Hello,
does anyone knows what can cause this error when matching a definition in H20.5.x ?
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.370/houdini/python3.11libs\hou.py", line 17316, in matchCurrentDefinition
return _hou.OpNode_matchCurrentDefinition(self)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
hou.OperationFailed: The attempted operation failed.
Error: Syntax error in file: 'channel' expected.
Not all my OTLs suffer of this problem but they all work fine up to H20.
In short, I can not edit and update some OTL under H20.5.x anymore.
Thank you in advance for any help!
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Technical Discussion » Error matching a definition in H20.5.x
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- AlexNardini1
- 46 posts
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Technical Discussion » Python access HDA UI parm onCreate
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- AlexNardini1
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I think it is because hou.pwd() you get nothing since the node it self isn't directly accessible yet,
but you can get it with kwargs:
but you can get it with kwargs:
def TestFunction(kwargs): node = kwargs['node'] ident = 'test' node.setParms({'identifier': ident})
Technical Discussion » Python access HDA UI parm onCreate
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- AlexNardini1
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Hello,
The case you are referring to is: preFirstCreate,
where the tool isn't created yet but you can use it to set some stuff.
The onCreate module should actually work, I am using it with success.
I usually create the python definitions inside the pythonModule and call them from the onCreate module like so:
The case you are referring to is: preFirstCreate,
where the tool isn't created yet but you can use it to set some stuff.
The onCreate module should actually work, I am using it with success.
I usually create the python definitions inside the pythonModule and call them from the onCreate module like so:
kwargs["node"].hdaModule().yourScriptName(...)
Technical Discussion » H20.5 python callback undo [SOLVED]
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- AlexNardini1
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Hello,
does anyone else noticed if starting with H20.5
the undo for a python definition that run in a parameter callback script doesn't undo properly as a single operation any longer ?
All works fine up to H20 over here.
Thank you in advance for any info!
SOLVED:
For anyone bumping into the same issue here is a description:
My python callback script was running from a menu parameter built using a python script.
In H20.5 seem SideFX improved its undo tracking history
and the python code used to build the menu needed some changes in order to make it work again for my case.
Overall undos in H20.5 are more reliable and they are capable to undo menu parameter selections and run their callback script every time an undo is performed, which wasn't happening in prior Houdini versions from all my tests.
does anyone else noticed if starting with H20.5
the undo for a python definition that run in a parameter callback script doesn't undo properly as a single operation any longer ?
All works fine up to H20 over here.
Thank you in advance for any info!
SOLVED:
For anyone bumping into the same issue here is a description:
My python callback script was running from a menu parameter built using a python script.
In H20.5 seem SideFX improved its undo tracking history
and the python code used to build the menu needed some changes in order to make it work again for my case.
Overall undos in H20.5 are more reliable and they are capable to undo menu parameter selections and run their callback script every time an undo is performed, which wasn't happening in prior Houdini versions from all my tests.
Edited by AlexNardini1 - Sept. 10, 2024 13:56:44
Technical Discussion » copernicus crashes alot
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- AlexNardini1
- 46 posts
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Technical Discussion » H20.5 viewport much slower compared to H20 or H19
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- AlexNardini1
- 46 posts
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Hello Jsmack,
Thank you for your reply and useful infos!
Over here,
with 50M colored points goes from ~20fps in GL to ~8fps in Vulkan.
If it can be useful, I have an RTX4090 with the latest studio drivers.
Thank you for your reply and useful infos!
Over here,
with 50M colored points goes from ~20fps in GL to ~8fps in Vulkan.
If it can be useful, I have an RTX4090 with the latest studio drivers.
Edited by AlexNardini1 - July 11, 2024 14:00:24
Technical Discussion » H20.5 viewport much slower compared to H20 or H19
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- AlexNardini1
- 46 posts
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Technical Discussion » H20.5 viewport much slower compared to H20 or H19
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- AlexNardini1
- 46 posts
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Hey wanglifu,
Thank you for your reply.
Sure!
If I activate the viewport fps stats, the performances drop to less than half compared to H19 for example, and the more points I add the more drop I see.
Thank you for your reply.
Sure!
If I activate the viewport fps stats, the performances drop to less than half compared to H19 for example, and the more points I add the more drop I see.
Technical Discussion » H20.5 viewport much slower compared to H20 or H19
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- AlexNardini1
- 46 posts
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Did anyone notice if their viewport performance in the latest H20.5 is much slower compared to preview versions?
With 50M points in the viewport H20.5 struggle while on H20 or H19 it is just almost real-time when you pan and orbit on the very same hardware.
Are there any new settings I should tweek to gain back those performances?
PS: this is the default Houdini viewport, not Vulkan.
With 50M points in the viewport H20.5 struggle while on H20 or H19 it is just almost real-time when you pan and orbit on the very same hardware.
Are there any new settings I should tweek to gain back those performances?
PS: this is the default Houdini viewport, not Vulkan.
Edited by AlexNardini1 - July 11, 2024 10:14:50
Technical Discussion » Making string attribute from File Name
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- AlexNardini1
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Yeah you are right and I probably over complicated it 
I didnt even know that tool existed so thank you for sharing!

I didnt even know that tool existed so thank you for sharing!
Edited by AlexNardini1 - Nov. 9, 2021 19:18:09
Technical Discussion » Making string attribute from File Name
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- AlexNardini1
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Hello, with python much easier but I had a wrangle in my network so i did it with vex.
Put this in a wrangle set to "detail" mode:
Its done quick but hope you get an idea.
