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Found 12 results

  1. Hi everyone . Is there any workflow on how to export from houdini a usd sequence to unreal engine Most tutorials out there all focus on exporting a single frame, so any tips on how to export an animation sequence of usd from houdini to unreal engine with all the materials/textures, lights, cameras etc.... I tried using a usd rop node with flatten alyers/flatten stage etc. nothing works in unreal. Most of the time it either imports a single frame at the start, or it imports a single frame in between but it never imports an entire USD sequence
  2. Houdini TD - Tangent Animation

    Hi, We are currently looking for Houdini TDs at either site: Winnipeg: https://apply.workable.com/tangent-animation/j/E6A47258F2/ Toronto: https://apply.workable.com/tangent-animation/j/4C175DDE3B/ Vancouver https://apply.workable.com/tangent-animation/j/F36699AA07/ We are in the middle of a USD pipeline transition, we have exciting R&D around the Cycles renderer and traditionally did a lot in and with Blender. Checkout our GTC talk for details. I look forward to hearing from you. Cheers.
  3. Hi, I'm running into a small problem trying to automate a Daily Tool. Basically I want to be able to get the BBox of my asset to transform them accordingly next to each other for presentation. Only Problem is when I query the Bbox_size or min,max,etc... using the Vex functions(usd_getbbox_size) houdini returns values that are huge (bboxSize = {-6.80565e+38,-6.80565e+38,-6.80565e+38}). Which makes it basically unusable. I don't know wether it's a bug Or I'm using it wrong. Thank you very much in advance! Antonino Here is my vex snippet: //=========== Parameters =============// string parentPath = usd_parentpath(0, @primpath); //----------- String Path Par string wildCardAsset = "/cube1"; //----------- Setting Bbox Par vector bbox_size = usd_getbbox_size(0,wildCardAsset,"Render"); printf("bboxSize = %g",bbox_size); usd_getbboxsize.hipnc
  4. Hey all, I have a whole solaris setup and ready to render, I'm trying to do a slicker multi-shot workflow but I cant seem to get render frame ranges per shot. On the render settings node you cant specify the range, only on the very end USD_ROP node can you specify this. I've tried injecting metadata using 'storeparametervalues' for the start/end frame but I cant seem to use that information down in the USD_ROP (blue). Currently I'm using a switch to switch between my two shots here (orange). I'm relatively new to Houdini so I may just be missing something obvious but in the USD_ROP frame range I've tried: $shotStartFrame /HoudiniLayerInfo.shotEndFrame (this happens when you drag the value from the scene graph) Any help at this stage would be amazing. Thanks all
  5. Solaris Physics

    Hi guys, does anyone know how to set up the solaris physics simulation for layout to be able put geometry inside another geometry? I tried to compute again the simulation proxy but it doesn't work. They show in the Solaris that it's possible so I am confused how to do it. Here is a gif image to better describe the situation.
  6. Hi all, I'm not a lighting or shading person. I'm barely a Houdini person, if the truth was told, but I struggle on... I am having a terrible time trying to figure out how to assign random textures to packed geometry in Solaris/Lops/USD/Karma (referred to as SULK from now on, OK?) I have a Crowd scene with some flag waving agents. I want the flags to have a material on them where I can choose a random texture from a set of three textures. With me so far? Excellent. How? I've tried 'editMaterial' node I've tried 'materialVariation' node I've even looked at 'variations' but that's s total mess in there - I'm not going anywhere near that! The flag geometry is packed and has an attribute called 'flagTex' which has a random int value from 1 - 3. When I import the geometry into SULK, that attribute becomes primvar@flagTex So far so mediocre. Now the problem: How do I use that attribute to choose a texture file on the shader? I can do this in Mantra, so I would expect it can be done in SULK, but how? I expected SULK to relieve some of the pain of StyleSheets but in truth it is a lot worse. Please, someone, help me out here before I throw in the towel and ditch SULK. Many thanks. Dan
  7. USDZ Export

    Hi guys, I have an animated FBX file of a character with about 870 frames, it has one texture & the FBX file is 12.5mb After bringing that into Houdini 18 & into LOPs then adding a material node & then a USD ROP file the output USD file is 182mb Am I doing something wrong? or is there something I need to turn on in the ROP I tried the USD zip ROP but that just gives me the same file size & I read that the USDZ doesn't actually compress anything. Thanks
  8. Hello wonderful people of ODForcce! What would be the best approach to export large amount of agents(10 000) / agents in general, to USD. Without unpacking. Is it possible? The "bakeskinning" lop node sorta works, but houdini crashes after exporting a couple frames. Cheers!
  9. I am trying to get velocity motion blur and geometry motion blur in Solaris RednerMan 23.2 and Houdini 18.0.391, both of this motion blur working fine with karma I can't get this work in RednerMan in Solaris . All of this motion blur works outside Solaris , only inside Solaris RednerMan doesn't show any motion blur, I tried batch render it doesn't help. only geometry motion blur shows with large shutter in camera but I can't find any way to add more geometry samples in RednerMan . There is no information about motion blur setup on RednerMan Solaris help file.
  10. Hi I have gone through docs, forums etc and cannot get any kind of motion blur working in Karma. I have added the cache node. I have increased the distance between shutter open and closed to maximise the effect of motion blur. Nothing works. I just want to see motion blur when I change my viewport from Houdini GL to Karma.My other question is the docs say in order to save out you usd geo to motion blur in the future you need to change the data. What data where? I have Multiverse USD install in Maya and for an idiot like me it is super straight forward to see how to export sub-frames for motion blur. How do you do this in Houdini?Screenshot of multiverse usd write from Maya In the example hip file I have taken out my ABC file of a ball rotation ans used something internal instead. No luck all all. https://paper.dropbox.com/doc/Write-USD-Asset-87RXiZG8ex6z7EAh6unM0 windows 10 H 18.0.391 All the best Mark introTo_usd.hipnc
  11. Hey hey there, I came across an issue and hope to find some help here once again I tried searching but didn't really know what to search for and then ended up unsuccessful. I am trying to create a Solaris/USD network with my python script but when I set the list parameters on the instancer node it only changes the choice visually but does not actually use it. As an example, when I set the "Prototype Index" to "Name Attribute" manually, the UI shows a new field to enter the name attribute. When I do this in Python: usd_instancer.parm('protoindexsrc').set("Name Attribute") usd_instancer.parm('nameattr').set("instancename") the "Prototype Index" gets set to "Name Attribute" but the extra field is not shown and the node behaves as if it's set to its default value. If I then open the list and click on "Name Attribute" myself again, it shows the new line with my correct name attribute. How would one go about solving this? Is there an extra function connected to this list choice that I have to trigger as well in Python? As always, I am very grateful for any pointers, ideas and help! Update: I noticed now that sometimes the script does not even set the list parameter. E.g. when I open a fresh scene, use my script, it creates the instancer with default values (no errors though). When I run my script again, it creates a new instancer with the list set to my values, but still having the initial issue mentioned above :/ Update2: I also posted over on the sidefx forums now and have a small screenshot to show what I mean:) I set the parameter in Python, it evaluates correctly in the shell but is neither shown in the interface nor actually used. Take care, Dziga
  12. 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!
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