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Found 187 results

  1. Hi! I'm using object merge (objpath) to have a default mesh in UE4 (HE2.0) and that works fine. But I'm wondering if it's possible to read UE4 datatable or a json file to fill a list of object to use with a random. And also being able to change the mesh used by select the "index" of the mesh in the list. cheers
  2. i want to call a method when OTL's parameters are updated . that is easily done with the callback script . this works ... hou.node('.').hdaModule().blah() but i want the same method to be called when there is an event. in my case when the (input) connection is changed. the problem is the even doesnt recognize hou.node('.').. after a trying a few different things... kwargs seem to work. but now the method now needs to take in the kwarg arguments to work .. dummy.hdanc scene.hipnc here is a test scene & hda for reference ... can this be done cleaner / better ?
  3. Hi all, I have a question about exporting collision using V2 of the unreal plugin: How do I process simple collision from Unreal in an HDA? I have 2 scene objects that I import using Object Merge. I have ticked "Export Colliders" in Unreal. I want to take those colliders and do something with them like transform or delete and then replace the results. I only want to make the change to the collision, not the rendered polys. (Is this even possible?) I assume I need to get the collision group name like "collision_geo_simple_sphere" and loop over the contents but I'm not sure how to do that. Any help is greatly appreciated.
  4. Hi. I'm making a tool that uses alot of instancing to assemble a level in Unity. I've come up against some issues with the way Houdini engine overrides lots of properties on each instance that you may not want. You can control a few overrides via the Unity attributes but lots of other attributes will also be overridden. Instead I found it better to revert all the overrides that occur with the instancing so that each prefab can be set correctly upfront. To do this I attach a script via the Unity script attribute which looks a bit like this: private void GetInstancedOverrides() { InstancedObjs.Clear(); foreach (var childTransform in GetComponentsInChildren<Transform>()) { if (childTransform.gameObject.name.Contains("Instance")) { InstancedObjs.Add(childTransform); } } FixedInstancedOverrides(); } private void FixedInstancedOverrides() { foreach (var childTransform in InstancedObjs) { #if UNITY_EDITOR PrefabUtility.RevertPrefabInstance(childTransform.gameObject, InteractionMode.UserAction); #endif } Debug.Log("Fixup fired"); } The issue is this fires to early and breaks rebuilds or recooking of the HDA. i used editor coroutines to delay running these functions which does work but I wanted to ask if there was a good way to latch onto the event of the HDA to say the cook or rebuild had finished?
  5. Hello evryone, I am looking for a hython command in order to list all the Operators Type Libraries as "Current HIP File", "FallBack hda definitions" or "Scanned Asset Library Directories" ... Thanks for your attention. Best regards Mathieu
  6. On one stream I have points scattered with a unity_instance attribute. On the second stream i have geo - for example a cube When i load the hda into unity the instances are not working - they dont get created at all and i only see the geo. If i load the hda with the geo (cube) disconnected from the hda output in Houdini, and rebuild in Unity then the instancing works but ofcourse i dont have my geo Why is this happening?! Any tips i have missed in the documentation?
  7. Asset Handler

    Hi, i released my first Tool for Houdini. Asset Handler is a Python Panel for SideFX Houdini that allows easy creation and access HDAs from a Library. 00:07 HDAs General Handling 01:57 HDRI 02:30 RS-Proxies 03:30 Aixterior Assets & Scattering 09:15 Megascans Assets 11:23 Examples https://www.enoni.de/wp/asset-handler/
  8. Unity HDA output curve

    I have an HDA that i am using in Unity that outputs some meshes. How can i output a curve together with the meshes as its own gameobject? even if i put the curve in its own group (points or prims) it does not appear in the Unity editor
  9. Use filecache in Houdini Engine

    Hi forum, I am trying to get the File Cache working in Houdini Engine(using Maya). It works perfectly in Houdini but when tried to use it in Maya 2020 it doesn't cache anything. I also tried caching out ROP Alembic Output Node(just for test), but it makes a file but not caching properly. Also tried ROP Geometry Output but the same problem as the File Cache node. Anyone successfully made the file cache working using Houdini Engine? I really appreciate your advice if anyone knows how to accomplish this. I attached the HDA below, please look if anyone has time for this. Thank you in advance. seed_animation_exporter.hda
  10. Houdini Engine 2.0 Blueprinting

    Hello everyone, I've just installed that juicy FRESH houdini engine 2.0 for unreal. There is obviously a lack of information as it is so new, and I'm struggling to figure out how to edit my HDA's parameters within a blueprint - If anybody has any tutorials or information about this they could point me to, would be much appreciated!
  11. I have Subnet node name is "subnet1". In "subnet1" i have ROP node.The same name as subnet is "subnet1". When i change my subnet name change the my ROP name too. How to write in "On Name Change" python ? Thank you.
  12. Hi, I'm looking for a way to fine-tune exactly what visible OBJ nodes appear in a certain camera. I'm working on a Wrap-like tool similar to what Pixar show here: In terms of having the two camera views side by side, they have two separate obj networks for the source and destination meshes. I would like to contain the process in one network. If I have a simple OBJ network like so : And two cameras pointing to it, is there a way for Camera_A to only show sphere1 in the viewport, and hide box1, despite the fact that both are marked visible? I don't believe it's an option to collect the specific obj nodes together in a Geometry node via obj merges or similar, and just point the camera to that, since the OBJ transforms need to be directly interactible from the camera. Thanks for your help
  13. Callback script error

