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Found 52 results

  1. Python Viewport NDC Transform

    Hey, I am currently building an HDA with python viewer states and I want to display an image/grid in the upper left corner of the viewport. This is what I currently use to move the grid to the current viewport postion. viewport = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer).curViewport() cam = viewport.viewTransform() hou.parmTuple('/obj/geo1/transform1/t').set(cam.extractTranslates()) hou.parmTuple('/obj/geo1/transform1/r').set(cam.extractRotates()) I also transform the grid in the negative z direction afterwards. This results in the image beeing in the center of the viewport. But I'm not sure how I can move the image to the corner of the viewport and keep it in the correct postion when the viewport is beeing resized. Maybe with the viewport.viewportToNDCTransform() or viewport.mapToWorld() methods. But I couldnt figure out how. I found a promising vex based result here:https://youtu.be/7UuVhbTRcew?t=1890 string cam = chs("camera"); vector bb = relbbox(0,@P); vector4 crop = chp("crop"); bb.x = fit(bb.x, 0, 1, crop.x, crop.y); bb.y = fit(bb.y, 0, 1, crop.z, crop.w); bb.z = chf("zoffset"); @P = fromNDC(cam,bb); But this one requires a camera node and I'd rather have this logic in the python states if possible. Thanks
  2. Viewing Additional UV Maps

    I'm trying to view an additional UV map. uv (a 3flt) views just fine. However uvWind (also a 3flt) refused to appear in the UV Viewport dropdown. I created a third with the UV Texture node - uvWind1 - and that show up just fine. Though I notice that as well as being a 3 channel float like the others Houdini has tagged it a Tex. How can you tag an attribute as a Tex so Houdini treats it as a UV channel in the viewport? Thanks!
  3. scene = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer) viewport = scene.curViewport() frame = hou.frame() # cameras = list of scene cameras i = 0 for camera in cameras: viewport.setCamera(camera) flip_options = scene.flipbookSettings().stash() flip_options.frameRange((frame, frame)) #flip_options.beautyPassOnly(True) flip_options.cropOutMaskOverlay(True) path_name = hou.hipFile.name().split(".")[0] if not os.path.exists(path_name): os.makedirs(path_name) flip_options.output(path_name+"/opening_"+str(i)+".png") scene.flipbook(viewport, flip_options) i+=1 Hello all, I have a list of cameras. The goal is to view the scene through the cameras, take a screenshot and save them. I expect to get results like this, where I am looking through a specific camera, saved. However, though the UI shows us to be looking through the correct viewport, we only ever save out the view from the last ever camera: Any advice would be greatly appreciated! I have been unable to find a similar problem online. Thank You
  4. I didn't understand that person's comment. I want to set the color scheme as a hotkey. Or, you want to use the icon on the right side of the viewport by clicking on it. Please tell me how.
  5. Hello guys, I'm new to Houdini and to writing python scripts for Houdini. I'm currently working on a project where I want to change the Rotation, Scale or Transformation of a geometry node by moving physical rotary encoders, which are connected to an Arduino Uno. The serial connection between Houdini and the Arduino works fine. In my script, which I save as a custom shelf tool, I change the parameters of the node by using the set() function of the Parm object. The amount of change comes from the encoders. For example: node.parm('tx').set(change) The problem for me is that while the script is running and I change, for example, the rotation of a cube, like node.parm('rx').set(25), the cube is not rotating in the viewport. The cube is only changing once the script has finished and stopped running. Basically, the viewport is only updated with the new, for example, rotation parameters once the script has finished running. The geometry node is not moving in the viewport while the script is running. My goal would have been to have the script running in the background while working on Houdini like usual, and when changing the rotation of a node via set(), the node is also rotating in the viewport. Therefore, my main question: Is there a way with the hou object to force the viewport to display all the currently new set parameters of a node (like Scale, Rotation and Transformation) while a python script from the shelf is running. Thank you for your help.
  6. https://www.sidefx.com/forum/topic/52186/ Oct. 19, 2017 4:14 P.M. Is it not possible to enable the lock view to camera button via python/hscript? experimenting w/python on this in Apprentice 16.5.634 (_old_ PC) and running into issue(s) https://www.sidefx.com/docs/houdini/hom/hou/GeometryViewport.html ... showed me several things which DO seem to work using the following syntax : import hou, toolutils myCam = hou.node('/obj/').createNode('cam', 'myCam') hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().setCamera(myCam) # hou.hscript('viewhome -s *.*.world.persp1') hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().homeAll() hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().saveViewToCamera(myCam) # ... HOWEVER, when I try something similar, I just get an Error on : >>> hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().lockCameraToView() Traceback (most recent call last): File "<console>", line 1, in <module> AttributeError: 'GeometryViewport' object has no attribute 'lockCameraToView' # ... and I have Not found any way to do this using hscript either. Anyone have advice on this?
  7. Hello, I'm having trouble with this simple project (I'm new to Houdini). If I click on the box object I can see it on the viewport, but if I click the scatter or the voronoi then the viewport goes empty. I have "Show all objects" checked but it doesnt change.
  8. What's the simplest and most bullet-proof way to display a texture on a simple grid in Houdini viewport (i.e. real time openGL)? I've tried using simple materials (like "Constant" or "Principled") but it seems clunky. I always run into issues like requiring several settings in "Display properties" for the texture to show up, or the textures (read from files) not updating in the viewport, if I change the texture path etc. Ideally, the texture path would be just a string attribute on a grid, and the viewport would show it right away, and react to all path changes instantly.
  9. Hi, I've been looking for a way to set the default values of the viewport correction toolbar. I've been able to set the gamma through hou.GeometryViewportSettings.setSceneGamma() but what i'm really interested in is setting the brightness (or f-stop) and contrast of the default camera. is it possible to access these variables through python or in any other way? Thanks, Ole
  10. Hello everyone, is it possible to make stamped textures, mapped to geometry using UVs, visible in the viewport? Best Regards, Chrizzo stamped_tex_test.zip
  11. Hello, I am trying to set the path of the current scene viewport via a button press from a hda. I know these python docs below are the key, but I can't seem to tie the relevant python functions together. https://www.sidefx.com/docs/houdini/hom/hou/PaneTab.html https://www.sidefx.com/docs/houdini/hom/hou/PathBasedPaneTab.html https://www.sidefx.com/docs/houdini/hom/hou/SceneViewer.html https://www.sidefx.com/docs/houdini/hom/hou/GeometryViewport.html Any help would be great. Thanks, -Ben
  12. Hello, I am able to select visible geometry manually, or even make a script to toggle the option to select geometry manually. But I'm wondering if there is a way to automatically select visible geometry only via a script? I have been unable to figure it out but it would be awesome if possible (may not be possible though?). Thanks! Ant
  13. 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.
  14. 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.
  15. 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!
  16. 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
  17. 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.
  18. 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
  19. It's possible to active radial menu using SHIFT + RMB in the viewport like Maya?
  20. 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
  21. 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.
  22. 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.
  23. 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?
  24. 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
  25. 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