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Found 33 results

  1. Hengine in Max

    Hey! Is there any way to create collapsible folders in .hdas in Max or does Max not support those? Seems like they appear as simple separated elements.
  2. Modeler 1.0

    Modeler 1.0 for Houdini released! Free for all the DM 2.* users. $70 for the DM 1.* users. https://gum.co/xKBKM What's new: 1. DM now renamed to Modeler 1.0 2. new feature: the DM menu (Z hotkey) has been replaced with a new alignment menu where you can use tools for fast and accurate transformation. The menu includes the whole set of tools for working with a compass, geometry centring, quick flattening with gestures and many other transformation tools. Use the hotkeys for the tools of the old DM menu. 3. new feature: Deform Menu (N hotkey) with lots of interactive deformation tools including a new Lattice tool 4. new feature: MODELER_PICK_STYLE environment variable allows to override Modeler startup selection pick style. Add it to the houdini.env file. Use "Box", "Lasso", "Brush" or "Laser" values, then restart Houdini. 5. new feature: the hard and soft boolean tools are now combined in a new menu called Boolean (J hotkey) 6. new feature: a Fix Curves tool helps get rid of broken lines in open polygons. This helps when beveling corners of open polygons. 7. new feature: a Select Curves tool helps to select open polygons (curves) in the model 8. improvement: now some tools can create curves and process them. For example, the Extrude tool can produce lines from selected points. The Collapse tool can flatten open polygons (curves). The Connect tool can be used to cut a segment between two selected points or connect two open faces. The Push tool now properly moves points in open faces. 9. improvement: the RMB menu of the Push tool has a new item Toggle Connectivity, which allows you to move points, capturing the points of other closed pieces 10. improvement: the Push tool now works slightly faster 11. improvement: the Push tool can now slide point with Ctrl+MMB 12. improvement: the mouse and keyboard shortcuts of the Push tool have been completely redone 13. improvement: if nothing is selected, the Hose tool searches for all the curves in the current geometry 14. improvement: a Group parm added to the Hose Tool. Can be used in conjunction with a result of the Duplicate tool 15. improvement: Hose now creates straight edges tube if the Resample Curve set to zero value 16. improvement: Geometry Library renamed to KitBash and works only as the python panel 17. improvement: KitBash replace feature now doesn't update the item icon 18. improvement: Tools Panel now has a new category KitBash with tools for working with the library items. Now you can create, save, overwrite and update icons faster, without actually working in the KitBash panel 19. improvement: volatile edge sliding now does not require explicit movement of the mouse pointer to the edges 20. improvement: volatile edge sliding now can be used to slide points and faces 21. improvement: Fix Overlaps can now use face groups 22. improvement: Duplicate applied to edges now creates a curve in the current geometry object 23. improvement: the Resymmetry tool now works slightly better. The Tollerance parameter is no longer saved between nodes (). This allows you to not change the position of the seam points. 24. improvement: mouse wheel manipulation in various tools has been improved 25. improvement: new simple box type has been added to the QPrimitive HDA 26. improvement: Tools Panel now has a more logical structure for faster access to popular tools 27. improvement: the Modeler shelf was fully revisited 28. improvement: the Walk History Up and Walk History Down tools (Up and Down hotkeys) now work more interactively when traveling through nodes with more than one input or output. 29. improvement: the Select By Shells tools was replaced with a new Convert To Shells tool (Ctrl+1) 30. improvement: double-clicking with LMB in the viewport is completely revisited. Now you can jump to objects level by double-clicking LMB in an empty space. Clicking on a geometry allows you to quickly switch between objects. If you are in a certain state, double-clicking activates the selection mode. All these improvements speed up the modeling process. 31. improvement: the deformation tools (Size, Ramp, View) now have the fixed blend feature. The transition between the deformable points and the undeformable part looks more correct. 32. fix: Hose now orients rings copies correctly 33. fix: Slice, Mirror and Cut tools now set correct geometry center on tool activation 34. fix: JumpUp and JumpDown tools does not work when Compass is active 35. fix: QLight now works properly if you run it from the orthographic viewport 36. fix: sometimes camera movement with Alt did not work after a mouse click 37. Lots of tools have changed hotkeys. Look at Tools Panel for more details. 38. Python code has been revisited 39. Documentation has become more detailed 40. Overall speed improvement 41. Other improvements Works only in Houdini 18. Use build >= 18.0.346
  3. Hi, I just installed Houdini on my Dell XPS 13 2-in-1 and i'm getting this (Screenshot). I already tried to delete the Houdini folder in documents and deleted the icon cache files. Viewport navigation works, but the UI itself looks distorted and all the icons are gone. Windows scaling is also not the issue. I tried everything there. Fun thing is, that all the buttons are clickable. So if you know where the "Edit" menu is, you can click it. I also Any ideas what can cause this? Rolling back to an older Intel Iris Plus driver also doesn't seem to work. Looks like Dell uses modified versions of the driver and doesn't let me install something different. Any help is highly appreciated. Cheers Simon
  4. Hi. Is is possible to create a new "shelf tool set", and move it around? For example to a floating panel, or a bottom panel, if we are using a quad/2x2 layout?
  5. Hey there! Is there any trick to force houdini to show the updated values of various UI elements such as sliders during the playback? It would be tremendously helpful to just keep the playback running while I keep on tweaking my values and just being able to see what I'm doing. As the simulation refreshes anyway when the playhead hits the end of the loop there's really no need to this whole "stop > go back to frame 1 > play" ordeal. Please tell me there's a trick for this Thanks!
  6. Unlock the handles

