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I made this HDA to streamline the process of versioning caches. It will automatically produce a file path and file name for your cache, and load it back in once it is exported. You can flip through different versions easily by using the version slider, or using the 'Create File Node for This Version' button and wiring the file nodes up to a switch node. You can write detail attribute strings to store notes about the cache such as simulation parameters - very useful when referring back to old sim caches. At the moment this is a non-commercial HDA. Download link down this page beneath the video. Get at me with thoughts, comments, questions etc. SOP_MI_version_filecache.hda
Digital Assets Versioning Workflow
pullpullson posted a topic in Tools (HDA's etc.)Hello everyone, I am currently setting up an asset pipeline for a project in houdini. My main question I have is how I handle the versioning of Digital Assets. I prepared an overview where you can see basically the 2 ways I came up with: The One option is the" self contained" one. When ever you want a new version of your asset you: 1.duplicate the subnet where you work in. 2.Then you have "subnet_v002" that gets turned in to a digital asset "asset_v002.hda" with the definition "asset::2.0" Every new version gets its own asset library and in every library there is only ONE definition of an asset as you can see in the picture. This workflow is good if on your drive you only want one .hda file associated with one asset version. The other option is the packed one. Same as the other when ever you want a new version of your asset you: 1.duplicate the subnet where you worked in. 2.But then you don't create a seperate library you only have one library with multiple definitions. One definition for one version. That means if the library asset.hda already exists with the definition asset::1.0 you will append the latest definition asset:2.0 to the library. In this case you have all the definitions packed in to one library. For me this option is a little confusing in that sense that you dont have a file seperation of the different versions and one asset library can become potentially huge in file size. One big point of assets is being able to update the assets in a houdini scene easily without destroying relations to other nodes. No when it comes to that for option "packed" as every version is in the same library you can simply write a script that updates all nodes with the same library to latest definition is that correct? But if i like the file seperation on disk for each new version, HOW would I in option "self contained" update my "asset_v002.hda" with asset::2.0 to "asset_v003.hda" with asset::3.0 as a definitio? All of this should happen kind of automated so I am searching a python way to do this. I would be really interested if anyone has update solution for the option "self contained" and what you generally think which option is the better one to handle digital assets. Thanks a lot Paul
.hip file versioning (git)
a41b posted a topic in General Houdini QuestionsHi everyone! I am looking for a way for multiple people to work on the same .hip file. Since .hip files can be exported as text, I assumed it would be possible to simply use git for versioning (and merging the edits made by multiple people). However, it does not seem to be that straightforward. To test this approach, I created a very simple network (first attachment). Now I made two edits (second and third attachment), each adding a transform node to the network. I assumed these changes could be merged, creating a new network containing both transform nodes. However, attempting to merge the .hip files using git resulted in several conflicts. Some of these could be solved trivially, (like changes to the viewport or the last edit timestamp) but there are several conflicts (last attachment) for which I could not find a way of resolving which produces my expected result. Does anybody have experience with this approach? How do you handle multiple people working on the same .hip file? Any help would be appreciated!
Effect VersioningHi guys, I hope I can pick your brain a little bit. I would like to know how you guys manage your effects versions. My concrete scenario is a couple of strung effects. It starts with a RBD explosion sim, then a pyro sim off of that and finally advecting particles along the sim. I like to hold all these in the same geo which poses a bit of a problem. How do I correlate the cache version to the hip file version? My approach is to use this in the filecache node: $HIP/geo/$HIPNAME.`opname("..")`.$OS/$HIPNAME.`opname("..")`.$OS.$F.bgeo.sc (windows guy, so I like to keep all sequences in separate folders). This complicates if I don't want to redo the RBD sim for example, then I have to replace the $HIPNAME with the absolute name of the file which simulated the RBD version. I know it would be much cleaner if every sim would reside in its own file, but that is a little too small of a granulation for single person workflow. If you could shed some light/share your practices, it would benefit me immensely
Stalkerx777 posted a topic in General Houdini QuestionsHey. Did anyone experience problems with HOUDINI_OPNAMESPACE_HIERARCHY ? I used this variable before and don't remember that i had any problems with it, however i can't make it work in latest build: https://www.sidefx.com/forum/topic/37903/ Having op::0.1 and op::0.2 and HOUDINI_OPNAMESPACE_HIERARCHY = "op::0.1" i always get op::0.2 created by default. https://www.sidefx.com/docs/houdini/assets/namespaces Does the behavior of HOUDINI_OPNAMESPACE_HIERARCHY changed recently?