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Showing results for tags 'hda'.
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Hey all, python / HDA related question: I'm making an HDA where I'm creating a bunch of trace nodes linking to a bunch of rotoshapes in a COP network, which is all good and everything is linking correctly...however I want to initialize the COP tab on the trace node via a python when the node is created instead of the default File node option. Also, I've just been grabbing nodes and dragging them into the python windows to get things working, but down the line how would you make the paths underlined in yellow relative to the HDA? I've tried the ../ I've used before, but it's throwing me errors whenever I try to reference relatively. Thanks in advance!
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Hey all. Just posting a new tool I recently wrote in case anyone is interested. It's an HDA for saving attributes into either data textures or mesh vertex channels for use in realtime shaders. I needed to do some fancy pivot caching and mograph type stuff in a Unity shader and after hacking together a solution with a python SOP I figured I'd package it up nicely for future projects. https://github.com/pixel-ninja/packChannelsHDA/releases/tag/v1.0
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Is it possible , and with the HDK? Coudl you talk about please? and if not why Sidefx doesn't make it possible, this makes total sense no to be able to export UI part of the Houdini proceduralism ? There are more artist asking for interactive tool in Unreal and Unity than in Houdini... Best regards and merry Xmas Everyone! vincent ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas https://www.imdb.com/name/nm0859628/
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How can I reference a python file from HDA, I don't want all of my code to be in the HDA itself.
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https://alexeyvanzhula.gumroad.com/l/modeler2023/black_friday
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Hey guys. I want to display info of each LOD on parameter editor panel and I got it work in Houdini, but when I use this hda in UE, all detail scripts turn to be strings rather than values, and horizontal layout of labels messed up, too. Is that because UE don't support runtime vex in label parameter?
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I am trying to get createModuleFromSection() in the Python module in an HDA I am developing. It can't find the module. I am less than a python noob thus struggling. I have a modified nodegraphvellumutils.py (which works perfectly) renamed as PythonSubmod.py and I want to attach it to the HDA then call it from the PythonModule. import toolutils submod = toolutils.createModuleFromSection("submod", kwargs["type"], "PythonSubmod.py") # Add network editor hooks if hou.isUIAvailable(): from submod import setSelectPosContextData, isPassThroughConnection, createEventHandler def isVellumNode(): return True test_PythonModule.hda
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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
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Hi, I am Procedural Generative Artist. I am specialized in Procedural Asset Creation. I can create 3D assets for Games/Movies/3D Printing. My works have been featured in Several Websites. I am also able to create FX. You can see my reel below. I am looking for any kind of work. You can see my projects in pamirbal.com olcaytopamirbal@gmail.com
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Hi, I wrote some code into OnLoaded event handler to run when I paste the HDA, something like this: if not hou.hipFile.isLoadingHipFile(): rebuild_prompt = hou.ui.displayMessage( "Would you like to rebuild?" , ("Rebuild", "Do not Rebuild")) It seems opening a ui dialog like this breaks the copy-pasting process and does not move the pasted node into a correct position near the cursor. I thought about manually moving the node to the cursor in the code after the dialog, but I dont think it makes sense and I cannot even access the node I am copying anyway (assume many nodes in a subnet all being copied at once) Any idea how to have a dialog that opens when HDA is being copy-pasted but in a way that doesnt stop/break the copy-pasting itself? Many thanks
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I have an HDA with a parameter that allows users to return a selection from the viewport (same type of parameter used on blast nodes etc.). I have a callback script that I want to run whenever the artist makes a selection, however, the script only seems to execute when the string portion of the parameter is edited. For example if I manually type the name of an object into the parameter the callback script executes as expected, but if I use the arrow button to select the objects in the viewport and hit enter to confirm my selection the callback script is not executed. This obviously isn't very useful or intuitive for artists. Does anyone have any workarounds or suggestions on how to get this functioning the way one would expect it to?
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Hi, how can I promote the HDA parameters to Maya. The parameters are all visible but in Maya those parameters are not visible.