    I am fairly new with Houdini. Somehow I seem to have locked the handles Translate / Rotate / Scale. I cannot RMB on them (nothing happens) and LMB does not show the Gizmo in the Viewport. How can I reset their default behaviour?
  7. 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.
  8. Hey guys, I am building a tool that needs to work on variations present in an asset package. And there are several different packages with different number of variations in them. this is what I need to do - on the surface level of my subnet, I need tick boxes[toggle] to turn a certain variation in the package on/off. this is what I have - I have wrangle inside the subnet that extracts the names of all the variations. Is it possible to populate the surface level of the subnet with these strings as labels for the toggle ? I am planning to implement the toggle in a subsequent wangle, depending on which toggles are on, I can delete the variation from the current stream. But the catch is the number variations is not same for all incoming packages. How can I populate the parameter interface of the subnet to pick up the variations from the incoming stream?
  9. Hi, In a Filecache node I would like to add an other Rendering button after the factory default button. Can it be somehow ? G
  10. Hello everyone! I'm trying to create a futuristic UI in Houdini 16 for a live-action shot. The "control panel" area is meant to be curved and inclined so the character can "use it". What I want is to scatter on that surface a bunch of random GUI element, but the problem is that I don't know how to make those object follow the surface curvature. In the image attached I scattered a single point at the center of one panel area and gave the normal direction of the faces + v@up, then I use Ray SOP to make it stick on the surface. As you can see the problem is that the text (or any object) doesn't bend. Is there a way? I tought of a some sort of linear interpolation of spherical interpolation but it's too complicated yet for me so I ask you if you have a better solution Thanks in advance!
  11. Have someone found how to dissable "Required:..." popup message in H16.5? It's so annoying every time when I create node seperatly, it's obvious that there is must be connected something, what's the point of this notification?!
  12. Hi, I'm a bit of a newb learning houdini (ex-XSI vet) and I'm trying to create a script to do a viewport capture on a few machines to speed up the process but unfortunately I hit a roadblock when I try to run the process through hython >>> desktop = hou.ui.curDesktop() Traceback (most recent call last): File "<console>", line 1, in <module> AttributeError: 'module' object has no attribute 'ui' Basically I can't get the attribute "ui" needed to launch the viewport capture when running a hython session, but it works fine on a interactive session though. Any ideias to overcome this obstacle? Is it a limitation on the hython session? Any tricks ? Or alternatively is it possible to call an interactive session to do the viewport capture passing some arguments (needed for the script to split up the viewport capture on more than 1 machine)?? Cheers Nuno
  13. wrangle nodes pragma?

