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Houdini Indie and Apprentice » RBD SIMS HELP!!!
- youngzo34
- 8 posts
- Offline
Anyone know how can make this sim Do a " Mud Slide and Stop" or Just Land and stick into the terrain?
Technical Discussion » HDK: OPgetDirector() returns nullptr
- arthur.cousseau
- 3 posts
- Offline
Hi, I'm trying to run simple examples such as: Management of HDAs and OTLs in Houdini
[www.sidefx.com]
But I'm failing at the very first instruction, OPgetDirector(), which returns a null pointer.
Is it supposed to be initialized globally when loading the HDK? Do I need to setup one?
Thanks.
[www.sidefx.com]
But I'm failing at the very first instruction, OPgetDirector(), which returns a null pointer.
Is it supposed to be initialized globally when loading the HDK? Do I need to setup one?
Thanks.
Solaris and Karma » OCIO and Karma
- Meddlemotion
- 1 posts
- Offline
Good morning everyone,
I'm doing rendering tests with the OCIO color profiles.
I have changed in Houdini that the .EXR are taken with the ACEScg profile and I see that in AE is not embedded the profile that I have configured in the render with Karma. I have to assign the profile by hand “ACEScg ACES Working Space AMPA S” and then if they appear very similar, although they are still not the same .....
Is this correct? shouldn't the profile come embedded from Houdini? and if it doesn't come embedded,.... Is the profile that I am assigning in AE correct?
Thank you very much in advance!
Translated with DeepL.com (free version)
I'm doing rendering tests with the OCIO color profiles.
I have changed in Houdini that the .EXR are taken with the ACEScg profile and I see that in AE is not embedded the profile that I have configured in the render with Karma. I have to assign the profile by hand “ACEScg ACES Working Space AMPA S” and then if they appear very similar, although they are still not the same .....
Is this correct? shouldn't the profile come embedded from Houdini? and if it doesn't come embedded,.... Is the profile that I am assigning in AE correct?
Thank you very much in advance!
Translated with DeepL.com (free version)
Technical Discussion » Read HDA Inputs/Outputs with HDK
- arthur.cousseau
- 3 posts
- Offline
Hi, I'm wondering how I can read the inputs/outputs of the DialogScript in my HDA.
Currently I have this:
I took most of this from HDK doc about HDA. [www.sidefx.com]
I'm using Houdini 18.5.
I don't understand why I'm getting a nullptr when calling OP_Network::getOperatorTable.
This is not mentioned in the docs.
I would want to get to the point where I can call getInputLabels/getOuputLabels on my OP_Operator variable to read the inputs and outputs of my HDA.
Or is it not the right way to achieve this?
Thanks!
Currently I have this:
#include <OP/OP_OTLLibrary.h> #include <OP/OP_OperatorTable.h> #include <OP/OP_Network.h> void readDialogScript(const char* hdaPath) { OP_OTLLibrary lib(hdaPath, ""); // hdaPath == "Something.hda" UT_String table_name, op_name; OP_OperatorTable* table; OP_Operator* op; for (int i = 0; i < lib.getNumDefinitions(); i++) { table_name = lib.getDefinitionOpTableName(i); // table_name == "Sop" table = OP_Network::getOperatorTable(table_name); // table == nullptr. WHY?? op_name = lib.getDefinitionName(i); // op_name == "Something" op = table ? table->getOperator(op_name) : NULL; // op stays nullptr since table is nullptr // check if the library does indeed define this op; // it may be that some other library that does. if (op && &lib != op->getOTLLibrary()) continue; // Crashes because table is nullptr (but should not be). auto& inputLabels = op->getInputLabels(); auto& outputLabels = op->getOutputLabels(); auto* templates = op->getParmTemplates(); } }
I took most of this from HDK doc about HDA. [www.sidefx.com]
I'm using Houdini 18.5.
I don't understand why I'm getting a nullptr when calling OP_Network::getOperatorTable.
This is not mentioned in the docs.
I would want to get to the point where I can call getInputLabels/getOuputLabels on my OP_Operator variable to read the inputs and outputs of my HDA.
Or is it not the right way to achieve this?
Thanks!
Edited by arthur.cousseau - May 14, 2024 09:05:20
Technical Discussion » What happened to hou.Node.createDigitalAsset?
- andehpandeh
- 21 posts
- Offline
Hey there,
I'm looking to turn a subnet into a HDA using python, but for some reason hou.Node.createDigitalAsset doesn't seem to work, also can't find any create digital asset command in the docs for H19.5, is there a new command to create HDAs using python?
