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Found 40 results

  1. Does anyone know how to "update" the viewport textures? It seems impossible to update texture loaded from the file without restart. I am using new H2SP plugin https://vimeo.com/313283787 and texture in the viewport doesn't change after its file is updated.
  2. OpenGL Tags for UV scale/offset

    Anyone know how to get uv tiling and offset to display in the viewport with opengl tags? I'm trying to build a shader asset to speed up my workflow. I've implemented the opengl tags to correctly display the diffuse, roughness, metallic and normals. However I just can't seem to get tiling and offsets to work. I apply the uv translate and uv scale tags (and set the uv layer number), but no effect.
  3. Hello guys, I'm sorry for the little teasing title, but haven't found a solution so far, after reading docs and searching through forums. So here my questions: 1) In case of a viewport layout split in 2 (or more), I would like to know on which of the 2 viewports the radial menu is over. If the radial menu is aware of which viewport is underneath, it could set specific settings or object isolations for that particular viewport (like the viewport isolator node). I'm using the following code in my radial menu script, but it is always returning the first viewport, even when the radial menu is over the second viewport. import toolutils activepane = toolutils.activePane(kwargs) print activepane.curViewport() 2) Given a double display setup, with two Scene View panels (one on each display), I would like to know on which sceneviewer() the mouse cursor is over, and most importantly what are the (x,y) mouse coordinates relative to the viewport of that sceneviewer. Do you know if this is possible at all? I guess I could do something with the Mouse CHOP node and mapFromMouseChop() function, but Mouse Chop seems to be registering only the position of the mouse in the main Display. Is it not aware of the second display? 3) Bonus question: do you know how to refresh the 'radial menu' menu, so that newly installed radial menu files are loaded without need to restart Hou? Ideally I would like to embed a radial menu file in the 'extra file' section of my Digital Asset. OnCreated(), the asset would then save the radial menu file in the user preferences directory, and I would like the user to be able to use the new radial menu right away, without restart. Thanks for any help!
  4. mapToWorld for non-single viewer layout

    How to use hou.GeometryViewport.mapToWorld() if the scene viewer is set to non-single layout. I can get mouse position with Qt, but can't calculate offset for different layouts. Works well in single persp mode
  5. Show textures in the viewport only works for me if I plug the texturepath directly into the shaders parameter. If I use a texture sop or create a string parm to the texture it will not be displayed in the viewport. A workaround is that I unlock the shader and create a parameter inside with the path to the texture and with "texture" tag. But outside of the shader on mat level it will not work for me. Any tipps how to fix that? Thank you.
  6. Depth of Field in viewport display?

    Hi does anyone know how to display DOF in the viewport? I know there is some option in flipbook that does this. but how to enable it without flipbooking it? H16.5
  7. It's possible to active radial menu using SHIFT + RMB in the viewport like Maya?
  8. Hey guys. Is there any way to sync selections between multiple viewports such as perspective view and UV view so I can see my selections in multiple places? Here's how modo (and any other normal 3D software) shows selections: And here is Houdini which treats different viewport independently which I'm sure has some logical explanation but when I do UVs I'd like to see my selections vica-versa in all the viewports. Is there any way to do what modo does folks? Please help me! I don't want to abandon Houdini and roundtrip to another app to create and modify my UVs. Thanks in advance! Kristof
  9. Hello community! In my viewport, i see blue lines for every group i have. (see on added screenshot). It can be is quite annoying with complex geos, so how can I turn this off? Im on linux mint, H16 btw Thanks for reading/helping.
  10. Heya, Anyone had issues with the viewport display of the "Hair Generate" node? Thought I'd lost a load of work to find that it no longer displays unless viewing wireframe mode.
  11. Houdini's hairgen node displays the hair polygon lines with thickness defined by the width point attribute. How can I visualise this in the viewport on normal curves/polygon lines?
  12. I have four visible platonic objects in the viewport here in this scene, but wehn i display the information on the end loop ive got 48? how can i split them or randomize there position? Lines_001.hip
  13. Hello, I am working on a prerendered 360 VR video with Houdini. We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive. Realtime playback speeds are not necessarily that important. Does anybody have an idea if this is possible and if how to approach it? Also for proper realtime playback, we want to able to create 360 latlong Flipbooks. The opengl ROP currently does not seem to support this. Any ideas on that? Thanks a lot Adrian FX TD @ Animation Institute - Filmakademie Baden-Württemberg
  14. Hello, I am working on a prerendered 360 VR video with Houdini. We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive. Realtime playback speeds are not necessarily that important. Does anybody have an idea if this is possible and if how to approach it? Also for proper realtime playback, we want to able to create 360 latlong Flipbooks. The opengl ROP currently does not seem to support this. Any ideas on that? Thanks a lot Adrian FX TD @ Animation Institute - Filmakademie Baden-Württemberg
  15. Hi all, I have texture path set as an primitive attribute and I'm trying to find a way to view this texture in the viewport. It's works great in the render material but I've looked at the insides of UV Quick Shade but I still can't find where this attribute could be imported so that the viewport is affected. Any ideas on how I could get the viewport to render the texture set in a primitive attribute? Thanks in advance.
  16. Hello there, I was able to do constant materials with alpha to use as our background (matte paint). When rendering everything is working as supposed. But I would like to see it in Houdini viewport aswell. Any tips on this are welcome Cheers,
  17. I'm trying to create a shelf tool that needs to select a single primitive in the scene. If I activate my shelf tool while I'm already in primitive selection mode, it works, but I'd like to force the selection method to use primitive selection. I've tried looking at the documentation for sceneViewer: http://www.sidefx.com/docs/houdini/hom/hou/SceneViewer.html I think the key might be the setPickGeometryType function, but the documentation doesn't have a good indication of what I should feed it. Has anyone worked with these view options before? Any help is much appreciated
  18. Get point near the mouse cursor

