA

    Hello I am writing a python script to run upon OnUpdate event of HDA. How can I get a reference to the asset definition of the HDA inside which I am writing code? i.e. this_hda = ? definition = this_hda.type().definition() Thanks
  10. Hi guys, i might be asking a complete noob question here (i'm a beginner with Houdini...) so i'm sry if this is totally rtfm. I'm the pipeline TD of a project (this one ) and we are running a Houdini/Maya pipeline. Our pipeline is asset based which means that artists are doing chunks of work with well defined in/output (a shading hda for example, or a maya rig) and then publish this work either into an HDA or just copying a maya file to where all references are pointing to. (Publishing in fancy TD speech) These assets are then used by other artists (for example an animator might reference a rig to do his animation, or a lighting artists brings in the shading HDA from the Shading OTL and apply it to a prop in the shot). So it's important that the artists coming later on are able to change stuff specific to a shot on the base asset. They need to make local edits, while still remaining the *live connection* to the global changes that are made on the base assets, which are ment to ripple through the whole production. How is that happening in Maya: Maya stores local changes to references as MEL script automatically. The *live connection* to the reference always remains, and local changes are layered on top. This way you always have the latest & greatest global version + your local edits. (As long as you dont break on what the scripts rely on....names) What is the way to achieve that in Houdini? As far as i understand, when you want to make local edits to an asset, you say "Allow editing of contents". What that does is, it breaks the connection to your global asset and uses a scene embedded definition instead, where you are doing your local edits. You can then either choose to publish your local changes globally into the otl again or match the global definition back to your local asset (loosing your local changes). Once again, i might be totally newb here and overcomplicating things, but i'm wondering about the Houdini way to enable people to do local edits on assets while staying live to global changes? (Since we always relied upon exactly that with the assets/references in Maya). PS: Maybe that's all a bit theoretical so let me try to illustrate this with a totaly figured example: Lets say we have a very highpoly prop to populate a shot. It is most of the time entirely in the frame but we have one artists that is rendering a close up shot where only 10% of the prop are visible. In order to save translation time he deletes the 90% of polies that are invisible. (We now has a blast node between the UVGenerate and the OUT node). To be able to do that he clicked "Allow editing of contents", embedding the HDA into the scene. Later on the guy in charge of the base asset changes something on the UVs. He puts a UVPreGenerateFix node in front of the UVGenerate node in the HDA and publishes it. Everybody gets the new assets now, just not the guy who clicked "Allow editing of contents" and modified the HDA. In Maya the global and local changes would have been preserved since after referencing, the MEL scripts would have serached for a node called "UVGenerate" and a node called "OUT" and connected the local blast node inbetween.
  11. Hello, I am creating a digital asset at /obj level rather than geometry level. This is to be able to have multiple geometries inside a master HDA. When I create HDA inside Geometry node, the subnet and resulting HDA don't have any parms. However, when created at /obj level the HDA keeps parms under "Transform" and "Subnet" tabs. How can I get rid of those? Deleting them in Operator Type Properties doesn't help. Only folders are removed but all parms remains. Thanks
  12. Hi guys, I recently (few days ago) started learning python and while I hit many walls I managed to find enough info on this forum and sidefx.com to help me overcome the issues. However there's one (for now) that I can't manage to solve and it's a bit hard to explain in writing so I hope you'll have patience with me, thanks Passing tokens using callback script. I need to call a function with using the token variable from the drop down menu. For example if the user selects the first option the function get's called with a variable, if the user selects the second option the same function is called but with a different variable. From Houdini help looks like it's done using callback script to pass the token of the menu but I can't seem to make it work. This is the python callback I have on the menu: hou.pwd().parent().parent().hdaModule().DisplayPaintMode(hou.pwd().parm('paintDisplay').eval()) paintDisplay is the drop-down menu parameter where the callback script is with the 1st token: result and the 2n one: paint And this is the function on the HDA python module: #Display Paint Node def DisplayPaintMode(node): HDA = hou.pwd().parent().parent() import toolutils if node == 'paint': print 'display paint' paintNode = HDA.node('ObjectToDestroy/PaintFractureDensity') paintNode.setDisplayFlag(True) paintNode.setRenderFlag(True) else: print 'display result' sopnode = HDA.node('ObjectToDestroy/OUT_display') sopnode.setDisplayFlag(True) sopnode.setRenderFlag(True) But this always prints 'display result' regardless of what option is selected from the menu. However if I change the callback to: hou.pwd().parent().parent().hdaModule().DisplayPaintMode('paint') then it prints paint - the way it should. So I can't find how to pass the menu tokens with the callback script. Thanks a bunch, -Adrian
  13. Hey guys, I'm new to using digital assets and would like to create one with an embedded image file to use in the shader but have not been able to figure out how to do so. I have seen people mention using opdef, and the documentation suggested it, but I am not clear on exactly how the syntax works. If someone could please give me a pointer to somewhere with a detailed description of how to reference embedded textures, that would be great. Particularly, when the documentation discusses the section, what does that mean? In case it matters I am trying to embed a .png file. Thanks
  14. Hi, I'm Nick Nimble, specialized in the simulation and rendering of: - Gases, such as: smoke, fire, fog and dust. - Liquids, such as water and viscous fluids like blood, toothpaste or caramel - Rigid objects, such as a collapsing building, blocks or a stack of products that fall. - Procedural effects, such as: a split-flap display, a digital sea with a large number of boats. Earlier this year I worked at Double Negative in London on Man of Steel as a Houdini FX TD. I'm from The Netherlands, I can work remotely or on site and I'm eglible to work in the european union. My reel and other information: http://www.nicknimble.com http://www.linkedin.com/in/nvanzutphen
  15. I am creating a digital asset which has a VOP, where, I am using a ramp. Now i want to make a ramp in UI of digital assets which is linked to ramp in VOP, which i am not able to do, need help.
×