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Technical Discussion » An error during HDA creation

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Litesound
12 posts
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 Sept. 4, 2023 09:49:59
Hi everyone, probably someone has come across this issue; Google doesn’t help. I’m trying to create an HDA, an error occurs: the HDA is created empty, and the type properties interface does not pop up. I tried everything—Houdini was being reinstalled; I tried all available builds... nothing(

This is a a message in the Houdini console

Traceback (most recent call last):
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\assettools.py", line 2109, in on_Create
    library_file)
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\assettools.py", line 1006, in createVHDA
    ignore_external_references=True,
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\houpythonportion\ui.py", line 1112, in decorator
    return func(*args, **kwargs)
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\hou.py", line 16229, in createDigitalAsset
    return _hou.Node_createDigitalAsset(self, name, hda_file_name, description, min_num_inputs, max_num_inputs, compress_contents, comment, version, save_as_embedded, ignore_external_references, compile_asset, change_node_type, create_backup, install_path)
hou.ObjectWasDeleted: Attempt to access an object that no longer exists in Houdini.
Traceback (most recent call last):
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\assettools.py", line 2109, in on_Create
    library_file)
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\assettools.py", line 1006, in createVHDA
    ignore_external_references=True,
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\houpythonportion\ui.py", line 1112, in decorator
    return func(*args, **kwargs)
  File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.7libs\hou.py", line 16229, in createDigitalAsset
    return _hou.Node_createDigitalAsset(self, name, hda_file_name, description, min_num_inputs, max_num_inputs, compress_contents, comment, version, save_as_embedded, ignore_external_references, compile_asset, change_node_type, create_backup, install_path)
hou.ObjectWasDeleted: Attempt to access an object that no longer exists in Houdini.[/code]
Edited by Litesound - Sept. 4, 2023 09:51:17
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Technical Discussion » Guided Ocean Waves avoparation over time

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Litesound
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 March 20, 2021 15:46:39
Hello folks! I used default shelf Guided Ocean layer tool that provided me with the right set up I needed to recreate the moving vessel. The problem is that the waves coming from the Spectra are evaporating over time in sim becaming less and less pronounced. Why is that happening? I tweaked almost everything and ended up with no solution. Any tips?
Edited by Litesound - March 20, 2021 15:49:08
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Houdini Lounge » Phoenix FD and Houdini?

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Litesound
12 posts
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 Dec. 8, 2019 18:09:03
DaJuice
the shelf tools for Phoenix FD produce nicer results with one click than the equivalent Houdini shelf tools.
Indeed. That’s why I want to test render Phoenix in Houdini to compare it more closely
And
That would be so cool to get an answer from some Houdini pros of how to get similar results with as less efforts and calculation power as possible in Houdini.
Surely people can do extremely realistic fire but mostly it requires billions of voxels and simulation time
Edited by Litesound - Dec. 8, 2019 18:32:07
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Houdini Lounge » Phoenix FD and Houdini?

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Litesound
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 Dec. 8, 2019 17:09:24
Hi! Is there a way to export Phoenix Fd simulation and open it in Houdini? VDB volume cache is just a box filled with voxels after opening it in Houdini, looks like I do not open it in the right way

By the way really frustrated: There is my sad story - I just had to open .max model and export it as fbx, but before doing so I noticed that there is an old version of Phoenix FD installed on a machine. I tried there a one click default fire simulation. Only 800k voxels and it already looks quite accessible with the default Vray settings when I clicked “render” button.
I was curious to see how would it look like in Houdini with the same amount of voxels and I was so upset seeing this awful ‘fire’ when I rendered it. I don't wanna be a whiner but look - is there a way to get the same quality of a simple fire so fast in Houdini? Please tell if there is. Just look at the attachment - phoenix fire at the left obviously is just looks better with all these details and Houdini fire is simply flat.

