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Found 78 results

  1. $HDA variable?

    Hello, I want to access textures from a HDA but I don't want to embed them inside (big ones, easier to iterate, etc.) I would prefer place them in the same folder as the HDA in a folder named 'tex' for example. Is there something like a $HDA variable that would give the file location of the current HDA so I can access textures as $HDA/tex/texture.jpg ? Thank you, Francis
  2. Edit a Curve Outside an HDA

    Hello guys, I have a simple question. It is possible to initialize a curve in an HDA and give the user the possibility to edit that curve without jumping into the HDA, select the curve node and modify it ? If so, how may do this ? Thank you !
  3. Bit of a noob question…simply trying to edit parameters for an embedded HDA but when I either right click and choose ‘Type Properties, or simply click ’Edit VEX function' on the HDA and go to the Parameters tab, all of the options are greyed out. Unable to make any edits. Why is this happening? Anyone??
  4. Hi, I was following the doc https://www.sidefx.com/docs/maya/_maya__mesh.html#Maya_Mesh_MultiplePieces_Output. I can make color set name to works when it is a single entry, but I have a problem with the array. The color set data in Maya was correct, but the name reverted back to Cd, Cd2 instead. Is there anything I missed? I'm using Houdini 16.5.473, 10 Maya 2017, and engine 16.5.473 on win 10.
  5. Anyone here had troubles before with importing a heightfield HDA into UE4 that only shows when selected? It seems random, sometimes it doesn't behave like that, I don't understand where the bug is coming from. I can solve it temporarily by going to the manage tab for landscape and the change component size option and not change anything and click apply. Except it will move the landscape out of my HDA, and this breaks my pipeline. I got it to work perfectly sometimes, but I don't know how, it just seems this problem is random.
  6. Output for HDA

    Hi there, While developing HDA, is it possible to create Output on the fly, say, according to the number of input(at least one or many)? I've tried to write python codes on OnInputChangd event for HDA, which can be created successfully. But it said the content of locked HDA can't be altered when I use it. It makes sense. Then, I put Output node between For-Loop structure instead and it may create arbitrary outputs dynamically according to requirement. However, the source of each output shows invalid and this HDA can't be created successfully. So this For-Loop method doesn't work either. Any suggestion to tackle with this issue? Thank you in advance. Best regards!
  7. Hey there. I am trying to read a heightmap, do some changes to a specific area and then write it back out again. I am making it a specific area because an 8x8k heightfield seems a bit too heavy. Unfortunately, when trying to use a Composite COP Node to compose the changed area back on the original image, it leaves big black bars, freezes Houdini, or just instantly kills Houdini. On trying to export it all with the ROP File Output node, it just g ives a bake error. Could anyone have a quick peek and see if there is something obviously wrong with my setup? I imagine it is because I am new to the program and am doing something fundamentally wrong with the way I build graphs. The attached HDA needs a heightmap and that's about it. The Composite node is in [HDA]/TerrainTileOut/Output_Texture/ where it's the second last node. Thanks. Terrain_Spawner.hda
  8. Hi Houdini friends, I'm not sure if anyone had this before, I'm having this really weird issue where I specify a digital asset to show some info with its "Descriptive Parm" field, and I specified a parameter for it to read, say 'display_parm'. The result of evalParm('display_parm') shows the correct result, but the actual displayed info is different from this result. In this case it is a string containing 3 parts, the actual displayed part is missing the middle part. It is as if the actual displayed info is using another parm or something. And this is only happening to some of the test cases not all of them. Has anyone had similar issues before? Thank you so much! Best, Viola Lyu
  9. Fern Generator HDA