    Hello everyone, I'm new to python and perhaps learning it in combination with Houdini may not be the perfect way to go for a newbie but here I am. So I get this error when trying to execute my code from a button: Traceback (most recent call last): File "Sop/STEGG_TEST/bt_execute", line 1, in <module> File "Sop/STEGG_TEST, PythonModule", line 135, in main File "Sop/STEGG_TEST, PythonModule", line 98, in encode File "Sop/STEGG_TEST, PythonModule", line 71, in encode_enc File "Sop/STEGG_TEST, PythonModule", line 31, in modPix AttributeError: 'iterator' object has no attribute '__next__' I'm not sure what this error means. I tried running the code outside Houdini, and the only difference was that as a standalone, it's not getting the input from the input fields I have in the UI so I had to type them myself. The rest all worked fine. I'm not exactly sure how to go about this, should I upload the code I'm trying to run, as well as a version of the HDA I'm trying to make? I'm mainly interested in what this error means and why it only pops up in Houdini but not when I run externally.
  14. How to get a callback event on cook?

    I been coding the callback event in a HDA with Python, the goal is to call every time the node is cooked(after the cook); But it seem not such event type in hou.nodeEventType and hou.hdaEventType. I was write the hou.Node.addEventCallback() in OnCreate event handler section to setup different event type callback. Is there any way to write a callback in HDA for something like "OnCook" event?
  15. Help: Instancer and Label

    is this normal of creating hda that you have (Mesh Instancer) + Main_Geo on the bottom? 1. Is there a way to just hide or delete the Main_Geo. 2. Is there a way to be able to changed the label of (Mesh Instancer) to your custom Label? Regards
  16. Hi, I am having trouble having my custom HDA group selection to behave the same way as existing nodes to work with group selections. For exemple, if I select certain edges of my object and create the node "Normal", it will automatically assign those edges to the node group, however, If I do the same with a HDA the result is not the same. I can add the "selectGroupParm" script to the group action button so I can create the group after the node creation, but I was wondering what extra steps I need to make in order to make it automatic when summoning the HDA. Thanks!!
  17. I look at here. I want do color parameter How to do this sir Thanks https://www.sidefx.com/forum/topic/50408/?page=1#post-227213 How to do it ???? Create Color this text vvvvvvvvvvvv vvvvvvvv vvvvvv vv v
  18. Can i addSection("PythonModule") sop null How i create "PythonModule" in sop null or sop geo with python georoot = "/obj" geo = hou.node(georoot).createNode("null" , "test") pm_section =geo.type().definition().addSection("PythonModule") pm_section.setContents("your_python_module_contents") But : hda worked myref : https://www.sidefx.com/forum/topic/61047/
  19. I follow a tutorial on Youtube how to create the digital asset but every time I start doing it this always gives me this warning that I'm really confuse why it's always there. what is that warning trying to explain. have a nice day and thank you
  20. Hello, I am creating an digital asset for a personal project that I am working on. As soon as I saved the digital asset, all the parameters are locked and I cannot change it. Can someone please tell me how to edit those parameters? I have attached a screenshot of edit parameter interface, in parameter description, you can see all of the fields are locked except for a few. Thanks for your help
  21. Hi I'm trying to create asset that submits a scene to HQ and i've faced a problem inside my asset i have a reference from one node to another (see picture) when this asset is unlocked everything goes fine...but when i lock the asset then hq gives error message "ERROR: Cannot find node '/out/wgfarm1/geosave'" in this case
  22. Hello there, I recently purchased Houdini Indie and running the latest build 18.5.499. Everything running well so far except for the fact that I can't load my saved HDA. I made a Random rotation tool, it is saved in its default location (C:/Users/XYZ/Documents/houdini18.5/otls/Random_Rotation.hdalc). When I try to load it in, it shows up in the Digital Assets tab but appears to be nowhere in my tree graph when I click it. Could it be that the OTL folder that's been created is no longer valid for newer versions of houdini? What am I missing? Can't move ahead with my environment creation without loading the HDA. Thank you for any solutions to this.
  23. Hello There! I'm trying to understand how to use viewer states with HDAs, and I've managed to successfully get my paintAttribute sop to switch states from inside my HDA, amazing! I did this with the default state parameter on the type_properties by entering sidefx_attribpaint in that field. Seems to work great! However I'm struggling to get the same approach to work with sculpt or edit SOPs, and when I check for the viewer state in the Viewer State Browser window it doesn't pick anything up... So what does this mean? Do those sops actually use viewer states? If so what are they called? If not, what do they use? Very confused here so any help is very much appreciated. Thanks in advance Matt
  24. Hi, Say there were an existing hip with hdaAsset::1.0 used multiple times throughout various node graphs inside. hdaAsset is now in version ::2:0 and there's been a parameter name change, say from 'inputFloat' to 'inputF'. Would there be a way, upon hip load, to catch that? Maybe an event handler script with a condition in there for that hdaAsset::1.0 node type and parm? The goal is to read the connectors of all hdaAsset::1.0 instanced before the assets gets synced to ::2.0 upon scene load and then wire them into the newly named 'inputF' after sync. Manual rewiring of broken node graphs avoided. Everybody happy. Or, looked at differently, prevent hda sync to the latest version for that particular node type definition, just so the connectors would stay in place. Has anybody dealt with something like that before? Thanks, Hristo
  25. I created a rather complex Digital Asset. It consticts of ~2000 nodes, and also there is ~60 instances of another asset inside this asset. I optimized it thought cleaning nodes throught performance monitor, and now It computes rather fast after loading, but LOADING takes nearly 10 seconds. It's became a real problem because in my hip file I need to use it rapidly many times. Is there any way to speed up loading of asset? And after creating every instance of this asset Houdini increases ram usage at ~500 mb, it's also a problem...
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