No interactive tools handles in the Karma viewport??

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Didn't play much with USD yet, not much of my client asked for, but for some personnal tools experiment, i was surprised to NOT be able to have my tool handle in my Karma render viewport.

I mean, this is really a need, artist need interactive tools and a fast photorealistic render preview with a preview of the final result in 2023.. Did i miss something? I have to open two views and the all things is not stable...

Also the import materials script is failing when you have more than 1 asset to what i could see.

Thanks.
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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Did you restart your scene view or Houdini? If you're talking about translation / scale / rotation gizmos I don't have any problems seeing them in the viewport, just select a transform node and hit Enter while hovering the viewport.

Could you specify what tool handle you want to display? Maybe share you hip file?
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Yes i just made a video!
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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I was not able to attach the video so here is : https://drive.google.com/file/d/1sUw6xkaGUnveQq1wL-qyvLXrPtS5blEk/view?usp=sharing [drive.google.com]
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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It's manipulator hangle on a tool, in my case just painting attribute, (so python state interactive maipulators on screen) which i can not access in the Karma LOP viewport.... did i miss something?
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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You can definitely have states draw handles and other manipulators in the LOP viewer - that's how the camera, lights and transform LOPs etc work.
The thing is, most python states you are used to are defined as SOP states, on SOP nodes. You'll need to rebuild them and register them as LOP category in your LOP HDA, and then tweak things a bit to make them work - you can't just have a SOP state automatically work in the LOP viewer unfortunately. When you lock your viewport to the /stage, you're viewing the output of a LOP node, and its state if it has one, not the SOP you're playing with in the network view.

Here's the curve SOP state ported to LOPs - it's still feeding a curve SOP in an embedded sopnet, but the controls and manipulators have been promoted up to the LOP viewport. The state with a the curve manipulators and handles lives on a LOP HDA.

Attachments:
KarmaHandles.jpg (863.2 KB)

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Thanks you for your answer! It makes sence even if I was hoping for a more easier straight forward solution

We agree here it's one of those thing which should to something smoother isn'it?
Or maybe if vulkan come and it's ready to match Blender eeve render feedback, i could bypass LOP incase i don't need to build a USD scene
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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