Has anyone had any success in getting an external code editor to work for editing Houdini Python code. I am on Catalina and set up the eternal editor path in the Houdini.env file:
VISUAL = “/Applications/VisualStudioCode.app”
However whenever I try launch the external editor from the Python Source Editor I always get the following error in the terminal (console) window:
Spawn Error: : Permission denied
Error running /Applications/VisualStudioCode.app
Argument list:
0: /Applications/VisualStudioCode.app
1: /tmp/houdini_temp/hfs9616-7.tmp.py
I suspect this is something to do with the very strict security of Catalina, however no amount of adding Houdini (or the binary in the app package) to the various panes in the system Preferences>Security & Privacy>Privacy panes will enable Houndni to launch VisualStudioCode. I always get the aforementioned error.
any help appreciated,
thanks,
Richard.
PS Houdini Indie 18.391, MacOS 10.15.4
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Houdini Indie and Apprentice » External code editor and macOS Catalina
- Krabr
- 13 posts
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Houdini Indie and Apprentice » Asset creation: can't change naming
- Krabr
- 13 posts
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Hi Olivier,
That looks like its bugged. Try deleting the toggle parameter and then recreate it. Also, try quit Houdini and relaunch.
Richard.
That looks like its bugged. Try deleting the toggle parameter and then recreate it. Also, try quit Houdini and relaunch.
Richard.
Houdini Indie and Apprentice » Changing the grain shape to a custom geo
- Krabr
- 13 posts
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Hi Ambake,
One way to try solve the problem is to write some Vex. Assuming the grapes are sphere primitives your could use the point cloud of the points in the centre of each sphere, get the distance to the nearest neighbours and then set the pscale attribute (if you are using copy-to-points) to scale the sphere down to a radius that does not exceed the distance to the nearest neighbour.
You might be able to achieve the same result using two nested for-each nodes and use the measure node to get the distances. I haven't tried that so not 100% sure it can be done that way.
Richard.
One way to try solve the problem is to write some Vex. Assuming the grapes are sphere primitives your could use the point cloud of the points in the centre of each sphere, get the distance to the nearest neighbours and then set the pscale attribute (if you are using copy-to-points) to scale the sphere down to a radius that does not exceed the distance to the nearest neighbour.
You might be able to achieve the same result using two nested for-each nodes and use the measure node to get the distances. I haven't tried that so not 100% sure it can be done that way.
Richard.
Technical Discussion » How to create Point cloud from objects for instancing
- Krabr
- 13 posts
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Hi McKormick,
I am not sure if you can get that sort of info from an fbx export (but would like to know), thus I think you would have to do some preparation in Modo first. For example replace all the instances in modo by some object (a point or null) such that when you fbx export they become points (or other identifiable) objects in Houdini. Export the geometry of the object that is being instanced in modo as a single object. Back in Houdini you will then have to set up the instancing manually: read in the single object with a file node (then pack it if its high polys and going to be instanced a large number of times), read in the instancing points and then copy-to-points etc.
Richard.
I am not sure if you can get that sort of info from an fbx export (but would like to know), thus I think you would have to do some preparation in Modo first. For example replace all the instances in modo by some object (a point or null) such that when you fbx export they become points (or other identifiable) objects in Houdini. Export the geometry of the object that is being instanced in modo as a single object. Back in Houdini you will then have to set up the instancing manually: read in the single object with a file node (then pack it if its high polys and going to be instanced a large number of times), read in the instancing points and then copy-to-points etc.
Richard.
Technical Discussion » Setting the Camera near/Far clipping for render time only?
- Krabr
- 13 posts
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Not sure if you are aware but you can create a Reference copy (right click on node > Actions >Create Reference Copy) which duplicates the camera node and links *all* then channels to the original. Then delete the channels from the clipping plane parameters etc.
Cheers,
Richard.
Cheers,
Richard.
Technical Discussion » Setting the Camera near/Far clipping for render time only?
- Krabr
- 13 posts
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Why not have two cameras with all your important channels linked except for the clipping plane then just choose the other camera to render with?
Richard.
Richard.
Edited by Krabr - March 15, 2018 04:38:50
Houdini Indie and Apprentice » wood floor: random plank lenght
- Krabr
- 13 posts
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Hi Oliver,
Usually one would use the Measure node to set an attribute, then use that attribute in define a group etc..
Richard.
Usually one would use the Measure node to set an attribute, then use that attribute in define a group etc..
Richard.
Houdini Indie and Apprentice » For-Each Subnetwork
- Krabr
- 13 posts
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Hi,
If it's a hidden/depeciated node you have to bring it back by using the Textport. This is explained in this video
Richard.
