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Found 44 results

  1. 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.
  2. Hi, I imported an FBX camera from NUKE to HOUDINI. I am having issues scaling the camera animation down by 100 to scale scene down to Nuke size. I've been looking around online to find out how to scale the camera animation down with no clear answer. I'm new at this, so any explanation without noob talk befuddles me. The solution that I have been trying to do is to go into the translation of the imported camera and divide it by 100, but I dont know how to apply that to all the keyframes. I'm not even sure if this is the right approach, so any help would be great. Thanks Das
  3. Hi, This is a test export from 3dsMax. The Tubes are instanced. I can export them as fbx file and import them back into 3dsMax while preserving the instances, since fbx format supports instancing. Is there a way to import the fbx file into houdini and preserve the instancing somehow? I know instancing in houdini works very different, and with that example geometry it looks like it doesn´t make a lot of sense. But i also have to import more complex machines from CAD data and there it would be nice to have for example all screws still instanced. kind regards jon instance_3.FBX
  4. I want to import an .obj file. I see the file on my harddisk in my explorer, but not when I try File>Import>Geometry. For some reason, Houdini does not see the file. Anybody a clue?
  5. Hi, I have a problem, I export a csv table from matlab (I tried single and double) and then import it in houdini but after the importation data are changed as you can see in attachment the real maximum is 4.3392 and is located at the first row, after importation the max is 999099 and is located at the row 485 :/ Someone knows what happend ? I have attached the table Thanks Alex BubblesDensity_debug.csv
  6. Hey everyone, just starting out with Houdini and trying to wrap my head around some effects I can produce, but I've hit a big of a snag when it comes to using a solver SOP on my animated model. The idea is that the model will be falling through the sky, and whenever a part of his body passes through some cloud, that part of the body will dissolve into cloud as well. So the the cloud points will trigger the body points whenever they get close enough. I'm using a solver SOP, having the points in the clouds use a PCFind node to trigger an attribute change in the points in the model. However, I have an issue when choosing the Import style for the solver's Prev_Frame. If I use Fetch Geometry from DOP Network, the model's animation freezes (in and outside of the solver) and nothing can proceed. If I use Transform Input Geometry, the animation resumes, but nothing seems to solve from the previous frame. I've attached a version of the file that has the some limited success in making the body dissolve, but the points snap back to the falling body as soon as they exit the cloud, and I have no idea how to proceed. Any clues on how to approach this problem would be greatly appreciated! CloudDive.zip
  7. Hi there! I made a simple rotation in Houdini in OBJ level and exported it via File/Export as FBX file to import into UE4. The object is rotation 300° over 96 frames. When I import then FBX into UE4 everything looks fine, but the object only rotates for about 60°? The same FBX works fine when I test it in Unity. Is there something I'm missing? Import settings in UE4 look fine - how can it be that the object doesn't do the full rotation? The imported frames are 96 as well - so that's fine. Easy in/out looks correct as well. It just doesn't rotate the full 300° but about 60°. Thanks in advance! Best, Ron
  8. Hi, I try to import speedtree alembic file. So far I get spines and tree wood meshes, but cannot get leaves at all in Houdini and Maya. Do I mistake exporting, or have to choose specific tree types? Or I have to modify to do something unhide in imported alembic file? Speedtree v8.3 houdini 17 maya 2017
  9. I'm with Houdini 17.5 and when I import a usd/usda file, I can go through the menu , and select the usd/usda file I would like to open in the Choose Geometry dialog. My question is how can I import through a Python script, to do the same thing and not to bother the UI operations? The original post and updates are here: https://www.sidefx.com/forum/topic/65721/?page=1#post-281454 and put it here too to try to get more help. Any help is welcome!
  10. SOP Solver and DOP import help

