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Hello, I'm creating a digital asset publication system, and I want to be able to prevent artists from changing the asset's parameters outside of the system. So basically, I want my assets to be just like SideFX's digital assets, in the sense that you can't modify the Type Properties, you can only add spare parameters. But then when they use my "Modify" button, the Type Properties dialog unlocks and they can edit the base definition. Then "publishing" the asset re-locks the Type Properties. How can this be achieved? I immediately went to hou.hda.setSafeguardHDAs(), but that makes it so NO asset can be modified; I just want our custom assets to be modified through the new system. Chris
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Hi, there. I have some HDAs that use an external python module. I'd like to package the module into the HDAs so that external files are not necessary to use them. Currently I am embedding the python module using the “Custom Script” event handler, and I want to read file from “Extra Files” Tab. I want to write & read files from HDA's Extra Files Tab. Because I don't want to write & read files from External Directory. If I changed computer, I should move not only HDA asset but related External Files. I want to embed all files related to HDA. The Extra File is just txt file or json file. I already ask same question to sidefx forum. But, I receive some useful tips. I try HDADefinition Module but I cannot find to write in HDA. I spend about two weeks.. otl OTL Is there any way to write in the HDA's Extra Files? Link I asked same question
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Hi all, I'm attempting to make a new operator, and I'm still relatively new to Houdini in this regard, so every time I see this interface I am always left with some questions, as there seems to be no list in the documentation about why the operators are broken up into these 'Operator Styles' and 'Network Types', e.g. Why are these particular 'Operator Styles' the ones available? Are they presets, or are they fundamentally different in some way? Is a 'VEX Type' 'Geometry operator' different from a 'Python Type' 'Geometry operator'? And is that different from a 'Subnet Type' 'Geometry operator'? 'Python Type' is one of the Styles, but I thought all operators were implemented in Python - does this type mean something else? The documentation on the New Operator Type doesn't answer theses questions. I'm currently trying to write a particle cache exporter, so I though it needs to be an 'Output Driver Type', but if I do that the callback script option is greyed out.
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Is there a way to make the transform parameter on my subnet or HDA appear as a transform handle in the scene viewer?
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Hi Everyone, We're having a major problem at work. A couple of our artists have OBJ-level digital assets that they've created, with lots of custom parameters. These digital assets are installed in their current hip files. When we use the Operator Type Manager to copy or duplicate the asset to another directory/version up, the new asset loses all its custom parameters, even after using Save Node Type and Match Current Definition. We've tried everything we can think of, but once we try to copy or duplicate the asset, all the parameters get deleted. Has anyone else run into this? And what's the solution? Thanks, ~Chris
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Hello all, I am creating a digital asset , and want to set default values for the parameters I can set default values manually for each of the parameters but it will be very useful if there is any way to query the current values of the parameters and set that as default value,hope someone will help me.. Thanks..
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Hey all, I am trying to import my OTL into UE4 using 15.5 (NC) using this tutorial here and when i get to the part where i bring the asset into the UE4 project all i get is the Houdini logo in the viewport. I can move the asset around but it never updates to what my asset is (a test building). Does anyone have an idea what could be causing this?
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Hello dear community, I'd like to build a simple HDA that lets me build a street from a curve. I'd like to have it configured in a way, that I get the same controls as we get for the Curve-Shelftool. I already found a handle called "curvepointoptions" which only lets me modify existing points. However, what I am trying to do, is to start from a blank state with all the options. Can anybody tell me how to properly setup such a tool? I already dug into the documentation, but I still can't make any sense of it. All the best, Nicolas
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Hi guys, I remember seeing a post or thread here where a guy had an asset or some kind of "new" way of meshing flip fluids. He was able to preserve so much detail with his method/workflow. I really liked his result. iirc it was vdb based but he added something to keep almost all the isolated particles and made droplets out of them... Thing is, I can't find the post/thread anymore been reading through "all" flip/mesh threads for the last hours, searched the forums and google, youtube and vimeo but I just can't find it. So maybe someone here knows it, has a link or bookmark or whatever to help me out. Thanks and cheers
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Hi Is there any way to create a custom local Variable that only accesible - and altered within a node (hda)? I would like to store some data (dictionary) and access it over and over again in a node with a custom variable such as $MYVAR. Thanks
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Hi, When I tweak my HDA, I notices there are some variables that I assumed I can tweak dynamically such as $HDA_ICON, $HDA_TABLE_AND_NAME, $HDA_LABEL. It returns nothing if I query from textport. How can I set custom variable for my HDA, such as $STUDIO. I carry my HDAs all over the shops I am freelancing and I do not want to change the studio name (as all my tools will appear under when you press tab) every single time I move to a new studio. The environment variables does not seem to work inside type property window, even with double `` as you would expect. The same problem when I tried to assign custom icon. it seem to only take an absolute path and not respecting $HOUDINI_UI_ICON_PATH or $HOUDINI_PATH Thanks
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I am trying to make some hda's to help speed up and distribute my mocap cleaning process, however when I make an HDA in CHOPS I get an error saying the sub-network has no output, and when I go to edit operator type properties, sure enough the outputs are greyed out. Anyone have an idea on how to fix this?
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Hi, can someone help me with this: I need to make a digital asset, from an existing one (with a few changes of course) I stupidly duplicated the .otl file, with a different name, and tried to install asset library with the new duplicate file, but It show red in the install digital asset library window and modify all the node created by the original asset. I should learn more about .otl but unfortunately, I'm in a rush for a project, so If anyone can point me to the right direction ... that would be Great! thanks!