Cheers
I'm looking to turn a subnet into a HDA using python, but for some reason hou.Node.createDigitalAsset doesn't seem to work, also can't find any create digital asset command in the docs for H19.5, is there a new command to create HDAs using python?
Cheers
Solaris and Karma » Cryptomatte F# issue (timeSamples in the renderVars?)
- metatr0n
- 2 posts
- Offline
My cryptomatte pathing looks correctly frame dependent in Solaris, but it's overwriting one file for Crypto for every frame. It's always the last frame of the USD ROP range.
So it looks like,as the USD gets processed out, it is overwriting a single value for the crypto frame increment.
In the created USD, the increment is just the value of the last frame.
There is a timeSamples variable in thet string, which is set to the end of the frame range.
Anyone know where I can edit the timeSamples value?
So it looks like,as the USD gets processed out, it is overwriting a single value for the crypto frame increment.
In the created USD, the increment is just the value of the last frame.
There is a timeSamples variable in thet string, which is set to the end of the frame range.
Anyone know where I can edit the timeSamples value?
Technical Discussion » PySide - Access network editors qwidget
- AlexOddbratt_CPHVFX
- 13 posts
- Offline
I'm creating a pyside gui where I want to be able to connect an event filter in order to register drag and drops from
my custom ui to houdini, maya and nuke. If I connect it to the main window(hou.qt.mainWindow()) the event only gets triggered when I hover or drop on top of the top bar and not the rest of houdini. So I'm guessing there must be a better place to connect the event filter to.
I'm wondering if it would be possible to connect the event filter to the network editor?
And if it is how would I go about finding the network editors widget?
And how would I make sure it's only in /stage or /obj?
In nuke for example I could access the "Node Graph" widget like this:
And then connect the event filter to it so as to register any drag and drops only on the node graph part of the application.
I've tried googling like crazy but can't find how to solve this problem. Any help would be appreciated.
my custom ui to houdini, maya and nuke. If I connect it to the main window(hou.qt.mainWindow()) the event only gets triggered when I hover or drop on top of the top bar and not the rest of houdini. So I'm guessing there must be a better place to connect the event filter to.
I'm wondering if it would be possible to connect the event filter to the network editor?
And if it is how would I go about finding the network editors widget?
And how would I make sure it's only in /stage or /obj?
In nuke for example I could access the "Node Graph" widget like this:
for widget in QtWidgets.QApplication.instance().allWidgets(): if widget.windowTitle() == 'Node Graph': main_widget = widget
I've tried googling like crazy but can't find how to solve this problem. Any help would be appreciated.
Solaris and Karma » Redshift/Solaris/Husk cryptomatte writing one frame #
- metatr0n
- 2 posts
- Offline
Crossposting from Odforce. Had no luck there yet.
I'm really not having an easy time adapting to Solaris...so you might need to explain like I'm five.
I have a RedshiftRendeSettings node that sets up all the usual AOVs, It's writing multiple frames, it's fine.
Above that node I have a renderVars node that sets up the cryptomatte. I tested a bunch of single frames and only when I submitted the big render did I realise that it's only writing to one frame number for that seperate AOV output.
This is the output path on that renderVars node (the @EYE strings are custom pipeline wrangles):
q:/`@EYE_g0_name`/Build/`@EYE_g1_name`/`@EYE_g2_name`/`@EYE_g3_name`/render/3d/`@EYE_element_type`-`@EYE_element_name`_v`padzero(3,@renderversion)`/`@passname`/CRYPTO.$F4.exr
it looks like it's continually overwriting this frame:
CRYPTO.0250.cryptomatte.exr
250 is the end of the frame range in the USD ROP
As I step through the range in solaris, the output path in the scene graph reads correctly for the renderVars and the current frame...so it might be globally overwriting that path as it runs through the time-range for every frame of the USD write.
Greatful of any help!
I'm really not having an easy time adapting to Solaris...so you might need to explain like I'm five.
I have a RedshiftRendeSettings node that sets up all the usual AOVs, It's writing multiple frames, it's fine.
Above that node I have a renderVars node that sets up the cryptomatte. I tested a bunch of single frames and only when I submitted the big render did I realise that it's only writing to one frame number for that seperate AOV output.