    Hello Odforce! I recently put this Fern Generator Asset together, and I wanted to share for any interested. Also if anyone is interested in giving me any critiques or pointers I'd really appreciate it! Thank you everyone! Hope someone can get some use out of it! Link to example video and download
  10. I want to start working on a short film next month and my plan is to create as much of it as I can in Houdini. If my film has characters with, hair, and clothing dynamics, what is the best workflow to handle this? Is it possible to have all the dynamics inside the character asset with a switch that turns them on and off? like an animation mode, and then a simulation/rendering mode?
  11. Hi everyone, this is my first time writing tools with python, so maybe I got something completely wrong here. I want to built a HDA to setup the houdini scene by selecting project, sequence and shot number. For that I created a HDA with a ordered menu and a drop down listing all available projects. The menu is created by a python function in the python module and then called in the menu script area. I then have another ordered menu to select from all the available sequences based on the selected project. A callback script on the project drop down is triggering the create menu function for the sequence drop down. I then need to know the currently selected project in the project drop down. I tried getting this information with the node eval parm, but this is only kind of working. It returns the right token, but as an integer and multiple times for each menu item causing a long loop. I also tried using the menu parm template, but I cannot access the data correctly. What would be the best way to geht the menu label as a string for the currently selected item in the drop down menu? Thanks Here is some of the code I used: #ProjectMenuDropDown def projectMenu(): import os projectPath = 'H:/' projectList = os.listdir(projectPath) projectMenu=[] for i, item in enumerate(projectList): projectMenu.append(i) projectMenu.append(item) return projectMenu #Call function in menu script hou.pwd().hdaModule().projectMenu() #Callback function to trigger sequence menu in python module hou.phm().sequenceMenu(kwargs) #SequenceMenuDropDown #SequenceMenu def sequenceMenu(kwargs): import os node = kwargs['node'] projSelect = node.parm('project').eval()
  12. Hi , I am building currently building an HDA with an important interface (lots of tabs and multiParm list inside multiParm list .. ) so I wanted to use python in "Menu Script" to list a string array stored in the detail attribute to populate on of my ordered menu, after I finally got it to work on a null to experiment then I tried to replace my previous ordered menu with manually typed string with the new one using python script and houdini crashes each time I try. What's weird is that I am able to read the channel and access the value with no problem outside the HDA. Does anyone knows why this is happening, am I missing something here ? Edit : It seems that when I try to return the string inside the HDA, it gives me -1, but even if I just print that value, houdini still crashes and why it return that value only inside the HDA ? Also when I enable "Use Menu Item Token as Value" I am able to return the corresponding ID of my selection without crash, but I want the string value of course. The python script I use : node = hou.pwd() geo = node.geometry() menu = [] data_list = geo.stringListAttribValue("data_list") for data in data_list: menu.append(data) menu.append(data) return menu
  13. Hello odforce! So I wanted to share the 1st version of a HDA I created. I really love the power of digital assets and I'm trying to improve my skills at creating them. Although this isn't the most useful asset, I'm hoping that some people can get enjoyment out of it and thought it was a fun exercise. I'd appreciate any feedback or critiques to help improve it! The download link for the NC HDA is the description of the vimeo video. Happy donuting! Video & Link
  14. I have a Digital Asset of my character. It is animated in the animation scene. Is it possible to transfer animation to another scene with the same asset with standard Houdini tools?
  15. HDA | PolyExpandPlus

    Houdini tool that expands on the functionality of polyexpand2d. Allows you to create detailed bevel profiles from polylines with clean, non-intersecting topology. I built it while trying to create a procedural gothic tracery system. I liked the topology created by polyexpand2d, but the divisions parameter and edgedist attribute just wouldn't let me get detailed enough bevel profiles. It would be great if sidefx could wrap something like this up into the polyexpand2d node itself as a third output option (eg. offset curves | offset surfaces | bevelled). I hope someone finds it useful mt_polyExpandPlus_1.0.hda
  16. handles in uv-viewport

