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Found 111 results

  1. Hi, I have recently updated "Houdini Tutorial Procedural Level Design in UE4" The update includes >>> NEW chapters! NEW elements in HDA interface! NEW "Documentation_Creating_Procedural_Level_Design" With audio commentary at key moments. Chapter_1_Size_Controls 9 min. Chapter_2_Transfer _Scattered_Points_To_Grid 19 min. Chapter_3_Creating_Custom_Nodes 9 min. Chapter_4_Creating_Stairs 24 min. Chapter_5_Creating_Base_For_Level_Generation 33 min. Chapter_6_Creating_Pavement 22 min. Chapter_7_Creating_Columns 20 min. Chapter_8_Creating_Walls 34 min. Chapter_9_Creating_Borders 24 min. Chapter_10_Creating_HDA 9 min. Chapter_11_Import_To_UE4 26 min. Download on Gumroad : Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Download on Gumroad : Houdini Tutorial Procedural Level Design in UE4
  2. HDA "on name changed"

    Hi all, I am having some trouble with the "on name change" event handler on an HDA. I want to be able to name nodes inside of my hda based off of a new name that I give the HDA after I have dropped it in my scene. The code works as a button but not when triggered on the change name event. I even tried hou.Parm.pressButton() in the on name changed even script but no dice... here is a sample : attached a example otl as well... Is there any other way that I can do this.. Many Thanks change_my_name.hda
  3. Inside my hda parameters when a toggle is set to 0 i want another toggle to do the same. where can i write something like an if statement if(toggleA=0) then toggleB=0 else toggleB=chi("../..blah") i cant do it from the disable when or hide when because that is just for the ui. how can i change the value?
  4. Link toggle values

    Inside my hda parameters when a toggle is set to 0 i want another toggle to do the same. where can i write something like an if statement if(toggleA=0) then toggleB=0 else toggleB=chi("../..blah") i cant do it from the disable when or hide when because that is just for the ui. how can i change the value?
  5. Box Mapping in Houdini

    I created this box mapping digital asset, because there is no simple box mapping option, like you would find in Max for example. This allows you to just rotate, scale and translate the box, and the mapping changes correspondingly. Hope you like it, Cheers!
  6. Hi there I am currently making a HDA that takes a mesh, does an infection solve and spits out resulting textures; I have finally got my top graph cooking fine however I am a bit lost as to how the user will actually trigger it from the HDA interface. Promoting the force cook on the topnet doesn't work and even when normally activated, it seems to use up all houdini's threads as opposed to a cook from within the graph. I have also been scouring the pdg python module docs to see if I can trigger the network to cook from a callback script. The furthest I have got on that front is the cook method on both pdg.GraphContext and pdg.Node objects. pdg.GraphContext.cook() seems to want a CookOptions object which I don't know how to generate or manually create. pdg.Node.cook() wants a block argument and I am also lost as to what that is, I've tried using block=1,1 etc I found a py file called top in /houdini/python2.7libs/pdg/job/ which contains a function called cookTopNode. This looks promising however I don't know how to call it nor which module/object it is a member of. I'll provide a scene file if needed, just needs a bit of decluttering first Any help is greatly appreciated. George
  7. Load QT UI from HDA extra file

    Hi everyone, I wonder if someone has already succeed to load a .ui file made with qtdesigner, but the particular case is that .ui file is inside a HDA in Extra Files. I've tried with opdef but it seems to be not working. the command I used was QUILoader().load(path.ui) (and it's working if the .ui file is on disk) Thanks to all
  8. HDA x C4D & Materials

    Hello ! Just have a noob question here. I'm starting to play with hda in Cinema4D and can't figure to achieve something. After doing some researches I can't find a way. This is pretty simple, if I made a hda in houdini who contains different colors for point or primitives groups, how can I apply different materials in these groups in Cinema ? Exemple : I've two box merged into an hda and I want to apply a material to each one in Cinema 4D, is it possible ? thanks for your help !
  9. Hi I am setting up a digital asset and would need to know how it can be done to get some user input. So to clarify for example when you create a polybridge node you get asked in the viewport to select a face and then another face. When you have points selected and create a blast node, the point numbers are added in the group field automatically. How can i setup stuff like this? In my case the user needs to select 2 points on the input mesh, so i would like to have the same way as the polybridge in the view port after you press enter, or if points are already selected when the node gets created the same behavior as the blast node. I did find the onCreate script in the type manager but when i checkout out all the nodes in houdini this is almost never used so i assume there is another way to setup something like this. cheers
  10. query inputs

