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Found 118 results

  1. I am doing a simple "Flag" asset with materials , texture and object embedded. All work nicely except for the "POP wind" node i place in my vellum solver which disappear when i bring the digital asset. All the rest works without a problem. What am i doing wrong?
  2. Hi , I have a houdini hda that generating some poly data , but the normal of the poly is weird , i tried to add a normal sop as point or vertex in houdini with different face angle inside my hda , but still can't get a good normal ? I tried also to change the setting for the hda in maya interface (“preserver mesh locked normals”) , but it didn't help . I attached an image to the result i get in maya to show the problem , if i load my hda in cinema 4d , it's give me a good poly normal by default ! Is there any solution to get a sharp or good normal ? any help is appreciated .
  3. Good morning all (or at least morning for me). Longer post about pipeline and workflow. Thank you in advance for taking the time to read through it. HDA workflow question for a pipeline that I'm currently developing for a product-centric rendering operation. At my place of work, we have many different SKUs (products. ~600 in total) that need to be accounted for. I'm thinking it would be really tidy to have each SKU be represented by an HDA. This would allow for all SKUs to be easily shared on network between users and allow for data per each SKU to be recorded into the HDA. What I'd like to do is have a master, template HDA, that SKU HDA derivatives can be created from. I'm assuming there is a way, via HOM, to author a new HDA by copying a pre-existing template to perform this task. If this is not the case or is not the best way of working, please let me know what you'd recommend. The biggest concern I have with working in the way above, is global versioning of all pre-existing, derivative HDA SKU assets to match the parameters and functionality of the template. Let's say, I initially have the template HDA setup to only manage the geometry CAD data of the SKU, but down the road I want to build in a system to store lighting profiles or product configuration profiles or whatever other feature additions I want to develop into the template HDA down the road. These feature additions to the template HDA will not reference down to the per SKU HDAs as at this point, the pre-existing SKU HDAs would be their own, independent HDA. To help mitigate challenges in versioning, I'm considering nesting internal HDA's into the Template (and therefor the generated SKU HDAs), that will act as containers for certain functionalities. These containers would be blank at first, but would be placeholders for features I'd plan on developing into the template HDA. This way, when I want to develop certain features, I'd develop on the internal HDAs that are nested and referenced in all the SKU HDAs. This may work for general, global HDA features, but I'd worry that I may run into roadblocks if these nested HDA's need to be configured to any specific product. If that sounds like the appropriate workflow, please let me know. If not, please let me know what you'd recommend. The last piece of the puzzle that I haven't figured out yet is how to actually version all the pre-existing SKU HDA's at the top level (derived from the template at creation) such as embedded python modules, additional support files or additional top level parameters. The only way I'm thinking this would be possible would be to perform a target batch HOM operation to modify all pre-existing SKU HDAs along with the template HDA. This however seems sloppy and potentially error prone. If you have suggestions or recommendations on handing this type of versioning, I'd be interested in your input. Thank you for reading this post! I'm in the process from switching our entire operation from Maya to Houdini. Exciting times, but there are a few unknowns that I'm trying to workout before I get too deep into development and corner myself. Best, Clayton
  4. Studio Clipboard HDA Use case: You want to share OPs with colleagues super fast. And you want to spend minimal time to make this happen. Tl;DR: Just create an empty HDA to share arbitrary content. Creation: 1. Create an empty Subnetwork SOP 2. Create Digital Asset from it 3. Save it on a network location 4. Add the network location to houdini.env found in c:/Users/yourUser/Documents/houdini17.5/houdini.env by adding HOUDINI_OTLSCAN_PATH="z:/yourPathToCheapestHDAEver;&" Usage: 1. Create Studio Clipboard SOP 2. Allow Editing of Contents 3. Put OPs in you want to share 4. Save Node Type 5. Create Studio Clipboard SOP on another computer in the network 6. Retrieve content 7. Profit!
  5. Hi. After we install a HDA like this hou.hda.installFile('hda_path.hda') how is it possible to get the hda's operator name, so we can "create" it? The installFile function does not return anything... hou.node("/obj").createNode("???")
  6. In a test scene I have a sphere node inside a geo node inside a subnet node I want to promote the sphere node parameters to the subnet node with this code I'm getting an error: The attempted operation failed. Invalid indices/name/parm template import hou #get pTGroup on node node = hou.node('obj/subnet1') ptg = node.parmTemplateGroup() #create new folder in group sphereFolder = houFolderParmTemplate('sphr', 'sphere', folder_type=hou.folderType.Simple) ptg.addParmTemplate(sphereFolder) node.setParmTemplateGroup(ptg) #find inner sphere node sph = hou.node('obj/subnet1/sphere_object1/sphere1') #get pTGroup on sphere node sphG = sph.parmTemplateGroup() #promote the parameters of sphere node to upper node (subnet1) sphere_folder = ptg.findFolder("sphere") for i in sphG.entriesWithoutFolders(): ptg.appendToFolder(sphere_folder, i) node.setParmTemplateGroup(ptg) what am I doing wrong?
  7. Import hda/otl with python

    Hi Is it possible to "import" an HDA from disk, via python? and how? Much like we can "Import" example assets from the documentation.
  8. 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
  9. 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
  10. 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?
  11. 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?
  12. 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!
  13. 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
  14. 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
  15. 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 !
  16. 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
  17. query inputs

    How could I query a node input if something is connected?
  18. 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
  19. 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
  20. 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 !
  21. 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
  22. 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
  23. 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
  24. Volumetric Temporal Deflicker 2.1

    Digital asset download at Orbolt! Enjoy https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging
  25. 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.
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