    Hi. I want to find closest point to mouse pointer. It's not a problem when the mouse pointer intersects with a surface. But how to get the point if it is outside the surface? I have the pointer origin and direction https://s9.postimg.org/a8y8r58i7/image.png
  19. Hi everyone, I'm a bit confused right now because I have a weird issue on my Houdini when I work on Alembic. I have some huge (not that huge, but still) models in Alembic format and I want to do VFX stuff on it. But I can't have a proper feedback on my viewport when I do some operations on it. As you can see on the gif capture, the color does not appear in the viewport, but if I save the scene, and open it again, the color appears. I checked my graphic cards driver (I have a GTX 970), and everything's on date, and I'm on Houdini 16.0.621. Is there a solution ? Thanks in advance, Gael. EDIT : Even if I launch Houdini as Administrator, the bug still appears. I need help :<
  20. Hi, Not sure what is going on here, but if you create a dopnet inside a geometry node, scene lights wont affect pyro in the viewport. If you back out of the dopnet, then you can see the light affecting pyro. However, if your dopnet is at object level lights will affect pyro. Why can't my dopnet be inside a geometry node and have the scene lights affect pyro so I can see whats going on? Photo 1 is inside the dop net. Phpto 2 is inside the geometry node but outside the dopnet. Thanks smoketho.hipnc
  21. I'm in the middle of making an otl for our artists and was wondering if there is a way to switch Houdini's viewport panes between Scene View and Composite View. I haven't found the proper help files for manipulating Houdini's layout through scripting. Thanks Mike
  22. I'm in the middle of making an otl for our artists and was wondering if there is a way to switch Houdini's viewport panes between Scene View and Composite View. I haven't found the proper help files for manipulating Houdini's layout through scripting. Thanks Mike
  23. In Houdini, is there a way to show some custom values as a HUD-type display in the screenspace of the viewport (any viewport, not necessarily cam viewports)? I mean something similar to the framerate display (Display Options->Guides->Additional Info->Show Time) but for custom values.
  24. Hi guys, I was wondering if it is there any way to change certain object's parameters depending on whether I'm inside of a subnet or not. Basically my problem is that I have a rendering subnet hda, which allows me to only render stuff that is inside, or referenced inside my subnet. But the issue is that if I have multiple subnets in my network with multiple lights in them, every light is visible in the viewport, making it hard to work with lights, since everything is visible and added together making the entire screen look blown out. I know I can disable the "Enable in Viewport" checkbox on my lights manually, but it would be awesome if it would be possible to only enable that checkbox on my lights when I'm actually inside my subnet and disable them when I go out from it automatically. In case anyone has any ideas on how to achieve this, I would appreciate if someone could nudge me in the right direction. Thanks in advance for any help! Best, Laszlo
  25. Viewport Changed Python

    Heya, I've written a little python expression to scale geo dependent on through which camera is being viewed. It works but does not recognise when the viewport has changed - is there an event trigger I can use to get it to recognise this change? import hou desktop = hou.ui.curDesktop() scene_viewer = desktop.paneTabOfType(hou.paneTabType.SceneViewer) viewport = scene_viewer.curViewport() camera = hou.GeometryViewport.camera(viewport) if 'preview' in str(camera): return 0.01 print 'preview cam' else: return 1
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