Is it possible to have duplicate node names (under different hierarchies)?

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Hi there,

This might sound stupid but I was wondering if it's possible to have nodes that have the same name but under different hierarchies?
I might have a bunch of fence elements for example that I'm exporting to Unity and under each fence element I'd like to have another deflector node (just called deflector).
Is that possible?

Thanks.
Pete
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The full path must be unique, so yes you can have the same name in a different network.
/obj/geo1/copy1
/obj/geo2/copy1
etc..
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
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Thanks Enivob, but I was talking about at the top level, they are in different hierarchies but I still dont think it's possible here. Just thought there might have been a setting or something that I'd missed.


I'd like the top Level to have different names but for the components underneath it would be nice if they were always the same. I can filter it out in Unity but it just looks a little confusing sometimes.

P.
Edited by peteski - Dec. 9, 2016 22:47:46
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You can put all the nodes inside a subnet. Then the contents of the subnet could always use the same names and only the top level name would need to be unique.
Using Houdini Indie 20.5
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Ahh damn! I thought that was going to work but it looks like internally it must break open the subnets before they are exported to FBX because even though they aren't numbered in Houdini they get numbers added!

I put them all onto subnets marked Tree 1,2 and 3 an this is what it looks like when opened back into Houdini -


And in unity -


So close!
P.
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When you bring the FBX back into Houdini try checking the Import NULL Nodes as Subnets checkbox.

I guess in FBX terms a Houdini subnet is written to the FBX file as an FBX null.
Edited by Enivob - Dec. 10, 2016 09:57:08
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Yeah not sure, but I'm bringing the FBX exports into Unity and they don't have any such options.
It's okay, at least it makes the Houdini scene look a little more organised and I can code my way around it in Unity.
P.
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