If it's a hidden/depeciated node you have to bring it back by using the Textport. This is explained in this video
Richard.
Houdini Indie and Apprentice » How to copy different geometry randomly to a group of points?
- Krabr
- 13 posts
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Hi Midphase,
Sidefx has a walk through tutorial [www.sidefx.com] on how to do this sort of thing.
Cheers,
Richard.
Sidefx has a walk through tutorial [www.sidefx.com] on how to do this sort of thing.
Cheers,
Richard.
Houdini Indie and Apprentice » Terrain river creation
Houdini Indie and Apprentice » Vex and key-value interface parameters
- Krabr
- 13 posts
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Thanks Tamte,
I agree a dictionary data structure is very natural to python, but then I have to get fluent with Python in Houdini - it's on my list - but was holding out in case there was a “simple” solution.
cheers,
Richard.
I agree a dictionary data structure is very natural to python, but then I have to get fluent with Python in Houdini - it's on my list - but was holding out in case there was a “simple” solution.
cheers,
Richard.
Houdini Indie and Apprentice » Vex and key-value interface parameters
- Krabr
- 13 posts
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Hi Olaf,
Thanks for your reply. Your suggestion to use a TableImport node would work, however there will be several dozen instances of this hda each one would require its own file… (not so good) or one big file (which I would have to parse (also not so good)).
What I am trying to do is set the orientation of a few points by inputing the Euler rotation data by hand (to automate this would be more painful). Since the number of points changes from about 4 to about 12 the key-value data structure seemed the better option. The key is the point number and the value is a comma separated list of vector components and an angle.
The data can be read in as one long string so in the end I wrote a short bit of Vex to split the string. If anything about the internal representation of the data string changes the code will break so its not the best of solutions. For the benefit of anyone else trying to use the key-value parameter I have included my code below (it will need to be edited according if the key data or value data are different to mine.
thanks again,
Richard.
“kvDict” is the name of key-value parameter.
Thanks for your reply. Your suggestion to use a TableImport node would work, however there will be several dozen instances of this hda each one would require its own file… (not so good) or one big file (which I would have to parse (also not so good)).
What I am trying to do is set the orientation of a few points by inputing the Euler rotation data by hand (to automate this would be more painful). Since the number of points changes from about 4 to about 12 the key-value data structure seemed the better option. The key is the point number and the value is a comma separated list of vector components and an angle.
The data can be read in as one long string so in the end I wrote a short bit of Vex to split the string. If anything about the internal representation of the data string changes the code will break so its not the best of solutions. For the benefit of anyone else trying to use the key-value parameter I have included my code below (it will need to be edited according if the key data or value data are different to mine.
thanks again,
Richard.
“kvDict” is the name of key-value parameter.
string kvd=ch("../kvDict"); string kvpair[]; string svec[]; vector nm; vector4 quat; string socks[] = split(kvd,"\n"); for(int i=1; i<min(len(socks)-1,120); i++) { // split pairs at ":" kvpair=split(socks[i],":"); // Strip whitespace and string quotes kvpair[0]=strip(kvpair[0]); kvpair[0]=strip(kvpair[0],"\""); // Strip whitespace and string quotes kvpair[1]=strip(kvpair[1]); kvpair[1]=strip(rstrip(kvpair[1],","),"\""); svec=split(kvpair[1],","); nm = normalize(set(atof(svec[0]),atof(svec[1]),atof(svec[2]))); quat = quaternion(radians(atof(svec[3])),nm); setpointattrib(0,"orient",atoi(kvpair[0]),quat,"set"); setpointattrib(0,"socket",atoi(kvpair[0]),"post","set"); }
Houdini Indie and Apprentice » Vex and key-value interface parameters
- Krabr
- 13 posts
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Hi,
Anyone know how(or even, if it's possible ) to read a key-value dictionary parameter using Vex? I such a parameter variable on the wrangles Parameter Interface but not sure what data type to declare it eg a string:
thanks,
Richard.
Edit by ndickson: fixed forum's automatic text conversion in VEX snippet.
Anyone know how(or even, if it's possible ) to read a key-value dictionary parameter using Vex? I such a parameter variable on the wrangles Parameter Interface but not sure what data type to declare it eg a string:
string kvd[] = ch("../kvDict")
? The latter seems to read it in but seems to contain special characters (carriage return) so parsing it might be difficult.thanks,
Richard.
Edit by ndickson: fixed forum's automatic text conversion in VEX snippet.
Edited by neil_math_comp - March 4, 2018 12:06:54
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