Hey there,
I've got an asset that generates vector attributes and it has a visualizer node built-in, but the workflow is really clunky when it gets to this point. For instance I can't promote the visualizer interface to my asset, I can't reference parameters in the visualizer interface and if I rename my attributes within my asset(even if renaming occurs after the visualizer node), they stop showing up in my viewport.
Has anybody come across similar limitations and maybe a workaround?
Cheers
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Technical Discussion » Embedding visualizers into digital assets
- rafaels
- 696 posts
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Houdini Lounge » VOP Snippet Tool
- rafaels
- 696 posts
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Hey there, I've uploaded VOP Snippets tool to Github. Feel free to give it a go, I've found it helps eliminate quite a few clicks when working out my VOPs
https://github.com/rafarafarafarafael/vop_snippets [github.com]
And if you try it out and find bugs please let me know.
https://github.com/rafarafarafarafael/vop_snippets [github.com]
And if you try it out and find bugs please let me know.
Houdini Lounge » macOS High Sierra
- rafaels
- 696 posts
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aRtyeThanks for the tip, I even tried, but it goes against years of muscle memory…
You can make Wacom work in High Sierra by switching the rocker buttons so the Right Click in on the lower rocker and Middle Click on the upper rocker.
And anyhow, I've got it working with Sierra now and besides it looks like the only “improvements” in high sierra are better editors for photos taken with the apple devices… LAME!! Metal2 and the new file system are not enough to justify the headache.
Houdini Lounge » macOS High Sierra
- rafaels
- 696 posts
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peteskiYeah, I've flagged SideFX, but I've also went through a 2-day process to downgrade my OS and now I can get back to work… so frustrating, but a good lesson.
Hmm I wonder if there’s a way to get Houdini to log the input it’s recieving from the Wacom. That could help narrow it down but I’m not sure how you’d go about that sadly.
Maybe send something to Houdini support?
Cheers
Houdini Lounge » macOS High Sierra
- rafaels
- 696 posts
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aRtyewill try, but I'm starting to think it's a houdini bugrafaels
It's basically impossible to do any serious work with a wacom right now.
Log a bug with Wacom - I have and they do resolve things.
Houdini Lounge » macOS High Sierra
- rafaels
- 696 posts
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peteskiyeah, that's exactly what I have setup, and the funny thing is that when I just launch houdini it works fine with an empty scene, but as soon as I put down a node (geo container or something) it will stop working properly…
Hey rafaels, that works fine for me. Maybe you have a funny setting somewhere? I don't know what it might be but something sounds fishy
I guess you have something like this?
Houdini Lounge » macOS High Sierra
- rafaels
- 696 posts
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peteskiRight-click on viewport for zooming is virtually useless. Instead it always brings up the context menu. On the network editor it sometimes works, but then it also brings up the tab menu from time to time.
Oh no! I hate working with a mouse
What issues are you hitting?
It's basically impossible to do any serious work with a wacom right now.
Cheers
Houdini Lounge » macOS High Sierra
- rafaels
- 696 posts
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Hey, Just going to add to the noise here… It's so damn frustrating! My wacom has been acting out lately as well and I was still using Sierra! I just updated to high sierra yesterday in hopes of better support but nothing! Even with the new drivers it's still finicky and I can't tell whose fault it is anymore.
Dusting off my mouse for the time being.
Cheers
Dusting off my mouse for the time being.
Cheers
Technical Discussion » Polyexpand (attributes in offset)
- rafaels
- 696 posts
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Ping… Has the “varying widths” issue on the polyexpand2d been solved?
I'm experiencing some weirdness.
I'm experiencing some weirdness.
Edited by rafaels - March 27, 2017 11:10:14
Technical Discussion » multipin constraint, what's happening?
- rafaels
- 696 posts
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Thanks a lot, dude! hard to figure this one out without any examples. documentation is really lacking!
Cheers
Cheers
Houdini Lounge » Killing Houdini process from cygwin
- rafaels
- 696 posts
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Hey,
I hate to admit, but I have to run windows at work and one of the things I miss most about Linux is being able to kill Houdini with segmentation fault signal, whenever it froze. Does anyone know how to achieve the same with Windows and/or Cygwin? I can kill the process, just not force saving the crash file, which is what I need.
Cheers
I hate to admit, but I have to run windows at work and one of the things I miss most about Linux is being able to kill Houdini with segmentation fault signal, whenever it froze. Does anyone know how to achieve the same with Windows and/or Cygwin? I can kill the process, just not force saving the crash file, which is what I need.
Cheers
Houdini Indie and Apprentice » How to find distance between two points in a primitive
- rafaels
- 696 posts
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It should be in whatever the default unit is… so if you altered the default unit to 1Km instead of the default metre, then you get the value in Kms.