This is the output path on that renderVars node (the @EYE strings are custom pipeline wrangles):
q:/`@EYE_g0_name`/Build/`@EYE_g1_name`/`@EYE_g2_name`/`@EYE_g3_name`/render/3d/`@EYE_element_type`-`@EYE_element_name`_v`padzero(3,@renderversion)`/`@passname`/CRYPTO.$F4.exr
it looks like it's continually overwriting this frame:
CRYPTO.0250.cryptomatte.exr
250 is the end of the frame range in the USD ROP
As I step through the range in solaris, the output path in the scene graph reads correctly for the renderVars and the current frame...so it might be globally overwriting that path as it runs through the time-range for every frame of the USD write.
Greatful of any help!
Houdini Engine for Unreal » Different unreal instances for each point in copy to points
- ranmazar1
- 1 posts
- Offline
Hey everyone!
I'm creating a pretty basic HDA where points are scattered on a circle. For each scattered point, id like to create an attribute with using unreal_instance. The string value of that attribute create would be a parameter.
Is there a way to create the unreal_instance attribute for each point seperatly?
meaning that if I have 5 points, my HDA parameters will include 5 strings.
So far I couldnt find a way to create a seperate instance for each point. I tried using the unreal_split_attr with no success.
Thanks in advance!
I'm creating a pretty basic HDA where points are scattered on a circle. For each scattered point, id like to create an attribute with using unreal_instance. The string value of that attribute create would be a parameter.
Is there a way to create the unreal_instance attribute for each point seperatly?
meaning that if I have 5 points, my HDA parameters will include 5 strings.
So far I couldnt find a way to create a seperate instance for each point. I tried using the unreal_split_attr with no success.
Thanks in advance!
Technical Discussion » PDG and HF Erosion sim
- shrifazmy
- 20 posts
- Offline
Hi
am trying to execute the erosion sim inside a top network but had no success, I tries to use a python line to achieve the task but it works eventually but not all the time, I believe am doing it wrong can someone guide me for the right method
thanks
am trying to execute the erosion sim inside a top network but had no success, I tries to use a python line to achieve the task but it works eventually but not all the time, I believe am doing it wrong can someone guide me for the right method
thanks
Technical Discussion » fbx export problem
- ekaruf
- 1 posts
- Offline
Image Not Found
Image Not Found
as you can see thefbx ani? doesn't work
anyone know how to export fbx properly
Technical Discussion » How to create a normalized Z-Depth pass
- NNNenov
- 42 posts
- Offline
Hello, I am new to Solaris and Karma, I've been trying to find out how to create a normalized depth pass.
I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.
I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
export float @depth = 0.0; float z = -Pz; float w = -z; float near = 0.1 // near plane float far = 1000.0 // far plane z *= -far/(far-near); z += -far*near/(far-near); z /= w; @depth = z;
As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.
Edited by NNNenov - May 11, 2024 16:07:44
Technical Discussion » Change the style of Input Connections like Switch SOP does
- timurproko
- 13 posts
- Offline
I'm developing a custom node featuring multiple inputs, aiming to replicate the input connection behavior of the Switch SOP. This involves visually distinguishing the active connection with a solid line while displaying others with dashed lines. Despite consulting the documentation, I couldn't locate any Python methods offering this functionality. The only hint I found was the "Is Reference" property within the HDA Preferences dialogue, which, when checked, renders the connection dashed. Perhaps there's a way to programmatically set the flags for "Is Reference" to achieve this effect.
Technical Discussion » Karma Render Error
- AAaronLi
- 9 posts
- Offline
When using Karma rendering, sometimes I encounter an error, this error is not understood, do everybody know the situation?
Any help will be appreciated
- Aaron
Houdini Indie and Apprentice » Heavy alembic file after using object merge
- mittalharsh550
- 1 posts
- Offline
Hii i have a hard time find whats happening to my houdini scene i am new to houdini and made a scene by following tutorial i made 2 geo nodes for different simulation one is rbd and second one is ordinary point floating with polywire when i export both geo seperately than the file size is 966Mb and 4.3GB but when i try to export both as an single alembic file by using object merge node than the exported file became 17.4 GB why is that happen? Did i make some mistakes i can give you my hip file if you can troubleshoot for me i don't know much about houdini please help.
Houdini Indie and Apprentice » How to create a subselection with group by range
- Subutai
- 12 posts
- Offline
I am trying to select only the green colored rows. However due to the special point numbering it isnt straightforward at all to do this.
Is there perhaps a way of resetting the ptnum attributes on specifically these points so the selection might be done in with a group range node?
