it works in unreal, just need to have the actual .mtlx file refrence inside the material for it to work,
sadly i can't seem to get a read back using the reference LOP, anyways I don't think this is good way to work,
either unreal makes a way to read the materialx inside the usd or houdini makes a way to reference Shaders inside usd
or even exporting it properly, now its either usdpreview or unrealMaterial property.
Found 12 posts.
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Technical Discussion » MaterialX in Houdini vs everywhere else?
- 0chumpy
- 12 posts
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Rigging » APEX linking Control Visibility
- 0chumpy
- 12 posts
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william_harleyok small price to pay, btw thanks for the chicken really helpful, especially the pose library setup. RFE sent.
Hi, dynamically changing the visibility of the controls are not supported yet. please RFE.
Edited by 0chumpy - March 19, 2024 03:55:53
Rigging » Will the next version of APEX have more convenient features?
- 0chumpy
- 12 posts
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i don't really find the autorig presets that helpful maybe the bonedeform and fktransform, others wont work properly or just missing small things.
Rigging » APEX linking Control Visibility
- 0chumpy
- 12 posts
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Rigging » APEX linking Control Visibility
- 0chumpy
- 12 posts
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hello, anyone knows hows to connect the visibility of a control to say the output of abstract control,
im trying to create a IK/FK blend, all is working except the non-active controls are left visible,
I can see that there is a properties dictionary with a control dictionary where a visibility key is found,
now Im not sure how can I link a float value into it.
im trying to create a IK/FK blend, all is working except the non-active controls are left visible,
I can see that there is a properties dictionary with a control dictionary where a visibility key is found,
now Im not sure how can I link a float value into it.
Edited by 0chumpy - March 17, 2024 23:41:55
Rigging » conditionals using ifbegin/ifend in APEX
- 0chumpy
- 12 posts
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you have to add "not" node to do the else condition, i had headaches swapping variables inside if block, i ended up just creating a new block and "not" node to process those.
Rigging » Scaling Two Bone IK
- 0chumpy
- 12 posts
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edward
Please submit your hip file demonstrating this as a bug, thanks!
the chicken rig was made with smoothik, try promoting the scale parameter of the root_ctrl,
then scale that control in the scene animate sop, you'll see what I mean. I've sent a RFE of it
often times i rig on unit scale model just to have a safe reference with distance base parameters of other sop
node, then i just reapply those at the root_ctrl to bring it back to the modeled scale.
Edited by 0chumpy - March 12, 2024 02:49:21
Rigging » Scaling Two Bone IK
- 0chumpy
- 12 posts
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cant seem to make smoothik scale properly, but twoboneik works with scaling on the rest bones
Houdini Lounge » H20 question - could someone describe the advantages of APEX system?
- 0chumpy
- 12 posts
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I've been running APEX examples in the documentation, feels like a decoupled sops to me, something close to geometry nodes in blender, datatypes are wide open, although electra crashes alot on me, it feels a bit rushed, but then again its good to get use to this early, I'm feeling the same trauma I had learning PDG.
Technical Discussion » Render farm and karma
- 0chumpy
- 12 posts
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OneBigTreesame here, I don't have a clue on how to fix this.
Is there any new information on this?
I have tried using the Fetch in 19.5 but it fails immediately in HQueue.
Same with the new Karma ROP in the Out context. Mantra works fine. Some of the output log below:
.........................
Traceback (most recent call last):
File "/stage/usdrender_rop1/outputprocessors", line 2, in expression
File "D:\SIDEEF~1/HOUDIN~1.303/houdini/python3.9libs\loputils.py", line 11, in <module>
from pxr import Gf, Vt, Tf, Kind, Sdf, Sdr, Pcp
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Gf\__init__.py", line 29, in <module>
from pxr import Tf
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 163, in <module>
PreparePythonModule()
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 87, in PreparePythonModule
with WindowsImportWrapper():
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\contextlib.py", line 119, in __enter__
return next(self.gen)
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 47, in WindowsImportWrapper
dirs.append(os.add_dll_directory(path))
File "D:\SIDEEF~1/HOUDIN~1.303/python39\lib\os.py", line 1111, in add_dll_directory
cookie = nt._add_dll_directory(path)
OSError: The parameter is incorrect: '.\\python39'
PROGRESS: 0%
Generating Output File: R:/nettest_karma2/nettest_karma2.karma1.0016.exr
Error running Python menu script in parameter,
Output Processors (/out/karma1/lopnet/rop_usdrender/outputprocessors):
Traceback (most recent call last):
File "/out/karma1/lopnet/rop_usdrender/outputprocessors", line 2, in expression
File "D:\SIDEEF~1/HOUDIN~1.303/houdini/python3.9libs\loputils.py", line 11, in <module>
from pxr import Gf, Vt, Tf, Kind, Sdf, Sdr, Pcp
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Gf\__init__.py", line 29, in <module>
from pxr import Tf
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 163, in <module>
PreparePythonModule()
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 87, in PreparePythonModule
with WindowsImportWrapper():
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\contextlib.py", line 119, in __enter__
return next(self.gen)
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 47, in WindowsImportWrapper
dirs.append(os.add_dll_directory(path))
File "D:\SIDEEF~1/HOUDIN~1.303/python39\lib\os.py", line 1111, in add_dll_directory
cookie = nt._add_dll_directory(path)
OSError: The parameter is incorrect: '.\\python39'
------------------------------------------------------------------
Houdini Indie and Apprentice » python createNode('[anynode]') crashes houdini
- 0chumpy
- 12 posts
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this happens to my script. seems like a threading issue.
edit:
for anyone having the same problem as me, open your hipfile in hython and run the script there.
seems like a GL or GUI issue.
houdini 16.0633, linux mint serena, 15GB RAM, inteli7 2630QM, GTX 560M.
edit:
for anyone having the same problem as me, open your hipfile in hython and run the script there.
seems like a GL or GUI issue.
houdini 16.0633, linux mint serena, 15GB RAM, inteli7 2630QM, GTX 560M.
Edited by 0chumpy - Sept. 29, 2017 22:16:00
Technical Discussion » custom environment variable
- 0chumpy
- 12 posts
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In any houdini directory in the $HOUDINI_PATH ($HFS/houdini, $HOME/houdini<major_version>.<minor_version>, etc…), create a file called jump.pref and just put the path that you want to show up in the jump menu.
just what i needed! thanks oldschool
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