    How could I query a node input if something is connected?
  11. Kerning Tool

    I am not sure how many people will find this useful, but I created a little HDA for kerning typography in Houdini. There are a few more things I might add to it including type alignment. But hopefully someone will find this useful seeing as you cannot manually kern letters in Houdini. The one thing I cannot figure out is how to use addAtrib() to fix the "textindex" on a node being created through a callback function. Right now, all "textindex" values are set to "0" opposed to the proper index value. kern.hdanc
  12. Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://trello.com/b/f8Pgip7s/lynxpipeline So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  13. HDA normals problem

    Hello to you ! I have a problem exporting Houdini Cinema 4D using digitals assets. I use this feature a bit and I have never had the following problem : As you can see in the picture, where the cutouts are grayscale, full of black dot appear and seems to be a problem of normal. I try to put the normal mode vertex, point, in different mode but nothing helps. The chrome version is exported in alembic and the nortmal works very well. If anyone to solution I would love to read it !
  14. Hello, I'm trying to duplicate objects (spirals) along a curve. I created two for-each cycles: 1- to move objects along curve 2- to duplicate object parameters. The first cycle is correct, but the second cycle does not work properly. I can't understand how to give the possibility to modify the individual parameters of the spirals (radius, loop, height, etc.) for each object created. Can someone help me? In the Edit Operator Type Properties I added a Multiparam Block (list) with: Position on curve (for first for-each) and Height (for second for-each).At the moment when I add for example two spirals only a heigh value works, modifying both spirals and not the specific one. ExampleSpiral.hip ExampleSpiral.hda
  15. Hello! I have a dopnet in a subnet. Let's say I have a parameter from one of the dop nodes exposed on the subnet. If I want to use $SF in my expression it obviously won't work because it's trying to evaluate that expression on the subnet. Whats a good work around? I tried many other options like ch, chs, and chsraw, but nothing seems to work. Same problem if I want to use `opintputpath("..",0)` but have the control on the subnet. I want it to be the input 1 of the dopnet, of course. Thanks! subnet.hip
  16. Hello! You know how shelf tools allow you to interact with the viewport? I want to do something similar like that for an HDA. I want when a button is clicked, cross hairs show up that allow the user to place points that will snap to the input geometry. What are some good resources that show how to do something like that? Thanks, ER
  17. Digital asset download at Orbolt! Enjoy https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging
  18. Hi everyone! I'm trying to create a Tool with Houdini Engine for Unreal Engine 4. I want to create a spline on which points I can place different meshes. For example: procedural loop shapes, twist shapes, banking etc. (like a rollercoaster). Could anyone give me some advice on how to do it? Or send me a tutorial about it? My goal is to create a Tool that allows me to create multiple splines in Unreal and attach them to one another in order to create a single track. How can I set the Tool to combine each spline into a track every time in new "pice" is created and still be able to edit that single piece? I'd like to create a button that allows me to create new curves in Unreal ad a part of the Digital Asset and then edit those curves as described this? Do you think is possible or there's better way to accomplish this? In Houdini I created a procedural curve(where I can set banking) and another curve(where I can set loop shapes) that it is attached to the last point of the first curve. But, I don't know how I can create this tool in Houdini to create this track in Unreal and continue to add new procedural curves after and blend them. I have attached what I created in Houdini and imported into Unreal with Houdini Engine.
  19. Groupselection inside HDA

