Maya History !!!

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Hello All
I'm Maya user and I recently switch to the Houdini

I checking Houdini Forums and I think this is so cool because of the fast answer to the problems ,the Houdini Forum is really Active every times .

At the First I have a really noob question and sorry about that :

In the Maya we can delete History of the final model for cleaning and decrease file size

But in the Houdini I can't found delete History option ,I have too many nodes in the network and I don't need them for now !!!

How I can save final model and delete dependency nodes !?
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Just don't

That's the Houdini way compared to Maya.

P.S. you can Lock a node, which removes the history, but Houdini is optimised so you don't ever need to do this.
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Hi Jack.N
Welcome to the Houdini and I am Maya user too :wink:

We don't have exactly same option for deleting history in the Houdini ,But you have too many options for deleting History and save final Model :

1. You can Turn On Lock Flag (RED) on the last node ,then you can delete another additional nodes without any change on the final model

2. you can simply save your final model via Right Click on the last node and choose Save Geometry , or use File SOP or use ROP Output driver node ,Also I suggest you to use bgeo format for saving geometry ,Because this is Standard Houdini format and it can save all of the Houdini Objects like Models , Particles , Pyro and another Volumetric and etc.

After saving geometry ,You can import it to the Houdini with File SOP 8)
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Woooow ,Thanks my friends for very fast answering to my questions :shock:

This is Cool :shock: :shock: :shock:
And really thanks Joker for this complete and whole answer .

Sorry but I have another question ,You know that In the Maya's HyperShape window we have some utility nodes like “Sampler info” to create some interesting effect like double sided materials.

What is same place in the Houdini for do that !?
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You don't have exactly same window like HyperShape in the Houdini ,But About creating custom materials with utility nodes exactly like Maya ,you should use SHOP network and it's own VEX nodes !!!

For learning it you can download my sample file about double sided materials from below Topic :

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=30348&highlight=refrence+maya [sidefx.com]

:wink:
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Of course the VEX network is not specially for Materials ,You can use it in the Object Network , DOP Network , POP Network , CHOP Network and etc

But some of the VEX nodes are available just in the Special network ,for example you don't have Specular VEX node in the DOP Network ! 8)
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Really Thanks Joker , Your Project file is really useful for me
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Jack.N
Really Thanks Joker , Your Project file is really useful for me

Your welcome :wink:
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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hi!
I recommend using the file cache sop, because it reloads the geometry automatically, or for more advanced versioning and setup, there is the waypoint ql sop in qLib asset library
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
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Really thanks buki for this useful library 8)
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Joker386
Hi Jack.N

We don't have exactly same option for deleting history in the Houdini ,But you have too many options for deleting History and save final Model :

actually, we do

in SOP level viewoprt, rightclick on the Geometry in the viewport (not handle)
then choose Geometry/Delete History
it will lock the current sop for you and delete all input nodes, exactly like in maya

but in Houdini this is the least preferred method, because having locked nodes in the scene and on top getting rid of useful history is usually not desirable
so just cache the geometry as others told you or if you lock the node, don't delete input nodes since it will not be evaluated anyway and may come handy later
Tomas Slancik
FX Supervisor
Method Studios, NY
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Wow ,Yes ,Exactly Like Maya ,Thanks 8)
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