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I am working to build a tool which contextualizes updates options in a multiparm block based on an option selected in the block itself. I have been able to get ahold of the information for which index in the multiparm everything is going and have been able to extract information just fine, but I cannot seem to update the UI. I really feel like I am just missing a function somewhere in the documentation. Right now I'm essentially doing this to update what I have now: def load(): node = hou.pwd() ptg = node.parmTemplateGroup() baseAttribs = ["list", "pulled", "in", "from", "elsewhere"] multiparm = hou.FolderParmTemplate("attrib", "Attrib Item", folder_type = hou.folderType.MultiparmBlock) collapsibleFolder = hou.FolderParmTemplate("settings#", "Settings", folder_type = hou.folderType.Collapsible) attribList = hou.MenuParmTemplate("root_attribs#", "Select Attribute", tuple(baseAttribs), menu_labels=tuple(baseAttribs), script_callback="hou.phm().attribType(kwargs)", script_callback_language=hou.scriptLanguage.Python, menu_use_token=True) collapsibleFolder.addParmTemplate(attribList) multiparm.addParmTemplate(collapsibleFolder) multiparm.setDefaultValue(1) ptg.appendToFolder(ptg.findFolder("JSON Settings"), multiparm) node.setParmTemplateGroup(ptg) def attribType(kwargs): node = hou.pwd() p = kwargs["parm"] parent = p.parentMultiParm() multiParmIndex = int(kwargs['script_multiparm_index']) menuIndex = int(kwargs['script_value']) container = parent.parmTemplate().parmTemplates()[0] selected = p.menuItems()[menuIndex] a = hou.LabelParmTemplate("test#", f"Testing that this works {multiParmIndex} {selected}") container.addParmTemplate(a) I know what the name should be and I have the correct multiparm index from within kwargs, which is amazing. So how can I put things into the collapsible folders? For the first entry I know I have the settings1 folder and I want to add in that label, but I cannot seem to figure out how to do that.
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Hey everyone, I want to share my HDA. By that tool you can easily create hard surface objects, such as building, spacecraft and other constructions. by it you can generate, delete cut and unite blocks. It's free and I would love if you could use this tool: https://vimeo.com/679178527
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Hi All, I've been working on the .vox exporter for a while. After some improvements I decided to publish it on github. The HDA generates .VOX Magicavoxel file from given inputs. If interested you can get it from here; https://github.com/caglarcomez/Houdini_to_Magicavoxel
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- magicavoxel
- pipeline
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hi everyone , im trying to create a dynamic multiparm in my hda. i know how to access multiparm block's parameter and set the menu item from attribute. but i cant find a way to set the menu item dynamiclly inside the nested multparm. please help. is there any way i can do this ? for example ,the grey box only has 3 sizes, but it listed up other box's size. here its how i make the menu item. im not sure i explained well enough. but please take a look into my files. Thanks. test_dynamic_ui.hdanc test_hda.hipnc
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Hello, newbie here, I'm trying to check about Texel. Everything works fine, except in Unreal.. TexelDensity is correct in houdini, but it's different in "unreal". Is it supposed to be like this? And is this affect to UV scale? Becuase When i change AssetResolution in houdini, UV size exactly reduce 1/4 size. But in "unreal", UV size is weird. Change Project Resoultion in Houdini,and Unreal. Texel Density is Different. Change Asset Resolution in Houdini. Change Asset Resolution in Unreal. it's weird size..
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Custom importer for Quixel Megascans Bridge inside Houdini Sop. These videos shows an example of working with 3D Scans and Surfaces https://github.com/andrey214/aa_tools https://vimeo.com/638435887 https://vimeo.com/638435845
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Involute gears. There are probably easier ways to get gear models but hey. Spur and helix only because if I have to look at more math I only barely grasp I'll cry. I'll maybe come back for bevel/hypoid/planetary/worm some other time. I'm a hobbyist and this marks the first time I've shared anything with anyone so... my horn, toot, etc. Not blackboxed or anything if you want to have a gander. Peace. buildgear.hdalc
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i am using on Update script to test a function, it was working fine until it started double printing data. i replaced everything with just a print function and still the problem remains. is there a fix for this? i tried the same in a python sop and it only evaluates once as it should
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Hi I want to create an HDA based in another HDA as started point, I want to have the same structure (node tree) and same parameters, but different HDA name of course. Thanks for your help
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how can i delete/create nodes in a locked hda from the python module? i am using a button with a callback script that runs a delete() function for n in node.children(): n.destroy(True) i get an error message that i don't have permissions because the asset is locked. Is there a way around this? callback_parm_kwargs_hda_node.hip