    Hi I'm trying to create a boundingbox handle in my hda much like the boundingbox handle in the new uvlayout SOP. And exactly like in the uvlayout sop I want to modify it in the uv viewport. I did a simple rightclick and "export handle to digital asset" and it creates the handle but only in 3d viewport. so my question is if there's a easy way to tell the handle in what viewport it should operate?
  17. Hey there ! I want to show a tooltip (like the Help box at the bottom of the Parameter tab) for each of the Ordered Menu's items. Is it possible ? Thanks !
  18. Notice that i am not well at English, thanks to you guys to look my topic... I made a digital assets that need to show the inside geo but not the output one. I know that appoint the target geo use Guide Geometry at the node tab of type properties will work, but it only works if the hda is selected, like bend sop (or others) do so I have to add another output to hda, and connected with a null node and template it to always show the target geo. But I really do not want to achieve the aim use this method. Does anybody knows other way to always show geo guide whether the hda is or not selected? Thank you.
  19. Im currently using multiple geometry inputs from Unreal into an HDA via the + symbol on the HDA rollout. It works fine for passing the separate assets into the HDA, but I'm trying to separate the geometry so I can randomize which object I use at different parts of the HDA. The documentation states: “When there is more than one geometry set as input, the geometries can be differentiated in the Digital Asset with the Unreal to Houdini attribute unreal_input_mesh_name which is created on the input geometry primitives.” This is great, except that I'm trying to make the HDA procedural in that I dont want to have to manually separate the inputs inside of houdini based on an exact mesh string attribute value because the tool could have infinite amounts of inputs. Ideally the marshalling from Unreal to Houdini would include an index of the asset as a primitive attribute as well but currently it doesnt. I was trying to figure out a way to compare strings in such a way that I dont have to specify exact values as that defeats the purpose of being able to change the inputs in Unreal on the fly, but I cant really come up with clean way to convert the unique string attributes into a usable format. Connectivity SOP would work except that some of the input assets are made of multiple subobjects so that doesnt work in this case. The only attribute differentiating the input assets from Unreal is that prim string attribute 'unreal_input_mesh_name' which is an exact reference of the mesh in the content browser in Unreal. Any ideas on how to split primitives into a group or assign an attribute based solely on a unique string value?
  20. Houdini asset not updating

    Hello all, I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window. First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405. Any help would be appreciated. Thanks!
  21. Hi there, I have a python script which traverses a subnetworks GEO nodes and adds a new node (which is a HDA) via createOutputNode. The added node itself is bypassed, so it should not cook (yet). The problem I'm having is that the creation of the HDA nodes takes 0.5 seconds each and the subnetwork (created from a CAD file in another step before) can have several thousand GEO nodes. This results in extreme loading times and very slugish UI performance even with 64 GB of memory. If I leave out the creation of the HDA at each GEO node of the subnetwork, the issues with performance and crashiness are gone. (Please note, that the HDA node is bypassed in the above case and will not cook). The reason why I'm adding the HDA into the GEO nodes of the subnetwork is that I need to export the subnetwork later on via a FBX ROP for example with all the NULL nodes (e.g. transform hierarchy) still intact. Adding the HDA at the "end" of the GEOs node pipeline allows me to do this. Basically the HDA processed incoming geo and adds UVs, polyreduces and bakes textures for the individual GEO nodes of the network. I already tried to rewrite/rewire the HDA to be able to iterate over primitive attributes such as "path" and have the whole content of the subnetwork processed from a single HDA instance. This works, but I'm loosing the link to the subnetwork and have to write out many individual FBX files etc. Now my question: Is it possible to speed up the creation of the HDA node somehow? I already tried setting the updatemode to manual, which did not change the creation time. Copying instead of creating maybe?
  22. new parmTemplateGroup

    i am creating a new HDA with python and unfurtunally doesnt use the parms that are in the subnet, so how can i create a blank new parmTemplate so later on i can add the spare parameters to it? thanks guys.
  23. Hi everyone, I need to be able to change a value inside my otl based on any parameter change of the otl. Is there a method to check that? Cheers, Kim
  24. Hi everyone, I need to be able to change a value inside my otl based on any parameter change of the otl. Is there a method to check that? Cheers, Kim
  25. Hi, When you select a node, and press enter in the Viewport, if you right-click, you have have access to a menu. How do you create / modify that menu for HDAs? Thank you, Ryuji
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