Edward Jaworenko
EJaworenko
About Me
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Houdini Skills
ADVANCED
Procedural Modeling | Environments | Digital Assets | Solaris | VEX
INTERMEDIATE
Hair & Fur | Cloth | Mantra | Karma | Lighting | PDG | Python
BEGINNER
Character Rigging | Animation | Fluids | Destruction FX
Availability
Not Specified
Recent Forum Posts
How to quickly move pivot to object center in LOP? April 26, 2024, 5:22 p.m.
This definitely seems a bit cumbersome, but for the example of a transform node pivot specifically, the following python function placed in the "px" parm will set the pivot to the center of a selected primitive (py and pz too).
Note that I haven't tested it with multiple prims selected, but it at least fits a few use cases.
I may add a variation of it to a right-click menu just for easy setting vs worrying about adding a python script directly to a parm expression.
Note that I haven't tested it with multiple prims selected, but it at least fits a few use cases.
I may add a variation of it to a right-click menu just for easy setting vs worrying about adding a python script directly to a parm expression.
from pxr import UsdGeom node = hou.pwd() # Get the stage of the input node to avoid recursion stage = node.input(0).stage() if stage is not None: # Other nodes might need "primpath", but you could functionally add any prim path you want here focusprim = stage.GetPrimAtPath(node.evalParm("primpattern")) if focusprim is not None: cache = UsdGeom.BBoxCache(1.0, ['default', 'proxy', 'render', 'guide']) bounds = cache.ComputeLocalBound(focusprim).ComputeCentroid() # node.parmTuple("p").set(bounds) crashed Houdini via recursion, but this seems to work. node.parm("py").set(bounds[1]) node.parm("pz").set(bounds[2]) return bounds[0]
Best Houdini Utility Entries Jan. 14, 2024, 9:25 p.m.
Node Weaver is a toolset that is intended to ease the workflow of Houdini TDs. In time that is what it will do, but not yet.
- Primary tool to be considered: The package includes a Custom Node Shape Creator that was designed to be as dead-simple as possible to use. It would be great to see more custom node shapes in use but it would help if artists knew how to make them!
- It also includes a Node Shape File Inspector that allows you to import node shapes and see what went into making them, or modifying them if you'd like.
- Finally, it includes a Color Palette Configurator that has a bunch of utilities for making adjustments or additions to the 36 node colors you get in a palette by default in Houdini.
- a shelf with a shelf tool that prints out all of the callback scripts, default value expressions, and menu scripts in a node.
- A right-click menu item that makes it possible to set node colors with the color wheel window.
About Unreal Engine 5.2 PCG Plugin June 29, 2023, 2:42 p.m.
There is a level of sophistication that you still can't hit with PCG for certain types of layout. But I think it would be very interesting if Houdini Engine could actually interface more directly with PCG in some fashion. I'm building tools to do so at work, examples being having a way to directly export points from Houdini to bring into PCG via importing a Data Table. This might be out of the scope of Houdini Engine, more likely a labs export tool, but if it could even sync points at the click of a button between software then it would be almost like sessionsync for PCG layout between the software.