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Technical Discussion » Python COP Filter Example Broken
- Akelian
- 34 posts
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Technical Discussion » Python Viewer State and Hotkeys
- Akelian
- 34 posts
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mabelzile
Unfortunately, some hotkeys like the ones you mention cannot be overridden by python states. The hotkey architecture is currently being reworked to fix these kinds of problems.
Hi @mabelzile,
Is it still the case?
Thanks
Solaris and Karma » Render lops through pdg?
- Akelian
- 34 posts
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Ok my bad, it is properly using services but I meant the same "single process" as on the Karma LOP...
I'm basically making an USD asset "thumbnailer", in a ROP USD I import each asset from upper worker items, apply lookdev / cameras based on bounding box and render settings. Then a USD Render node, but it's very very slow (compared to just switching the USD's in LOP only). Unfortunately I could not make Karma work when using variable "filepath" for each assets, hence went the TOP way, but it's taking like x100 the time compared to the single process/LOP version...
I wonder how to overcome that, either in TOP on in LOP
I'm basically making an USD asset "thumbnailer", in a ROP USD I import each asset from upper worker items, apply lookdev / cameras based on bounding box and render settings. Then a USD Render node, but it's very very slow (compared to just switching the USD's in LOP only). Unfortunately I could not make Karma work when using variable "filepath" for each assets, hence went the TOP way, but it's taking like x100 the time compared to the single process/LOP version...
I wonder how to overcome that, either in TOP on in LOP
Solaris and Karma » Render lops through pdg?
- Akelian
- 34 posts
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Houdini Indie and Apprentice » Vex gravity in fps (instead of seconds)?
- Akelian
- 34 posts
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since I found this post from a google search, the solution I was looking for (to get $FPS in vex) is:
float FPS = 1/@Timeinc;
Technical Discussion » changes to python API in houdini 18?
- Akelian
- 34 posts
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Technical Discussion » [SOLVED] Houdini as a Shared Library on Mac
- Akelian
- 34 posts
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Yeaaahh !! I solved the issue.
So I was quite disturbed by this paththis seems like the build environment at SideFX. I'm not sure how it's not creating issues in Houdini other than the one I faced (using shared hou libs )
So to solve the issue this is what I had to do:
So I was quite disturbed by this path
/Users/prisms/builder-new/WeeklyDevToolsHEAD/dev_tools/
So to solve the issue this is what I had to do:
sudo install_name_tool -change "/Users/prisms/builder-new/WeeklyDevToolsHEAD/dev_tools/local/lib/libz.1.dylib" "@rpath/libz.1.dylib" libAlembic_sidefx.1.7.9.dylib sudo install_name_tool -change "/Users/prisms/builder-new/WeeklyDevToolsHEAD/dev_tools/local/lib/libz.1.dylib" "@rpath/libz.1.dylib" libAlembic_sidefx.1.7.dylib sudo install_name_tool -change "/Users/prisms/builder-new/WeeklyDevToolsHEAD/dev_tools/local/lib/libz.1.dylib" "@rpath/libz.1.dylib" libAlembic_sidefx.dylib
Technical Discussion » [SOLVED] Houdini as a Shared Library on Mac
- Akelian
- 34 posts
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Hi everyone,
I'm creating with a friend a bridge for Houdini and Blender but I have an issue I'm not sure how to tackle:
I'm creating a Pybind module linked to Houdini Libraries that reads and write geo, for now, it all works as expected in standalone, but if I try to use it inside blender I have the following error:
So I guess it's a conflict with Blender's own library, but I have no idea how to solve this.
I've tried to link the libraries as private but that makes the build fail
Any insights are welcome
Thanks
I'm creating with a friend a bridge for Houdini and Blender but I have an issue I'm not sure how to tackle:
I'm creating a Pybind module linked to Houdini Libraries that reads and write geo, for now, it all works as expected in standalone, but if I try to use it inside blender I have the following error:
ImportError: dlopen(/Users/sven/Library/Application Support/Blender/2.81/scripts/addons/blender2houdini/b2h_17_5_425.cpython-37m-darwin.so, 2): Library not loaded: /Users/prisms/builder-new/WeeklyDevToolsHEAD/dev_tools/local/lib/libz.1.dylib Referenced from: /Applications/Houdini/Houdini17.5.425/Frameworks/Houdini.framework/Versions/Current/Libraries/./libAlembic_sidefx.1.7.9.dylib Reason: image not found
So I guess it's a conflict with Blender's own library, but I have no idea how to solve this.