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Hey everyone, I am in the process of creating a digital asset and its basic building block is a circle. First I have the user plot three points in 3D space. And from these 3 points which form a triangle, I am creating a circle that circumscribes this triangle. The algorithm I have so far from gathered resources are below; 1.) calculate the normal vector to the triangle formed by the three user-defined points. 2.) use a reference plane into which this triangle will rotate onto, say the XY plane 3.) rotate the three points into this reference plane after calculating and building a rotation matrix 4.) find the center of the circumscribing circle from the three points 5.) calculate the radius of the circle which is easy 6.) build the circle on the reference plane 7.) build a reverse rotation matrix to rotate the points back to the original plane I'm not sure what I am doing wrong but the code I have so far works only if the points lie on a plane in 2D space. The minute the points have values in the 3'rd dimension, it gets wonky. I'm also not sure if the rotation matrix in Houdini does the rotation about the origin or about the pivot of the three points. I can share the code to take a look at it. If anyone has any solutions or suggestions, kindly let me know! Much appreciated!
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Hey Guys, I wanted to ask you, if you guys know how to promote the paint handles from a paint sop in an HDA. Only found a "solution" where the user dives in the network to use the paint node. Just want to use the paint node to color a geo in order to scatter points there. If you have a solution, I would be very thankful. Cheers, Luke
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Hi there, I am creating folders and parms on an hda with python. The script looks for a folder name in the hda's children, then creates the same folder with the same (renamed) parms on the hda. Now I want to make relative references from the hda to the child parms. Is there a way to do that by just using the parmTemplates that I already have using the script below? I dont want to look through each parm on the nodes and match them by name. I think I would need to distinguish between parm and parmTuple and so on... In the script the hda is named test1 with one child node. The child node has a folder called 'Test Folder' containing arbitrary parms. node = hou.node('/obj/test1') assetDef = node.type().definition() ##get the first childs parmTemplateGroup and folder by name parm_group = node.children()[0].parmTemplateGroup() folder = parm_group.findFolder(('Test Folder')) ##returns FolderParmTemplate ##get all parms in folder parm_tuple = folder.parmTemplates() ##create new Folder on the asset newFolder = assetDef.addParmFolder('Test Folder') ##clone each parm, rename and add to the asset for item in parm_tuple: oldName = item.name() clone = item.clone() clone.setName('new_' + oldName) assetDef.addParmTuple(clone, ('Test Folder',))
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Let's say I have an asset I have created with a number of dependencies to the files system, from ready flies, to caches, to creating point clouds and a not trivial (aka linear) approach in which the asset, based on certain conditions or user selection does one thing or another. If I want to publish this assets and all its dependencies to a repository I will have to traverse this, potentially, huge network with subnetworks inside (think Chops inside Sops for example) and rewire all these paths, move files to the repository and then export the asset. My feeling is that this particular task is kind of done in the Render Pre-flight but I wonder if it is accessible and more important, is this the best way to address a more compartmentalised pipeline? How are you guys approaching this? any suggestion? thanks in advance and hope this thread becomes a source of inspiration for everybody.
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Hi! I'm using houdini engine with cinema 4D. I've got several C4D projects with a hda that read files. When I just click on render, my scene is rendered perfect, but when I added my project to render queue, C4D alerts me that it doesn't found my digital asset and I need to render several projects during the night and I cannot be all the time in front of the computer waiting until one project finished render to click and render the other project. Does anyone knows if there is a way to solve this?? Thanks!!
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Hey folks, New in HDA...I am seeing that I can't really move my template or copied object with maya, although freeze transform make it updated but it wont be able to animate. So I imported a tranform SOP from Houdini to HDA. It will work. But I need to see the gizmo in Maya. Any Ideas? Thanks! test.hda
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Hey everyone, Sorry I've been bombarding the forums with questions in the past days. I want to know if it's possible for a digital asset to have a camera embedded in itself? I'm attaching an example file, it doesn't work in this scenario, I wanted to know if anyone has ever done this and what's the right way to do this. Basically I want to have a "object network" in my subnet and inside that I want to have a camera that has some specific properties, My problem is that first of all I can not switch to my camera in my viewport and what is worse is than when I render with that camera I get nothing. Thanks CameraInHDA.hipnc
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Hello ! I'm not sure I'm at the right place but I would like to share an asset with you. It make a cubic projection, not revolutionary (As that exists in all others common 3D packages) but is missing in Houdini (correct me if I'm wrong). Additionally I add some options for automatic alignment inspired from the code of this author : http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=88114&highlight=#88114 Quick Demo : I hope you like it ! Cheers. uvcubic.zip
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Images embedded in HDA not available when rendering ifd
bento posted a topic in Lighting & Rendering
Hi, I'm attempting to use images embedded in a HDA for a light-rig. All is fine when rendering within my houdini session. However when I export IFDs and execute them on the farm (command line mantra) I get messages along these lines and the textures are missing in the renders: [16:41:26] mantra: Unable to load texture 'opdef:/Object/turntable?ttBG.pic' Within the HDA references to the embedded textures are relative, i.e. opdef:../?ttBG.pic Is that possibly causing a problem? Do I need to make these absolute? Or is there a flag/switch somewhere to make the IFD export include the embedded images? Or is this just a limitation of IFD export? I can imagine embedding every texture into the IFD for every frame being quite wasteful. Any one have experience with this? thanks Ben -
Create folder with python in digital asset.
Mind Thrower posted a topic in General Houdini Questions
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. -
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