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This dialog appears when you right-click an subnetwork in the network editor, open the Digital Assets submenu, and choose Increase Major Version or Increase Minor Version.
See how to create a new digital asset for more information.
Choosing to create a new version creates a new copy of the existing asset with the name changed to have an increased version number.
The preview shows the new name with the new version for the new asset.
These options control the library file the asset is saved into (the parent directory and the library file name).
Remember that asset library files can store multiple assets. If you specify an existing library file as the destination for a new asset, it adds the asset to the existing file (it doesn’t overwrite the file with only the new asset).
Choose the parent directory in containg the library file to save into.
User Preferences Directory
Save the asset in your personal prefs directory. This makes the asset available across projects, but only to you.
Hip File Directory
Save the asset in an
hda subdirectory next to the current scene file. This makes the asset available to the current “project”: the current scene file and any other scene files in the same directory.
Save the asset into your site (studio) shared
hda directory. This only works if someone (you, the studio’s IT department, or someone else) has set up
$HSITE environment variable to point to a site-wide network share.
You can set up a commonly used directory in the Save Asset Preferences dialog, and then choose this item to use it.
Embedded in .hip File
Embeds the asset definition as part of the current scene file. This makes the asset only available in this scene file. This can be useful when testing an asset.
Enter a custom directory path by hand.
Some of these save locations (
$HSITE/hda, often the custom values) are not scanned for assets by default. If you save to these locations, the asset will automatically be installed in this scene file, but you will need to manually install the assets when you want to use them in other scene files. Or, you can add the directories to the
$HOUDINI_OTLSCAN_PATH so Houdini does automatically scan them for assets.
Choose how to build the library filename.
Use the namespace, internal name, and version to build the filename. For example,
Use the base type name to build the filename. For example,
Use the name of the node instance you right-clicked to turn into an asset to build the filename. If you created the asset from a subnet that had already been given a meaningful name, this might be useful. For example,
You can set up a template string in the Save Asset Preferences dialog, and then choose this item to use it.
Enter a custom filename by hand.
Prefix Type Category
This adds the network type to the library filename as a further guard against filename overlap.
If you keep a lot of asset files in the same directory, there’s a possibility you could have two assets of different network types (for example, a geometry asset (SOP) and a Solaris asset (LOP)) with the same name, namespace, and version. If you want to keep assets in separate files, you can turn this on to make sure assets of different network types but with the same internal name are saved into different files.