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  1. These are some basic ideas that I used when creating the Saliva for movies like Hellboy (2019) and Manikarnika: Queen of Jhansi (2019). The main goal was to be able to Art Direct everything anytime as there were over 14 shots where the Supervisor and Director had very specific notes. Visit my blog for more articles on Houdini Blog: https://sharanvaswani93.wixsite.com/s... Email: sharan.vaswani93@gmail.com
  2. Hello Houdini Wizards! I'm currently facing an issue with openCL. I'm working on a tool using openCL, being pretty happy with it, I was testing it after a vellum simulation, everything was working well, no errors at all. I shut down my computer for the night, and when I come back this morning I get this error. The issue appears even doing a simple deformation as you can see on the image Here is few things that I checked before writing this thread: - The preferences of the openCL seems correct, changing it to CPU doesn't fix the issue. - my houdini.env file is set with the following argument: HOUDINI_OCL_DEVICETYPE=GPU HOUDINI_OCL_VENDOR=NVIDIA Corporation - My graphic drivers are up to date (running with NVIDIA GeForce RTX2060). - I tried to revert to houdini 19 to see if it would fix it but I still get the error. Here is the issue from the console: OpenCL Exception: clEnqueueNDRangeKernel (-52)OpenCL Context error: CL_INVALID_KERNEL_ARGS error executing CL_COMMAND_NDRANGE_KERNEL on NVIDIA GeForce RTX 2060 (Device 0). Did anyone faced that issue working with openCL previously or found a solution? Cheers!
  3. 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://github.com/LucaScheller/VFX-LYNX/projects/1 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
  4. Hi there, I want share for free my HDA for combine and export the cache of fluid from cluster system and convert it in VDB. Download here It's a open HDA so you can edit it if you want, please let me know if you do/did it and let me know if you use it in production. It's free, but a little donation is grateful Have a nice day Matteo video demo https://youtu.be/dLj2CaWam7Q
  5. Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/
  6. 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.
  7. Hey all. Just wondering if it's possible to create a custom HDA/OTL with the same network view container network box like the one you get when you create a Block Begin (foreach loop)? I'm creating a couple of OTLs where they “gatekeep” between any SOPs a user places inside them and the visual box around the SOPs is something I'd love to be able to recreate. Thanks, Marb
  8. Hi all, I recently found this Toolset on Github allowing realtime input & record of input from a leapmotion controller. https://github.com/arqtiq/HouLEAP Unfortunately I'm having a little trouble getting it to run properly. In the readme it explains to 'simply copy the content of the **/houdini16.x** folder to your houdini home/hsite folder.' So my question is, where would be the correct place to place the python scripts that the tool provides? (I'm not entirely sure what the 'hsite' folder is referring to?) Houdini see's the OTL's however i return the attached error in, what i assume, is the python scripting. Or perhaps I need to define LEAP in the .env file? Any tips much appreciated EDIT: The error is reported from the example .hip contained in the Github repository linked in my post. Also This was run in H 17.5.258.
  9. Digital asset download at Orbolt! Enjoy https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging
  10. How would you auto-magically remove the trailing "1" after an instance of a custom OTL? It seems like there should be some on-creation script location, somewhere...
  11. i am doing an otl and i want to get its path when i put down the node to grab some parms. the idea is once its been drop in the network editor, will read if there is a camera node, if there is one, put that camera in the otl path parm. in the script tab i am doing a "on created" i am doing print hou.pwd() but once i TAB select the otl and drop it, it print "obj" and not the actual node. if i put a spare parm button that print hou.pwd() it does print the node correctly. is there something special on created that i need to know? or a diferent type of code? Thanks guys.