    Hey there! Im developing some HDA´s for my Bachelor Project! My actual Problem is about the Action Button for a Prim Group Selection. Right now im running the standart Action Button script below: import soputils kwargs['geometrytype'] = (hou.geometryType.Primitives,) kwargs['inputindex'] = 0 soputils.selectGroupParm(kwargs) But, of course it does refer to the Node above the Subnet. My question is: How can i refer to the Node above the Selction Node inside the Subnet ? Is it a Python Callback Script or is it something below the Action Button ? Thank you very much Max
  20. Hey there! Im developing some HDA´s for my Bachelor Project! My actual Problem is about the Action Button for a Prim Group Selection. Right now im running the standart Action Button script below: import soputils kwargs['geometrytype'] = (hou.geometryType.Primitives,) kwargs['inputindex'] = 0 soputils.selectGroupParm(kwargs) But, of course it does refer to the Node above the Subnet. My question is: How can i refer to the Node above the Selction Node inside the Subnet ? Is it a Python Callback Script or is it something below the Action Button ? Thank you very much Max
  21. Hi everyone! I made an HDA that generates a level. Got a couple of blueprints in Unreal I need to spawn. This works fine when I use the unreal_instance as point-attribute with the spawn-points. Since I want to rotate the blueprints instances as well, i added a rot point-attribute (also tested with orient) to the points - but this doesn't seem to carry over. Works fine inside Houdini when I test it with proxy geo (e.g. boxes) Every instance of the blueprint Unreal though has the same rotation. Am I doing something wrong here? best, Ron
  22. Is there a way to convert an .hdalc (limited commercial digital asset) to a full commercial? I bought a tool an artist on patreon, who only makes his tools in this license.
  23. Updating nested HDAs

    I updated to h17.5 and all my custom HDAs broke, sidefx updated the bound sop and now im getting this error message on all my HDAs - /obj/path/to/my/HDA/bound1: "Too many elements found for parameter "blahblah/bound1 Bounding Type" This is across about 20 different HDAs in this scene, with probably 100 total instances throughout the scene. Is there any way to go about fixing this sort of issue without manually updating every single HDA by hand? However this is just one case, looking for general solutions and good practices for handling & updating nested HDAs so things dont break like this Example case- you have a tree HDA, inside that you have various leaf modules that are each their own HDA. Each leaf's parameters are relative reference linked to the top level tree HDA. Each leaf is a different HDA (leaf_A, leaf_B etc) however they all share a common HDA that controls the leaf shader, for instance. Now the problem comes when you try and update that leaf shader HDA, if you version up your asset & make changes, the other leaf assets will not update to the latest version so you have to go and update them all by hand. But the bigger problem is if you do something like change the name of a parameter (that is expression linked to the top level HDA) e.g. from leafcolor to leafColor, everything will break and you will get this error message: I'm not 100% sure what these options really mean, but from what I can tell the old leafcolor parameter will be a spare parameter now, unique to that HDA instance, and you can go and delete all spare parameters and that will get rid of them, and I think thats what "destroy all spare parameters" is suppose to do for each instance, HOWEVER since all the other instances of this HDA are nested inside LOCKED HDAs, that button will have no effect and everything will remain broken. Other than undoing these changes, the only way ive been able to fix this is to go and manually delete all the spare parameters in EACH HDA INSTANCE, not just the master HDA. sigh. That is just one example of a parameter change but it can happen in a million different ways. Anyone have any insight on how to handle/avoid situations like this, best practices etc? Any help is much appreciated
  24. Hi, having trouble with a portion of a model showing up in UE4. So one section of my HDA model is not being brought over to UE4. Its the skirting board seen here - https://imgur.com/a/eV8L4iC - and in the Houdini project it shows up slightly discoloured - a bit darker than all the other geometry. I;ve tried adding normals and using facet node, but its not changing this...any one have any ideas what this might be? Edit: This issue has been fixed
  25. Redshift Substance Shader

    I've made this to save time loading shaders from Substance Source, but should work for any substance material. Just select the parent folder of the texture you want. Figured some others might find it useful too. It has proper viewport handling of Base Colour, Roughness, Metallic, Normal, Emission and Displacement. Not 100% perfect, but pretty damn close. Hdalc for now. Tried to upload to orbolt but kept getting an error (Invalid node type name). Don't think it likes redshift nodes. If anyone has any experience with this let me know! MT_RSSubstance_1.0.hdalc
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