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Found 16 results

  1. Hey magicians, quick question about parameter interface. How can I make a submenu appear when I select something? right now is pretty rough, I made a switch (roof type) and then subfolders, would like to show each sub-folder when the type is selected, any tips? Or even better, in Roof Type have a Dropdown menu with roof names and when you select one, the settings appear, is too complex? Thanks!
  2. Hello, I've been using Houdini for close to two years now and in that time have gotten faily accomodated with the way the program behaves. However, one thing that up to this day is hard to get used to is the way the parameter syntax is set up in regards to expressions. The thing I mean in particular is how you need backticks for expressions in String parameters, but not in any others. I know there is an explanation to this, but as an artist this confuses me as soon as I didn't write an expression for two days because it doesn't get into my head. Just talking about intuitivity and learnability, I find that this just adds unneccessary confusion. I think somehow tweaking this would make all of Houdini just a tad nicer to work with, particularly in favour of those starting out with the program, as I know exactly that this issue was frustrating starting out. I just think it would make sense for expressions entered with a backtick to work in float parameters as well. I realize this is a tiny tiny issue that I'm ranting about here, but I just had to let off some steam because I just sat here for 20 minutes wondering why my expression wouldn't work. Cheers, Martin
  3. Controlling shader properties

    Hello, I am trying to set value of shop_disable_displace_shader parameter using Properties VOP inside material. Setting its value manually works without problem, but when I plug some value in this parameter, it won't update anymore. I have created simple setup, where disable_disp attribute from geometry is used as value for shop_disable_displace_shader. Unfortunately, changing disable_disp won't change the state of shop_disable_displace_shader. Same value is set as color, so I am sure Bind VOP inside material is working. Please, does anyone know what is wrong with this setup or how can I make it work? Thanks. Peter properties.hiplc
  4. hey, is there a way to expose in the network view a specific parameter of a node? like the file geometry node does with file parameter. I'm asking because while working could be useful to have a quick view of some key parameter without selecting the node cheers
  5. To be more specific I am trying to make parameter1 equal parameter2 when parameter2 is larger than Parameter1 if(param2 > param1) param1 = param2; ^^this but in the parameter menu
  6. Hello there! Kinda new around here; think this is my first post, but lurking in the shadows and reading a lot this forum has been a great resource in learning the tools of the trade with Houdini lately. Well, straight to the point; I'm wondering if it's possible to make a parameter fetch a value from a created attribute. Can't post my network right now, but imagine; I have a IsoOffset, which creates a volume from a Boolean to be read by a Measure node; After that I promote the created Primitive attribute to a Detail attribute and Scatter some points on it. After this, a PopNetwork is created and I want it to emmit from the created points; but I need it to stop when the Volume Detail attribute is over a certain value; I'm wondering if via Wrangle I can do this with an If function, but then again, how would I transfer the final variable value to the Birth Rate Parameter in the Pop Source? I thought of something like this in the Parameter Field `detail("obj/Geometry1/attribpromote1", "VolCut", 0)` but it doesn't seem to work. Any ideas? Kind of noobish, so don't judge me hard on this! Cheers and thanks in advance!
  7. Hello, What's the class to create an "Operator Path" parameter in python? group.addParmTemplate(hou.FloatParmTemplate("myparam", "My Param", 1)) will create a float type parameter What would create an Operator Path parameter?
  8. Hi Odforce, I was wondering if anyone has knowledge about how to enter your own default values of a created channel within the parameter editor. I want to use a mulitparm block(list), created from a folder type, and add parameters according to the amount of nprims. I want the parameters within this folder multiparm block (list) to have default values/expressions. The idea is to link each channel to an asset with a random so the parameters (see picture) are for each asset different. Not sure if this is good idea or if it could be achieved easier, im open for other ideas. Thanks in advance!
  9. If I have parameters on digital assets that are expressions I sometimes find it useful to have another parameter that shows the result of the expression. I can obviously middle mouse on a parameter to show the evaluated result but is there a way to show the evaluated result by default? I feel like the answer is no so my solution would be to use callbacks for any parameter that affects the expression then update the 'result' parameter as a raw string, unless anyone has a better suggestion?
  10. hello,I would like to use python to move a parameter to a folder. What functions do I need to use? please help me,thanks.
  11. Hi everyone, I have a menu parameter that is filled using a script. The menu looks like this. "token", "Label" "p", "P" "flow", "Flow" In the VEX code I want to get the selected Token of the parameter. int id = chi("attributes"); string name = chs("attributes"); Both of these return the selected item index but not the token or the label. Is there a way to get the token of a menu parameter using VEX? Thx! Christian
  12. Hi guys, I'm trying to create a shelf button that quickly create a parameter into the selected node. To start, I'm happy with the initial solution, taken from https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22539 n = hou.selectedNodes()[0] group = n.parmTemplateGroup() n_fol = hou.ui.readInput("Folder name: ", title=('Add Float:'))[1] n_par = hou.ui.readInput("Parm name: ", title=('Add Float:'))[1] folder = hou.FolderParmTemplate(n_fol, n_fol) folder.addParmTemplate(hou.FloatParmTemplate(n_par, n_par, 1)) group.append(folder) n.setParmTemplateGroup(group) but I have a problem, when I run again to add a second parameter, the folder takes name from the first one adding '_1' instead of taking the name I put in the folder name. The label it's ok, with the name I insert. Any idea why is this happening? Thanks!
  13. Hi. Guys. I got a huge work to do, there is a fbx file export form max,when i import it to houdini, it include too much parameters on Geo interface form max. So i want delete it all since it was useless. I make a sketch show what i want to do. I just want to remove the ss parameter form interface, not just delete the keyframes or expression. If there was something like hou.parm().destory() modules can do this. Thanks.
  14. Hi,guys, I am trying to build a digital asset here,It's a asset inside shader,I mean it's at vex builder level. And now I want there to be some parameter which link to a rotation of an object level camera. Because the rotation keep changing,so I must like write a expression for the parameter of the DA. And here is the problem,it seems that I can't write expression at vex builder level,it does not update. I know I can promote parameter to shader level,but I do want to keep it at my digital asset which is at vex builder level. So,how can I get that changing data and make it work for my digital asset? I did some test,maybe someone can check my test scene(houdini14) and help. Thank you guys. Peng.
  15. Hi! I've created a VEX code that I've wrapped as an OTL digital asset with a nice parameter interface - all based off a VOPSOP. Now I want to add a parameter to the VEX code and have that parameter be part of my nicely arranged parameter interface. However when I added the parameter to the function definition and created an identically named parameter through the type properties interface, the parameter doesn't change the behavior of the code at all. Now when I check the "Get Properties from Vex Code" box, my nice parameter interface disappears and gets substituted with whatever parameter is defined in the Vex code including my new parameter, which alters the behavior of the code the way I'd expect. So how can add a parameter to my VEX code without having to get rid of my custom parameters? Thanks a lot, Nhat
  16. I want changing defaults when I click some shelf icons. python's parameter object has reverting default method, but hasn't set default method. hscript side, I don't know where to dig. please, help.
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