For me learning Houdini more than a year and loving it but still being newbie - is not rewarding at after one click option in the other application…
Edited by Litesound - Dec. 8, 2019 17:18:15
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Technical Discussion » Houdini Pyro Clustering with many sources

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Litesound
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 Oct. 15, 2019 18:01:06
Hey guys! Please help me out! I faced the problem trying to utilize clustering pyro for my project. When there is a one object that emitts smoke it works fine but when I try to implement few sources in the sim everything tends to be more complicated. I can't figure out how to manage clusters appear at the right time and with the right orientation. Looks like it must be a sourceframe attribute job. But nothing works yet. Alredy 48 hours of a beating agaist the ice like a fish. Please check my hip file.
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Houdini Lounge » Train carriages rig

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Litesound
12 posts
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 July 18, 2019 15:44:21
Hello there,
I'm working on a train scene and there s a real noob question - what is a proper way to rig carriages following a locomotive? I tried different methods but none of them work fine for me yet
Thanks you lads
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Houdini Learning Materials » Keyframed animation in DOP

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Litesound
12 posts
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 May 31, 2019 07:50:07
Hello there, Houdini pros

I'm, trying to figure out how to mix keyframed animation in DOPs simulation and unfortunately there are not so many tutorial out there.
According the documentation I used rbdkeyacive for this purpose but then I faced the problem - my simulated object refuse to work as I expected - its a total mess and trying to understand and realize how to put this to work for the last 24 hours really made me frustrated… See my attachments
For my job I need to create a car crash simulation, so traditional animation and dynamic sim must be combined. For exmple wheels should rotate while the car is already in accident and so son and so on.
Please give me some hints how I can do that
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Houdini Lounge » Houdini rigging and character animation Frustration

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Litesound
12 posts
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 Jan. 28, 2019 15:09:28
thank you for the advice, I already started following this tutorial, but as I said there is no pipeline yet unfortunately. I'm waiting so much for deform and capture series, as well as better explainig of the new H17 features. If somebody has some suggestions other than that, please,dont hesistate
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Houdini Lounge » Houdini rigging and character animation Frustration

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Litesound
12 posts
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 Jan. 28, 2019 13:35:27
Hello folks, quick question here.
I'm new to Houdini. I'm really excited about the software, learning things everyday and also starting the work for my personal project - VFX in the short WW2 movie.
As a beginner I basivally learn pipelines from tutorials and forums, youtube etc. I was so upset that despite this MASSIVE ability of character animation, rigging, muscles deforming and million other things that that I cant use because there are no lessons and masterclasses in internet… I don't wanna go to Maya if I can't find some tutorials for what I need, I really wanna learn the basis of charater riging and animation in Houdini as I am a fan of this software.
I started build a rig for my character using autorig feature and after few days struggling I'm finally gave up - I can't control capture, and my model looks rather crazy. I don't understand why rig deformes the spine bones when I move the pelvis up and down, I have no idea how to manage animation layers, blend then, manage them, and so on. And, as everybody says - Houdini is not very intuitive software for beginners, so it tend to be fail trying to selflearn it.

Please, tell me if there is a way to learn it. I need your help badly.
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Houdini Lounge » Exploding a word into thousands of cubes?

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Litesound
12 posts
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 Jan. 19, 2019 20:49:59
What do you mean by “take the world”?
You can use some Gamedev tools in Houdini to build your terrain geometry, then use attributes from map to create some details
Then scatter it and fill it by whatever geometry you want with “more organic” variation using some attribute radmize, or vex code
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Houdini Learning Materials » Houdini and Substance Painter

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Litesound
12 posts
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 Jan. 7, 2019 16:15:35
I was looking for that either and found the solution. The easiest way I found is here in attachment that I made to demonstrate
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Houdini Lounge » Pyro Fx explosion starting frame

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Litesound
12 posts
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 Dec. 10, 2018 07:05:25
Hello lads, I’m really sorry for the noob question, but really can’t find an answer nor in google nether among pyro fx tutorials out there
How to specify starting frame for my explosion? I move creating frames for my slides and pyrisolver but really have no idea why I have some pale shade of the slides while it’s waitong to start simulate , so I had to animate Delete node to get rid of it
But let’s say I wanna create some sort of a “cascade” pyro fx , oke starts at 50 frame then another in a second and lest say I want them to interact between each other, to simulate shockwave effect caused by the second explosion to the first one to create sort of a massive explosion.
Thank you guys in advance
Ah are there example hip files for the pyro as well on the web?
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