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Found 41 results

  1. HUD-FUI-UI-DESIGN IN HOUDINI

    Only sharing files and links for peoples that want to learn ..including mine self Here its snippets(File) useful for Tricks and Links for Video Tut INC ...WITH FILE. https://vimeo.com/454127040 https://vimeo.com/207724703 https://vimeo.com/305429043 uiHud.hiplc
  2. Hello friends, I've got a questions I couldn't find an answer for in docs but maybe somebody will know. I've been messing around with my custom shelves and by accident I managed to remove all the tools I had in my custom shelf (stupid me). Later on I found out I haven't really deleted them, I only removed them from the shelf and they keep living somewhere within Houdini (if you click Edit Shelf I can see it in the Tools list - as shown on the picture). My problem is that there is a shitload of tools and I don't remember what am I exactly looking for by name. This Tools list doesn't offer any filter or search functionality and going through the entire list is tedious. On top of it there is a lot of random "tools" that I used just for testing stuff and I'd like to remove those. In short, I'm wondering where can I browse these in some more convenient manner, and eventually remove the ones I don't care about?? It doesn't seem to be living anywhere in $USER_PREF_DIR Anybody? Thanks, D.
  3. Python - Callbacks help

    Hey Guys, Still quite new to Python, hoping someone can help point me in the right direction on this that I've been grappling with for a while now. I have a simple filecache .hda that I'd like to change color if it can/can't find the cache on disk. I've been able to use hou.ui.addEventLoopCallback() to continuously track and check the file parameter to see if the cache exists, and the color changing now works as expected. Where I'm having trouble is removing the event loop when the .hda is deleted from the node graph. An error pops up because Houdini is still trying to access the deleted node. I've been trying to look for a way to use the OnDeleted event handler, or hou.nodeEventType.BeingDeleted, but no luck yet and I feel out of my depth with my limited python experience. The .hda is attached, and there's a preview of the code below. Any help would be appreciated! custom_filecache.hda ####PythonModule#### import os import hou def nodeColor(kwargs): node = kwargs["node"] def colorCallback(): filepath = node.evalParm("file") if(os.path.exists(filepath)): node.setColor(hou.Color((0.0, 0.8, 0.0))) node.setComment(filepath) node.setGenericFlag(hou.nodeFlag.DisplayComment,True) else: node.setColor(hou.Color((0.8, 0.0, 0.0))) node.setComment("File not found") node.setGenericFlag(hou.nodeFlag.DisplayComment,True) startCallback(colorCallback) #adding this code below crashes Houdini when hda is deleted #node.addEventCallback([hou.nodeEventType.BeingDeleted], endCallback(colorCallback)) def startCallback(callback): hou.ui.addEventLoopCallback(callback) def endCallback(callback): hou.ui.removeEventLoopCallback(callback) ####OnCreated#### kwargs["node"].hdaModule().nodeColor(kwargs)
  4. QWidget window resizing

    I created a widget in qtdesigner following this tutorial: https://github.com/kiryha/Houdini/wiki/python-for-artists . So far I've tried all layout constraints and align methods within qtdesigner but houdini doesn't recognize them. This results in a window that looks like intended but doesn't resize... Any one knows how to solve this?
  5. I'm developing some UI for pipeline tools. One of the tools is an HDAs and Setups manager, where I click on the desired HDA and it is imported into the current geo context. I spent some time reading the documentation and other created threads on how to get the current geo context path and all I've managed to do is a workaround where I have to select one or more nodes and only then can I import my HDA into the selected context. Any ideas on how to achieve this without having to select any nodes?
  6. Houdini dynamic UI

    Hello, i am currently doing a procedural circle data graph, and I am thinking of make it modular, with a int you can control the amount of types, and that will show in the editor for each unit one label, color and total number, but I don't know if that is possible. Any way to do it dynamic, or i needto create a bunch of premade slots to fill. Thanks you for reading.
  7. Modeler 2020