    Does anyone knows if it's possible to define the UI of Wrangle nodes using some kind of vex #pragma?
  14. Hey guys, Lately I've been using the grid in my network pane (tools > show grid), and I always snap my nodes to the intersection points so it's all nice and pretty. But every so often, multiple times a day, and usually when I re-open a scene, all the nodes will be nudged off, maybe ~1/4 grid space in a given direction. It's as if the grid is being drawn in a slightly different location. Obviously it's not a huge deal to just select all the nodes and scoot them over, but it gets a little redundant having to do it in every network, and kind of defeats the purpose of having a neat grid. I'm wondering if anyone else notices this or knows of an RFE for it, or if it's just me... Thanks!
  15. Hi! We're using Linux at work and when using floating windows they aren't "attached". I have my scene/context view on one monitor and the network view on my second monitor. When I use programs like Nuke with a similar setup they still act like the same program, so if I alt tab to nuke both windows show up. When I alt tab to Houdini I have to alt tab to both the network view floating window and the general Houdini window. This becomes very frustrating when having multiple Houdini instances open as it's very easy to lose track of which floating window is attached to which Houdini instance. Any tips on this? I suppose I could create a desktop which spans over two monitors but that makes the time line and a few other things a bit hard to use. Thanks in advance.
  16. In Houdini 16.5 when I bring the mouse to the viewport, current tool automatically goes into the selection mode. This is normal?
  17. Hi On 4k diplay HiDPI preset on linux is too big, and "LARGE" UI preset is to small there is a way to set intermediate scale on Houdini UI, like 1.5x (like on windows 10 default)? any hidden settings on .env or similar?? thanks in advance!
  18. Hi its probably a long shot but I'll try anyway. I am trying to build ui using the old ui scripting with the help of huilib. This is not an argument thread about .ui vs PyQt vs PySide. I am trying to build a selection list in the UI like those you found in hou.ui.selectFromList Upon searching I came across the CHOOSER command with NO helpful hints or docs whatsoever. A lot of examples of how to build it but none to show how to populate it. Can anyone help if they know please? All the examples seems to point that the content was build dynamically. This is taken from one of the examples: undoChooser = CHOOSER 1 VALUE(undoChoices) STRETCH; But thas no pointer of how undoChoices was constructed. Thank you all!!
  19. UI Dialog Help

    I imagine this is very simple but I find building ui's with python a bit tricky (compared, for example, to Maya which is very straight forward). I want to create a simple window (or dialog or ui) with several text fields, float fields, int fields etc. I have it working with hou.ui.readMultiInput, but you don't have much control in terms of layout/styling or what data types are allowed/expected. What are the best functions for this kind of thing?
  20. Hello, in Houdini 15 I was using hou.ui.selectFile() dialog to get user's input and I would process it further in python. I used the same function to let user select files or folders, based on the needs of a tool. Now I updated to 16 and the function does not seem to enable user to select a folder, it works only with selecting a file. Does anybody know if there is a way to select a folder in 16? I want to batch process files in a directory and I would like to use file browser dialog to let user set it. In worst case I could use hou.ui.readInput(), and to ask user to enter a path there, but this is super user-unfriendly Thanks, Juraj
  21. Would it be too much of a hustle to implement ability to "tear out" sub menus like one is able to do in Maya? It would be beneficial in learning when studying the nodes. Especially in the node area when using the TAB.
  22. Ajusting Ui Laggy

    Hi all I wanted to ask if anyone has come across having a super laggy interface. when I change the size of the viewports or the network tab has a laggy response. I just added a 4k monitor. have 3x titan x cards and 1 Quadro m4000. all updated drivers. any ideas?
  23. Ajusting Ui Laggy

    Hi all I wanted to ask if anyone has come across having a super laggy interface. when I change the size of the viewports or the network tab has a laggy response. I just added a 4k monitor. have 3x titan x cards and 1 Quadro m4000. all updated drivers. any ideas?
  24. Hello dear community, I am having trouble scripting a second button on my hda. Both functions for the two buttons have been defined in the OnCreate callback in the scripts tab. While the first one is working fine, clicking the second one throws an error, saying the function or attribute defined in the parameter settings is not available. The callback-parameter for the first button has the value: kwargs["node"].hdaModule().OnCreateCurveButtonPressed() The second one has the parameter: kwargs["node"].hdaModule().OnCreateSectorsButtonPressed() And this is the error message that the console throws: Traceback (most recent call last): File "<stdin>", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.607/houdini/python2.7libs\hou.py", line 23413, in __getattr__ def _SIDEEF_getattr__(*args): return _hou.HDAModule___getattr__(*args) AttributeError: 'module' object has no attribute 'OnCreateSectorsButtonPressed' Does anybody know whats causing this?
  25. I am looking into installing VEX syntax and Exhelp for Sublime text and that is easy and nice, but I realized I don't know of a good way to actually connect Sublime text to Houdini. Copy pasteing the code between Sublime text and Houdini everytime I want to test something seems like a pain. It would be so inconvinient that I wonder whether Sublime Text would be worth the effort. So how do you use it? Is there a way to hook Houdini and Sublime Text up to each other for a direct connection?
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