    Hello all! I have a question concerning SOP Solvers in an Auto DOP Network. Im using SOP Solvers and switches to activate fracture geometry at certain times. I am trying to activate a second RBD object in the scene. Inside my SOP solver how do I specify which object the DOP import node fetches from the network? My_Scene.hipnc
  11. Hi guys, I have encountered a problem while importing alembic files with UVs. They seem to be kinda rotated (right mesh) - on the left is the same mesh but exported as static .obj. Does anyone know how to fix this? I've attached the file if someone is interested Thank you alembic_import_UVs.hip
  12. Hello, I encounter major problems when exporting an alembic sequence from houdini 17 to maya 2018. I traced the problem down to the “build hierarchy from attribute” option combined with rendering frame ranges into an alembic-file. Attached is a test file, to rebuild/illustrate the problem: export an alembic file with build hierarchy from attribute “name” ON —> import in Maya causes crash or empty transform nodes, but the hierarchy would be there export an alembic file with build hierarchy from attribute “name” OFF —> import in Maya with animation works fine - except that I don’t get the correct hierarchy I’m aiming for. Is someone encountering the same behaviour and has a solution for that? Or is it only at my system/setup? I’m working with Houdini 17.0.352 and Maya 2018.5 (but it didn’t work in any maya version between 2017 and 2018.5) Any help would be appreciated. Thanks! Joko alembic_export_maya.hiplc
  13. I'm trying to python script maya->houdini transfer script via alembic. I've sorted out most of kinks, but there is one hurdle that's giving me a headache for days now ... I have to use alembicArchive because I need node tree. In script I create a alembicArchive node, set all params as desired and execute aNode.parm("buildHierarchy").pressButton() While I was testing this in houdini's python shell pane everything worked great. Once I left houdini UI and went to python I can't generate subtree. I need that because I need to assign shaders and some other things before I save a file. I tried to force cook node (aNode.cook(force=true)) but it didn't solve it. Any ideas how to force this node to rebuild hierarchy? thanks. edit: of course that i meant pressButton() method instead clickButton … lapsus. Also I found that I can call calback script on this button (item.hdamodule().BuildHierarchyRoot(item)) or do i via hscript's “opparm -c” but that also does not work without UI … so I'm still on square one. I know that there is a possibility to build alembic hierarchy myself, but I would like to avoid that if possible. tom.
  14. Imported an fbx (attached) and i get the wrong behaviour of the dopnetwork with the xyz, gravity pushes the geometry to the side. Here is a visual description of the problem: any idea what the problem, how to fix it now, and how to avoid it in the future? Hut_fbx.FBX
  15. Hi guys, I'm in trouble with the new Volume Source node. I can't import a simple VDB from SOP to DOP as a collision object, let me explain better. There is a Pig Head converted in VDB by Distance, it has got two attributes: surface and v. After creating a simple DOP Network, I've tried to import the VDB object by the new node Volume Source. I set the correct path, changed the source volume initialization from smoke to collision, changed the source volume paramter, turning its name from collision to surface (to import the attribute I got in the SOP pig head), but nothing appear in the scene view, it doesn't import nothing. I also tried to modify the field to match, setting surface as field to create, nothing happens again. I'm trying to solve it for a couple of hours but I'm still stuck. Can someone help this stupid beginner? Thank you in advance.
  16. add a GLTF for Houdini

    HEy, How hard would it be to add the capability from on of the open source libraries and add GLTF loader to FileIO for houdini? -k
  17. Import attribute into VOPS