  12. How to create black box asset use python ? Thanks in advance
  13. Hey, So I frequently make otls where I change what is being displayed based on what folder the user is looking at. I object merge different sections of the otl into a switch that has an output sop set to the 0th output underneath (since the display flag on the otl always shows the 0th output). A callback on the folder parm sets the input parameter of the switch, so as you change folders to edit different parameters, what is being displayed is changed. Then I use a second output sop to be the proper output of the otl, the finished product. I would love to be able to do this with only one output for my otl though. I think it would be nice to have an option on the output sop that doesn't just say ‘this node is output 0, this one is output 1’. It would be really handy if you could setup one output node that is the otls ‘display’ output, and a second that is the otls ‘output’ output if you will. I'm wondering if there is already a way to do this that I don't know about perhaps? Thanks! James C
  14. Hi, I have an OTL that includes a cop network inside of it. When I switch my view tabs to composite it chooses the default path /img, which is incorrect. In order to see the correct cop network I need to dive into the otl (which defeats its purpose). Does anyone know how I can change that default network to a specified path instead? Ive included a screenshot as well as a simple OTL outlining the issue. Thanks comp.hda
  15. I'm in the middle of making an otl for our artists and was wondering if there is a way to switch Houdini's viewport panes between Scene View and Composite View. I haven't found the proper help files for manipulating Houdini's layout through scripting. Thanks Mike
  16. I'm trying to provide an option to render to background so my artists can continue working on their shots Houdini. Currently in my OTL I am calling hou.hipFile.save() then proceed to trigger the render in background option in my mantra rop. hou.node(node.path()+'/render/render').parm('executebackground').pressButton() Despite saving the file, when the render executes, I receive an error telling me to save the file. Is there a better way to approach this?
  17. 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
  18. I'm in the middle of making an otl for our artists and was wondering if there is a way to switch Houdini's viewport panes between Scene View and Composite View. I haven't found the proper help files for manipulating Houdini's layout through scripting. Thanks Mike
  19. 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
  20. Hey all, I am trying to import my OTL into UE4 using 15.5 (NC) using this tutorial here and when i get to the part where i bring the asset into the UE4 project all i get is the Houdini logo in the viewport. I can move the asset around but it never updates to what my asset is (a test building). Does anyone have an idea what could be causing this?
  21. It would be great to have a centralised official document on setting up Houdini in a production pipeline.. I am currently setting HOUDINI_PATH in houdini.env so that the whole studio can have access to OTLs, prefs, presets, toolbars etc Is it bad practice to append to HOUDINI_PATH? (some posts seem to suggest so..) I am using windows and I have mimicked the folder structure that is in My Documents\houdini##.# folder. I do have access otls that are stored within the otls folder however I can't seem to get the preferences working. My houdini.env is currently: HVER = 16 HOUDINI_PATH = S:/3D_globalSettings/houdini/$HVER;& I've added a hchannel.pref.nosave to the specified folder and i'm trying to set the start and end frame, i.e.: pref.frame_end := 1201; pref.frame_start := 1001; Is this the best approach or should I use hou.putenv in a 123.py for example?
  22. Hello, I'm creating a digital asset publication system, and I want to be able to prevent artists from changing the asset's parameters outside of the system. So basically, I want my assets to be just like SideFX's digital assets, in the sense that you can't modify the Type Properties, you can only add spare parameters. But then when they use my "Modify" button, the Type Properties dialog unlocks and they can edit the base definition. Then "publishing" the asset re-locks the Type Properties. How can this be achieved? I immediately went to hou.hda.setSafeguardHDAs(), but that makes it so NO asset can be modified; I just want our custom assets to be modified through the new system. Chris
  23. Hi, there. I have some HDAs that use an external python module. I'd like to package the module into the HDAs so that external files are not necessary to use them. Currently I am embedding the python module using the “Custom Script” event handler, and I want to read file from “Extra Files” Tab. I want to write & read files from HDA's Extra Files Tab. Because I don't want to write & read files from External Directory. If I changed computer, I should move not only HDA asset but related External Files. I want to embed all files related to HDA. The Extra File is just txt file or json file. I already ask same question to sidefx forum. But, I receive some useful tips. I try HDADefinition Module but I cannot find to write in HDA. I spend about two weeks.. otl OTL Is there any way to write in the HDA's Extra Files? Link I asked same question
  24. Hi all, I'm attempting to make a new operator, and I'm still relatively new to Houdini in this regard, so every time I see this interface I am always left with some questions, as there seems to be no list in the documentation about why the operators are broken up into these 'Operator Styles' and 'Network Types', e.g. Why are these particular 'Operator Styles' the ones available? Are they presets, or are they fundamentally different in some way? Is a 'VEX Type' 'Geometry operator' different from a 'Python Type' 'Geometry operator'? And is that different from a 'Subnet Type' 'Geometry operator'? 'Python Type' is one of the Styles, but I thought all operators were implemented in Python - does this type mean something else? The documentation on the New Operator Type doesn't answer theses questions. I'm currently trying to write a particle cache exporter, so I though it needs to be an 'Output Driver Type', but if I do that the callback script option is greyed out.
  25. Hi I have an otl where i would like certain items/nodes not to be updated when i update to the latest version. E.g, a paint node where i dont want to loose custom painted values or some custom file cache nodes where i dont want the versions to be updated. ?
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