Is there perhaps a way of resetting the ptnum attributes on specifically these points so the selection might be done in with a group range node?
Edited by Subutai - May 10, 2024 14:16:29
Technical Discussion » is it possible to limit types of nodes inside an hda/subnet?
- catchyid
- 40 posts
- Offline
Hi,
I am creating an HDA (it's simply an empty object node, where its content is not locked nor saved). The only purpose of this object subnet/hda is to be a container of specific types of nodes (e.g. inside it, it's possible to create camera nodes only). My question: is it possible to limit the types of nodes created inside an HDA or subnet? A workaround is a sanity check, but I want to prevent the problem from happening in the first place...
Tx
I am creating an HDA (it's simply an empty object node, where its content is not locked nor saved). The only purpose of this object subnet/hda is to be a container of specific types of nodes (e.g. inside it, it's possible to create camera nodes only). My question: is it possible to limit the types of nodes created inside an HDA or subnet? A workaround is a sanity check, but I want to prevent the problem from happening in the first place...
Tx
Technical Discussion » I have a very tricky problem, can you help me
- syn0289
- 1 posts
- Offline
I encountered an issue while creating an HDA, as this group was manually created and cannot correctly read the group parameter of object_merge. May I ask what I should do!
Technical Discussion » Pump from Object Issue
- TheDude123
- 67 posts
- Offline
Hi,
I was try to recreate this effect from the docs: https://www.sidefx.com/docs/houdini/shelf/pumpfromobjects.html [www.sidefx.com]
I can't seem to get it to work...even using a velocity field. The volume just starts to go bonkers and won't follow the field/pump.
Any advise/pointers.
File attached for reference.
Thanks.
I was try to recreate this effect from the docs: https://www.sidefx.com/docs/houdini/shelf/pumpfromobjects.html [www.sidefx.com]
I can't seem to get it to work...even using a velocity field. The volume just starts to go bonkers and won't follow the field/pump.
Any advise/pointers.
File attached for reference.
Thanks.
Technical Discussion » Issues creating Feather Groom - Jonas Sorgenfrei's set up
- Chaseleidy
- 1 posts
- Offline
Hey everyone, I was hoping to create a hummingbird using Jonas Sorgenfrei's setup from H20 Hive
Everything was going to plan until the Feather Template Interpolate SOP, where it seems there are some trouble areas where the feathers would rather be perpendicular to the model rather than run parallel to the body's surface. I would have figured the guides I set up to show a similar problem however those look fine to me. Here are some examples of what I'm talking about:
The area around the eyes and head as well as the chest
Around the head, neck, chest, and belly areas
Around the top and back of the head as well as the back
And here's another view of the back area giving me trouble
I have some ideas on how I could change the rotation of the feathers in these trouble areas, however I figured I should reach out to see if anyone could help me make the set up work as intended.
Here's a link to my project files if anyone wants to take a look:
Your text to link here... [drive.google.com]
I created a lot more feathers than just the one shown but I figured it would make it easier to show the areas I'm talking about.
I also was unable to get the "fast instanced preview" part of Jonas's set up to work as the Feather Instance Pool and the Feather Deform SOPs kept giving me this error: "Invalid source /obj/Setup_Groom/featherinstancepool3/featherprimitive1/foreach_end1"
Any and all help is greatly appreciated! Thank you guys (:
Everything was going to plan until the Feather Template Interpolate SOP, where it seems there are some trouble areas where the feathers would rather be perpendicular to the model rather than run parallel to the body's surface. I would have figured the guides I set up to show a similar problem however those look fine to me. Here are some examples of what I'm talking about:
The area around the eyes and head as well as the chest
Around the head, neck, chest, and belly areas
Around the top and back of the head as well as the back
And here's another view of the back area giving me trouble
I have some ideas on how I could change the rotation of the feathers in these trouble areas, however I figured I should reach out to see if anyone could help me make the set up work as intended.
Here's a link to my project files if anyone wants to take a look:
Your text to link here... [drive.google.com]
I created a lot more feathers than just the one shown but I figured it would make it easier to show the areas I'm talking about.
I also was unable to get the "fast instanced preview" part of Jonas's set up to work as the Feather Instance Pool and the Feather Deform SOPs kept giving me this error: "Invalid source /obj/Setup_Groom/featherinstancepool3/featherprimitive1/foreach_end1"
Any and all help is greatly appreciated! Thank you guys (:
Edited by Chaseleidy - May 10, 2024 11:00:06
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