Once you have a new filename with path and exported in a detail attribute, you can use a details() hscript function inside a file node file parameter for example and load the file stored in that detail attribute,
Put this in a wrangle set to "detail" mode:
string file = " A:/PROJECTS/MODELS/Cool_Models/Big_Models/Wall_01.FBX"; string split[] = split(file, "/"); string path = concat(join(split[:-1], "/"), "/"); string filaname_with_extension[] = split(split[-1], "."); // Update this to load a new fbx filename string filename = filaname_with_extension[0]; string new_filename = concat(path, filename, ".", filaname_with_extension[-1]); s@AAA = new_filename;
Its done quick but hope you get an idea.
Once you have a new filename with path and exported in a detail attribute, you can use a details() hscript function inside a file node file parameter for example and load the file stored in that detail attribute,
Edited by AlexNardini1 - Nov. 9, 2021 15:17:36
Technical Discussion » Attribute wrangle core
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- AlexNardini1
- 46 posts
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Hello All!
I just noticed that in H19 inside the sop wrangles there is now an “attribute wrangle core” node instead of the preview attributeVOP.
I wonder what the differences ( faster ? ), I could not find anything in the doc.
I also did try to use them to load a compiled vex file witch work perfectly when a load that in in a attributeVOP node but without luck as it seem it’s not working when I load it in this new wrangle core node, perhaps need some extra code or different variables names or what?
A
I just noticed that in H19 inside the sop wrangles there is now an “attribute wrangle core” node instead of the preview attributeVOP.
I wonder what the differences ( faster ? ), I could not find anything in the doc.
I also did try to use them to load a compiled vex file witch work perfectly when a load that in in a attributeVOP node but without luck as it seem it’s not working when I load it in this new wrangle core node, perhaps need some extra code or different variables names or what?
A
Solaris and Karma » Point rendering pscale multiplier
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- AlexNardini1
- 46 posts
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Jason! Not as much as I lately wish I could have been.
Karma, Solaris and the rest…that’s real madness !
Karma, Solaris and the rest…that’s real madness !
Edited by AlexNardini1 - Oct. 31, 2021 07:03:56
Solaris and Karma » Point rendering pscale multiplier
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- AlexNardini1
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Karma is amazing,
here is my run with it using a new version of my FLAM3 hda recompiled for H19.
Thank you for the help, I was blown away on how fast it is and the de-noiser work like a charm!
https://vimeo.com/640136970 [vimeo.com]
here is my run with it using a new version of my FLAM3 hda recompiled for H19.
Thank you for the help, I was blown away on how fast it is and the de-noiser work like a charm!
https://vimeo.com/640136970 [vimeo.com]
Solaris and Karma » Point rendering pscale multiplier
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- AlexNardini1
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Ahhh, by default it was targeting the xform node…now it’s really fast!
Thank you Tomas!
Thank you Tomas!
Edited by AlexNardini1 - Oct. 28, 2021 19:19:53
Solaris and Karma » Point rendering pscale multiplier
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- AlexNardini1
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So here is how I did it with a wrangle node inside Solaris.
However seem to be a bit slow from my tests
and I still dnt get how to use the option Run on Elements of Array Attributes in the wrangle.
I did try usingand but without luck, any help ?
int npt = usd_attriblen(0, "/sopimport1/points_0", "widths"); for(int i=0; i<npt; i++){ usd_setattribelement(0, "/sopimport1/points_0", "widths", i, 0.0005); }
However seem to be a bit slow from my tests
and I still dnt get how to use the option Run on Elements of Array Attributes in the wrangle.
I did try using
@elemnum
@numelem
Solaris and Karma » Point rendering pscale multiplier
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- AlexNardini1
- 46 posts
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Thank you jsmack!
That’s a bummer tho, as I used to tweak my pscale for delayed loads too using the upstream geometry node, so handy….
That’s a bummer tho, as I used to tweak my pscale for delayed loads too using the upstream geometry node, so handy….
Solaris and Karma » Point rendering pscale multiplier
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- AlexNardini1
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Hello All!
I'm very new to solaris and Karma and I was trying to do some point rendering with it.
Before, with Mantra, I used to set a point scale multiplier from the obj level geometry node
under Render->Geometry>Point Scale parameter witch acted as a multiplier at render time
before the needs to re process my point cloud or adding any post wrangle node to do it.
I wonder if there is something similar in Solaris/Karma ?
I had a quick look and I guess mostly due to the fact I know very little about this new tech
I could not figure something out.
Thank you in advance,
A
I'm very new to solaris and Karma and I was trying to do some point rendering with it.
Before, with Mantra, I used to set a point scale multiplier from the obj level geometry node
under Render->Geometry>Point Scale parameter witch acted as a multiplier at render time
before the needs to re process my point cloud or adding any post wrangle node to do it.
I wonder if there is something similar in Solaris/Karma ?
I had a quick look and I guess mostly due to the fact I know very little about this new tech
I could not figure something out.
Thank you in advance,
A
Edited by AlexNardini1 - Oct. 28, 2021 05:53:51
Houdini Indie and Apprentice » Houdini HDA documentation/help not loading images
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- AlexNardini1
- 46 posts
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I also did try your FastRemesh HDA (in case that was the one you were still working on)
and all looks good as well in the HDA Help/Documentation. Btw, good work!
and all looks good as well in the HDA Help/Documentation. Btw, good work!
Houdini Indie and Apprentice » Houdini HDA documentation/help not loading images
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- AlexNardini1
- 46 posts
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Hello,
out of curiosity I did try the HDA on my second workstation and it work just fine.
I have a Houdini Indie license if that matter at all.
Cheers,
Alessandro
out of curiosity I did try the HDA on my second workstation and it work just fine.
I have a Houdini Indie license if that matter at all.
Cheers,
Alessandro
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