Shouldn't be too hard to add controls to convert measurements, I might do that later on tonight
Cheers
Shouldn't be too hard to add controls to convert measurements, I might do that later on tonight
Cheers
Technical Discussion » Carve by length
- rafaels
- 696 posts
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This is something that bothered me so much that I had to stay up one night and figure it out.
I'll post it as is, no intending to support in any way, but I figured someone else might be interested in tweaking and using it.
Cheers
I'll post it as is, no intending to support in any way, but I figured someone else might be interested in tweaking and using it.
Cheers
Technical Discussion » Transfer parameters between nodes
- rafaels
- 696 posts
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I created this script to deal with changing interfaces between different versions/builds of Houdini. It just so happens that new parameters were added to the Mantra ROP and I didn't want to go through the trouble of copying and pasting parameters just to take advantage of the great new features… I'm that lazy!
Code provided as-is.
Cheers
def transferParms(fromNode = “”, toNode=“”):
myFromNode = hou.node(fromNode)
myToNode = hou.node(toNode)
# checks if nodes are the same type before going through parms
if myFromNode.type() == myToNode.type():
with hou.undos.group(“Transfer Parameters”):
for parm in myFromNode.parms():
if parm.isLocked() == False:
try:
tempParm = myToNode.parm(parm.name())
tempParm.deleteAllKeyframes()
if len(parm.keyframes()) == 0:
if parm.isTimeDependent():
tempParm.set(parm.unexpandedString())
else:
tempParm.set(parm.eval())
elif len(parm.keyframes()) > 0:
tempParm.setKeyframes(parm.keyframes())
elif len(parm.keyframes()) == 0:
tempParm.set(parm.eval())
except:
continue;
else:
print “nodes are not of the same type!”
Code provided as-is.
Cheers
def transferParms(fromNode = “”, toNode=“”):
myFromNode = hou.node(fromNode)
myToNode = hou.node(toNode)
# checks if nodes are the same type before going through parms
if myFromNode.type() == myToNode.type():
with hou.undos.group(“Transfer Parameters”):
for parm in myFromNode.parms():
if parm.isLocked() == False:
try:
tempParm = myToNode.parm(parm.name())
tempParm.deleteAllKeyframes()
if len(parm.keyframes()) == 0:
if parm.isTimeDependent():
tempParm.set(parm.unexpandedString())
else:
tempParm.set(parm.eval())
elif len(parm.keyframes()) > 0:
tempParm.setKeyframes(parm.keyframes())
elif len(parm.keyframes()) == 0:
tempParm.set(parm.eval())
except:
continue;
else:
print “nodes are not of the same type!”
Houdini Lounge » PopGrains- activate later in time
- rafaels
- 696 posts
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hmmmm… I'd think that if your reference points are changing over time, it would force your sim to change as well… I'll try it later when I have a chance.
Cheers
Cheers
Houdini Lounge » PopGrains- activate later in time
- rafaels
- 696 posts
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hey, sorry for not answering the previous post… a bit too busy these days
the first line sets the mass to 0 so the solver doesn't update the velocity of the particles any longer. Second line brings in the point position of the “second input” on the popwrangle node (check the inputs tab) and sets the particle position to that at every frame. Third line sets the mass to 1 again in case you decide to activate the particles again on the next frame.
Mass is built into the solver unless specified prior to the simulation start, in your source.
That's about it, I think, glad it worked out for you
Cheers
the first line sets the mass to 0 so the solver doesn't update the velocity of the particles any longer. Second line brings in the point position of the “second input” on the popwrangle node (check the inputs tab) and sets the particle position to that at every frame. Third line sets the mass to 1 again in case you decide to activate the particles again on the next frame.
Mass is built into the solver unless specified prior to the simulation start, in your source.
That's about it, I think, glad it worked out for you
Cheers
Houdini Lounge » PopGrains- activate later in time
- rafaels
- 696 posts
- Offline
Houdini Lounge » Houdini 14 and RenderMan 19 ?
- rafaels
- 696 posts
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Not to brag, but at siggraph last year, Pixar introduced the latest version of renderman and in their slides a connection with houdini was followed by a question mark… I understood that they don't see Houdini as such a promising market as maya or other software.
Houdini Learning Materials » Problem with no matching size (RENDER VIEW)
- rafaels
- 696 posts
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Actually it seems like the conversion service is not up and running just yet, sorry about that…
It will though, hopefully, soon enough!
http://goo.gl/NfDE9n [goo.gl]
It will though, hopefully, soon enough!
http://goo.gl/NfDE9n [goo.gl]
Houdini Learning Materials » Problem with no matching size (RENDER VIEW)
- rafaels
- 696 posts
- Offline
I think you'd better re-do it. When you first buy a commercial license you can get your non-commercial files converted once, and only once…
Cheers
Cheers
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