    So I started watching this excellent tutorial about creating a spiderweb and got 3 minutes in.... https://www.youtube.com/watch?v=LFkzD9cgxek It's over my head with the coding at the moment so I thought I would try to create the same with SOPs and a bit of VOPs. I got pretty far pretty quick, and everything works so far (some dodgy maths, and weird values that work), but I am stuck on the VOPs bit. I want to randomise the rotations for the spar angles, I have them setup as primitive attributes, each one having a different number. I can get the attribute into VOPs (I think), but I'm pretty stuck at how to implement the randomisation per piece/attribute. Any help appreciated. HIP file attached. ) spiderweb_v002.hip
  18. Group of friends and I are starting a small project, and while we're doing all rigging/animation in Maya, some characters rely on effects that would be much more easily achieved in Houdini. These are generally quite basic, and we're looking to minimise the amount of shot-specific work to be done - I'll ideally write the effect once, and use it over the whole show. Once I have an abc or fbx export, what is the best way of reading that in Houdini to the maximum level of detail? For example, one character has panels of LEDs that form screens, which in turn display depth maps calculated from each LED's normal - there are about four hundred separate LEDs, so ideally I would have a locator for each one, with X facing out the normal, bake out character anim as fbx, import into Houdini and just instance a setup across each locator - I don't know how to do that. Others require things like sparks between contacts, thrusters, etc. How is it best to achieve this? Via Metadata? Naming convention? Custom attributes on locators? The other approach is to use HDA in Maya, which I know nothing about - ideally would like to keep the two separate, if nothing other than to make look dev easier. Let me know your ideas. Thanks!
  19. Hi guys, I have imported a very simple obj from 3ds max and I am trying to apply a curl noise effect to the surface of it... I have played around with the amplitude etc but nothing seems to create very long lines and it looks pretty awful.... (I have attached an image...) When really I want to be getting an effect like the image below my image.... does anyone know why this may be? I am wondering if it is a scale issue perhaps? I want it to stick quite close to the geometry which has long trails but does flick off the geometry every now and then like my reference image.... Any help would be great! Thanks Matty
  20. How to import obj with python?

    I'm trying to script a multiple obj importer, could someone tell me how to do a basic obj importer equivalent to the "File" SOP... Here's what I have so far.... node = hou.pwd() geo = node.geometry() import os import numpy as np folder = r"PATH TO FOLDER WITH OBJ's " models = [f for f in os.listdir(folder) if f.endswith('.obj')] rand = np.random.randint(0,len(models)) path =os.path.join(folder, models[rand]) print os.path.join(folder, models[rand]) obj = hou.node(path) obj.createNode("geo")
  21. I'm trying to set up a structure that allows me to import 2D images, PNG/Jpegs into Houdini. Side FX has documentation for this: http://www.sidefx.com/docs/houdini11.0/io/ai Researching this i came across a couple of tutorials, saying that if you want use images you should go for .eps files This is the tutorial i tried to follow, since it covers the Adobe softwares: I'm not sure what's going wrong, whenever i upload my images there doesn't seem to be an error, but I just can't find my imported asset. Any ideas? Cheers, Callan de Keijzer Desktop.zip
  22. Hi all, I want to import a particle simulation from houdini to Maya without using the Houdini engine and render in Redshift. I made a way around it stamping spheres into particles and exporting them as Alembic, but the file is too damn heavy. Do you have any suggestion? Thanks in advance.
  23. Hi, I guess thats a pretty easy question but I couldn't figure it out yet. So I have an obj import that consists out of a big amount of pieces. Importing it to other apps brings in the materials too. So I just can work on those materials insteat of reselecting everything. Importing that obj to Houdini doesn't show any materials. Why is that?
  24. Hi, I'm new to both houdini and HDK. Curretnly I'm trying to import some raw image into the houdini. There are no headers in those raw images and each pixel is a 4 byte floating point value. I've tried both plugin way just like what IMG_SAMPLE does and FBio table way but both of them failed. Neither the structure of plugin nor the structure of image loading program used in FBio table was well explained or companied with a good sample. I'm kind stucked, so can someone please help me with it in ways like explaining it in a little bit more detail or informing me any already existing plugin or tools I can use. Thx a lot! Cheers!
  25. Hello, i'm new here so i have a simple one for you I've only been working in Houdini for the last year, and i never imported geometry from C4d into Houdini. I was wondering how do i prepare the geometry from C4d. I don't need to modify it, i just need it as a poly or a poly mesh... Thanks, and i'm glad to have found this place, you are all great and Houdini is just the greatest and the most fun tool to work with.
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