So… you got it working??
I'm having this same problem. Not a lot of people have been using the pipe in node it seems.
Could you share some of your code or something to guide me through the setting up an external Python node to communicate with Houdini via Pipe In??
If you also got Pipe Out working that would be great as it's something I also need.
Thanks!
Francisco.
Found 7 posts.
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Houdini Lounge » Python and Pipe In Chop
- Francisco de Villalobos
- 7 posts
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Houdini Indie and Apprentice » Error: Couldn't add operator type Shop/vopsurface
- Francisco de Villalobos
- 7 posts
- Offline
Getting:
Error: Couldn't remove old operator type definition sesi_temporary::Object/subnet
So now I cannot import any FBX or anything that has a subnetwork built into it as it's trying to write on the open one…
Restarted, tried different dumb stuff… no luck.
And I see this post has been inactive for two years or more.
Did you solve this? How?
Thanks!
Francisco.
Error: Couldn't remove old operator type definition sesi_temporary::Object/subnet
So now I cannot import any FBX or anything that has a subnetwork built into it as it's trying to write on the open one…
Restarted, tried different dumb stuff… no luck.
And I see this post has been inactive for two years or more.
Did you solve this? How?
Thanks!
Francisco.
Technical Discussion » Python Geometry -- GeometryPermissionError
- Francisco de Villalobos
- 7 posts
- Offline
Technical Discussion » Python Geometry -- GeometryPermissionError
- Francisco de Villalobos
- 7 posts
- Offline
Hello guys,
So… I'm trying to add an attribute to a geometry, in the primitive level.
I tried it with an OBJ I downloaded and I got: GeometryPermissionError: Geometry is read-only.
So I tried again in a simple BOX node I've just created… same error. Cannot seem to add attributes to geometries.
My line of code:
geo.addAttrib(hou.attribType.Prim, ‘intensity’, 0.8)
What's the catch?
Thanks,
Francisco.
So… I'm trying to add an attribute to a geometry, in the primitive level.
I tried it with an OBJ I downloaded and I got: GeometryPermissionError: Geometry is read-only.
So I tried again in a simple BOX node I've just created… same error. Cannot seem to add attributes to geometries.
My line of code:
geo.addAttrib(hou.attribType.Prim, ‘intensity’, 0.8)
What's the catch?
Thanks,
Francisco.
Technical Discussion » Material Assignment on Delayed Load Geometry Shader
- Francisco de Villalobos
- 7 posts
- Offline
I may have not been able to communicate well my questions.
I understand that in an attribute like shop_materialpath we get the path to the referenced material that still has to exists in a hip file. And that is fine. I get that, and it's not a problem.
What I meant is HOW or WHERE is Mantra renderer saving my bgeo file with “Include all SHOPs”?? I found the Include SHOPs button… I just don't know how to use it. It's kind of confusing for me.
The only way I know to save a bgeo is doing RMB and Save Geometry. And that is also fine, but when I use that bgeo as a geometry shader file for a delayed_load geometry shader, then even with the materials existing in my hip file… they just don't render.
I need my bgeo to take in the materials referenced in his attributes even when doing delayed_load.
Thanks!
Francisco.
I understand that in an attribute like shop_materialpath we get the path to the referenced material that still has to exists in a hip file. And that is fine. I get that, and it's not a problem.
What I meant is HOW or WHERE is Mantra renderer saving my bgeo file with “Include all SHOPs”?? I found the Include SHOPs button… I just don't know how to use it. It's kind of confusing for me.
The only way I know to save a bgeo is doing RMB and Save Geometry. And that is also fine, but when I use that bgeo as a geometry shader file for a delayed_load geometry shader, then even with the materials existing in my hip file… they just don't render.
I need my bgeo to take in the materials referenced in his attributes even when doing delayed_load.
Thanks!
Francisco.
Technical Discussion » Material Assignment on Delayed Load Geometry Shader
- Francisco de Villalobos
- 7 posts
- Offline
Thanks for the response!
Ok… I found “Declare Materials” in the /out mantra node that I added.
Inside Rendering, inside Render, at the very bottom.
My question is… isn't this rendering the picture? How do I configure this to save the bgeo with all the materials? I can't seem to understand this part. I thought the materials were going to be saved in the bgeo when I did something as save geometry.
I'm also getting a rendering error when I enable this, so I cannot even try what would be the output. But it feels strange that I'm not telling the system where to save the resulting geometry.
You would be a life saver if you can clarify this for me! Thanks!!!
Francisco.
Ok… I found “Declare Materials” in the /out mantra node that I added.
Inside Rendering, inside Render, at the very bottom.
My question is… isn't this rendering the picture? How do I configure this to save the bgeo with all the materials? I can't seem to understand this part. I thought the materials were going to be saved in the bgeo when I did something as save geometry.
I'm also getting a rendering error when I enable this, so I cannot even try what would be the output. But it feels strange that I'm not telling the system where to save the resulting geometry.
You would be a life saver if you can clarify this for me! Thanks!!!
Francisco.
Technical Discussion » Material Assignment on Delayed Load Geometry Shader
- Francisco de Villalobos
- 7 posts
- Offline
Hello Community,
I have a file that renders perfectly in my .hip file.
1.- I have an OBJ with different groups, and a material assigned to each primitive by shop_materialpath.
2.- When I render in normal conditions it renders fine.
3.- If I export it as a bgeo and do NOT use delayed render… it works fine.
4.- When I use the bgeo as geometry shader for delayed render, and even though the path to each of my materials in the bgeo shop_materialpath exists… the object does not render correctly.
I have read A LOT of topics on this… and most of them were from Houdini 8, or 9. Nobody was asking this in a new version of Houdini so maybe it's only happening to me.
How can I “pack” or write to IFD my material definitions? Should I still include them in my new hip file?? People were talking of “activating” Declare All SHOPs, but that was way back in 2002… so… I kind of need more updated info. I'm running Houdini Indie.
It seems to me that rendering objects from disk with material assignments should be a pretty trivial thing in Houdini… but it's been days since I got stuck in this. Any help would be really welcome.
Thanks a lot,
Francisco.
I have a file that renders perfectly in my .hip file.
1.- I have an OBJ with different groups, and a material assigned to each primitive by shop_materialpath.
2.- When I render in normal conditions it renders fine.
3.- If I export it as a bgeo and do NOT use delayed render… it works fine.
4.- When I use the bgeo as geometry shader for delayed render, and even though the path to each of my materials in the bgeo shop_materialpath exists… the object does not render correctly.
I have read A LOT of topics on this… and most of them were from Houdini 8, or 9. Nobody was asking this in a new version of Houdini so maybe it's only happening to me.
How can I “pack” or write to IFD my material definitions? Should I still include them in my new hip file?? People were talking of “activating” Declare All SHOPs, but that was way back in 2002… so… I kind of need more updated info. I'm running Houdini Indie.
It seems to me that rendering objects from disk with material assignments should be a pretty trivial thing in Houdini… but it's been days since I got stuck in this. Any help would be really welcome.
Thanks a lot,
Francisco.
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