    Product link: https://gum.co/KYCgR What's new: 1. The Modeler core has been completely rewritten. Performance, stability and UX are improved. 2. A hotkey system has been created. Hotkeys are now configured in a separate editor (Hotkeys shelf tool). The editor allows you to quickly configure keyboard and mouse shortcuts. Unlike other modeling programs, you can now associate any tool with any combination of keys or mouse actions. In a similar way, the mouse and keyboard are configured in Nevercenter Silo, but unlike Silo, there are no restrictions here. That is, you can assign absolutely any tool to the mouse. On the other hand, mouse tools such as interactive selection can also be assigned to keyboard shortcuts. Also, unlike the standard Houdini behavior in Modeler, you can use the additional two mouse keys X1 and X2 (Ctrl+X1, Shift+Ctrl+X2 etc). The Hotkeys editor has two default mouse layouts: 1. Standard - that works just like DM and the previous Modeler version - LMB to select items and MMB to drag them 2. Pro - which allows us to select geometry components with RMB and drag with LMB. MMB used to select invisible items too. 3. The interactive state system (add-on for Python States) has been rewritten from scratch. Many tools have become more interactive and have the ability to customize the node in the viewport. In addition, you can quickly create custom interactive python tools for your own HDAs. The mouse wheel now works more universally. In many nodes, the wheel allows you to change the Uniform Scale parameter. List of nodes that now use state tools: Soft Boolean, Insert Mesh, QPrimitive, Array, Hose, Bevel, Extrude, Bridge, Set Flow, Smooth Points, Thickness, View Deform. 4. Retopology tools (Topo category) have been redesigned. TopoDraw tool (Alt+A) allows you to quickly draw poly patches on the reference geometry. It has an ability to snap to existing geometry. Topo mode (Alt+T) now packs the reference model. This speeds up the entire process of retopology with millions of faces. The Push tool now works in the Topo mode, which allows you to get the desired result even faster. In addition, the Push tool has improved performance and stability. 5. The Insert Mesh SOP was redone from scratch. It has interactive tuning, better performance, and more accurate results thanks to improved normals. 6. The Deform menu was merged with the Align menu and renamed to Transform Menu (Z). 7. The Relax tool renamed to Smooth. The tool is completely redesigned and takes advantage of Python States. Using the Smooth tool, you can smooth points or polygons in a standard way. On the other hand, the edges are smoothed as separate curves. Combined with interactive enhancements, the tool allows you to quickly fix messy areas. 8. Tools that create modeling nodes were removed from the Modeler shelf. Only general tools are now on the shelf. Direct modeling tools are now called from the Modeler mode. Added shelf tools: Delete Node, Merge Nodes, Stash History, Pack History, Clean History и Delete Attribs 9. Added a new tool Repeat Node Parms that allows you to apply settings from previously created nodes of the current tree 10. ToolsPanel (spacebar) renamed to Launcher. Launcher tools have been re-sorted and have a new Mouse section for interactive tools like selection or dragging 11. For Bevel, Bridge, Extrude and Smooth tools separate nodes were created 12. Bevel, Extrude, Inset, Smooth, Thickness hotkeys can work as sticky keys. That is, the call of a hotkey, for example, of the Extrude tool, leads to an instant change of the extrusion value before releasing the key. 13. Added Inset tool that uses Extrude SOP. In contrast to the Extrude tool, the first time you start Inset, you can change the inset with LMB. 14. The Lattice tool removed. It is now replaced by improved View 4 and View 9 (View Deform) from the Transform menu (Z) 15. Tools for a quick preview of the subdivided geometry were created: Preview Subdivide (Alt+1) и Preview Subdivide Wire (Alt+2). Standard viewport subdivision and instance subdivision (Symmetrize Tool) ar assigned to Alt+3 и Alt+4 respectivelly. 16. Select By Normals mode (6) allows you to select components based on normals 17. Local transformation tools have been added to the Transform menu: Local Move, Local Rotate и Local Scale 18. An Extend (Y) tool. This add-on to the Extrude tool allows you to quickly extrude edges and polygons using handles. 19. The Bridge Connected tool returned from the DM package 20. Slice, Clip and Mirror tools have the ability to set the initial origin based on points selection center 21. On the next call, the Delete tool changes the node so that it deletes unselected geometry. 22. The KitBash tool now offers to automatically create a KitBash panel if it is not created 23. Shift+Double Click can now replace the geometry of the current Insert Mesh SOP with the geometry from the KitBash panel 24. Combine and Boolean now offer to select nodes at the object level if the tool was launched inside the SOP container 25. Set Flow creates more accurate geometry in unusual situations. 26. Added a Point Weld tool (Alt+W) for interactive point stitching 27. The Soft Boolean SOP can be configured interactively. It also has a slightly improved performance. 28. Collapse History (Left) renamed to Pack History 29. Many tools are assigned to new hotkeys. The ToggleCompass tool is now called with the Backspace key. 30. The Edit Mesh shelf tool now renamed to Modeler 31. Modeler now moved to the package Houdini system instead of using houdini.env
  8. Network editor max zoom level

    Is anyone aware of a maximum zoom level setting in the network editor? I can’t zoom in beyond a default looking node size. This one has me stumped. Am I missing something obvious? Thanks in advance.
  9. 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.
  10. 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
  11. 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
  12. 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?
  13. 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!
  14. 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?
  15. 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.
  16. 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?
  17. Hi, In a Filecache node I would like to add an other Rendering button after the factory default button. Can it be somehow ? G
  18. 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!
  19. 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?!
  20. 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
  21. wrangle nodes pragma?

    Does anyone knows if it's possible to define the UI of Wrangle nodes using some kind of vex #pragma?
  22. 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!
  23. 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.
  24. In Houdini 16.5 when I bring the mouse to the viewport, current tool automatically goes into the selection mode. This is normal?
  25. 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!
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