I've tried to link the libraries as private but that makes the build fail
Any insights are welcome
Thanks
Edited by Akelian - April 2, 2020 15:56:52
Technical Discussion » Being able to display and output different geometry in an hda
- Akelian
- 34 posts
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are2d2
Hey sidenimjay,
Yeah that is multiple outputs - not what I'm looking for.
I was able to solve it using some hscript in combination with python:
opflag and opname and changing the display flag.
This won't work, you cannot edit locked nodes.
Houdini Engine for Unreal » How to Control Houdini Terrain Resolution in UE4
- Akelian
- 34 posts
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If you want to keep the HDA ‘live’ do not edit the settings on the Landscape directly they will be overwritten on each cook.
The Landscape resolution is defined by your heightfield resolution, so if you want more resolution in UE4 you should use a higher-res heightfield.
If on the other end you want to reduce the resolution, use the Heightfield Resample node and it will lower the UE4 Landscape resolution.
The Landscape resolution is defined by your heightfield resolution, so if you want more resolution in UE4 you should use a higher-res heightfield.
If on the other end you want to reduce the resolution, use the Heightfield Resample node and it will lower the UE4 Landscape resolution.
Houdini Engine for Unreal » HDA AutoCook?
- Akelian
- 34 posts
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Are you sure it's recooking each time?
The engine is clever about its updates usually and on opening a map it should not do anything as the data generated should be there already.
What are your inputs / outputs ?
The engine is clever about its updates usually and on opening a map it should not do anything as the data generated should be there already.
What are your inputs / outputs ?
Houdini Lounge » SOLVED: 17.5.391 is actually 17.5.327
- Akelian
- 34 posts
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Houdini Lounge » SOLVED: 17.5.391 is actually 17.5.327
- Akelian
- 34 posts
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Houdini Lounge » SOLVED: 17.5.391 is actually 17.5.327
- Akelian
- 34 posts
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Houdini Lounge » SOLVED: 17.5.391 is actually 17.5.327
- Akelian
- 34 posts
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I have tried to download the 17.5.391 build (OSX) for two days without success.
The name of the DMG is right, but it installs 17.5.327, anyone experiencing the same?
The name of the DMG is right, but it installs 17.5.327, anyone experiencing the same?
Edited by Akelian - Oct. 26, 2019 16:13:14
3rd Party » COPstance - plugin for Houdini
- Akelian
- 34 posts
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Just FYI the gamedev tools already have a pretty amazing Substance integration in COP (currently in beta)
Technical Discussion » opening Parameter floating panel with python
- Akelian
- 34 posts
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For anyone from google search:
node = hou.node('/out/ris1')
desktop = hou.ui.curDesktop()
pane = desktop.createFloatingPane(hou.paneTabType.Parm)
pane.setCurrentNode(node)
pane.setPin(True)
Houdini Engine for Unreal » Adding material slots in UE4
- Akelian
- 34 posts
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You need to use a prim attribute “unreal_material” to enable the slots in UE. The drawbacks is that you don't have the nice UE dropdown but a string in which you need to put the material reference (right click on the material in the content browser > Copy reference and paste it to the string parameter).
What is nice about it is that it keeps the references on recook
What is nice about it is that it keeps the references on recook
Houdini Engine for Unreal » can we create BP nodes with Houdini Engine ?
- Akelian
- 34 posts
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damian
Hi,
it doesn't make sense to add Blueprint support until we're ready to tackle runtime.
Is there any update about that? I'm not sure I get your point about the runtime issue. Being able to bake to Blueprints (with custom variables or using python now that ue4 supports it) is not related to runtime, for instance a friend made an Auto car rig for UE4 in H and it's working wonderfully but the fact that you can't author blueprint as well (again not talking about runtime here) makes the tool half useful
Technical Discussion » Newer OSX builds only compatible on High Sierra ?
- Akelian
- 34 posts
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