Is there a Hython equivalent of this?
In Hython this throws the error: "ImportError: hdefereval is only available in a graphical Houdini"
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Technical Discussion » Python event callback when Houdini fully loaded
- Mat Suarez
- 16 posts
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Technical Discussion » Terrain Heightfield Masks flatten...
- Mat Suarez
- 16 posts
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Thanks for the reply Patar! I'll see about setting up a simplified file and post it here, that way we can benefit others who might come across this post
Cheers!
-Mat
(Edit: file added)
Cheers!
-Mat
(Edit: file added)
Edited by Mat Suarez - April 25, 2017 12:52:33
Technical Discussion » Terrain Heightfield Masks flatten...
- Mat Suarez
- 16 posts
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Hey Patar, your response was very close to what I'm also looking to do however in my case I do not have the elevation of the plots I am trying to flatten. What I have is a triangulated mesh, created from a point cloud. I'm using a point VOP to select and delete the points beneath the shapes I would like to flatten. Using remove point within the point VOP creates holes in the traingulated mesh beneath each shape. I use another triangulate node after the VOP to cap the holes created. What this does is effectively flatten each shape's corresponding plot on the triangulated point cloud to the elevation of the seam left after deleting the selected points. Whereas in your example you are flattening the terrain to the elevation determined by the building shape (in my case I am attempting to do the opposite, my building shapes are flat in Y). The reason I am doing this is because my scan includes building heights, so deleting the mesh points corresponding to the building shapes gets me a terrain mesh without the buildings, or an approximation of a ‘bare earth’ mesh. My current implementation works correctly for my needs however using two triangulate nodes on a very large mesh results in long cook times. My thought in replacing with height fields is that I could get significantly faster and similar results. Any tips or tricks in this regard are much appreciated!
I appologize for the wordy explination but I can not post files or screen grabs due to NDA. If things aren't clear enough I can create a simple hip file demonstrating my question.
Thank you,
-Mat
I appologize for the wordy explination but I can not post files or screen grabs due to NDA. If things aren't clear enough I can create a simple hip file demonstrating my question.
Thank you,
-Mat
Houdini Learning Materials » noob: size of object or geometry level ?
- Mat Suarez
- 16 posts
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I figured out a solution to my problem and wanted to share in case anyone else has a similar question in the future.
What I did was use a little py script to merge all the pieces of the fbx into a obj merge node, that way I can check the bounding box info and any other geometry level attributes.
Cheers!
What I did was use a little py script to merge all the pieces of the fbx into a obj merge node, that way I can check the bounding box info and any other geometry level attributes.
Cheers!
Houdini Learning Materials » noob: size of object or geometry level ?
- Mat Suarez
- 16 posts
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Is it possible to query the size of the geo node ($SIZEX equivalent for an obj level node) ? I have a pipeline where I am importing fbx files which can be created in either meters or centimeters. I am intending to write a small python script which scales the fbx geo by the conversion scale factor in the event that the imported geo is smaller than expected than if it were in meters. The fbx files are also made up of several sub-components so recursively diving into the children nodes to find a SOP node isn't feasible because the sub-component could possibly be much smaller than the size of the whole fbx file. There are no user-intervening steps in the pipeline so its not possible to do this by manually observing the fbx's size after import and scaling accordingly. Any tips or advice is much appreciated! :{D
Thanks in advance!
Thanks in advance!
Technical Discussion » Allow Editing on HDA in H16 causes recook
- Mat Suarez
- 16 posts
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I tested this in H16.0.533 today and the problem still exists, I'll file a bug report.
Technical Discussion » Allow Editing on HDA in H16 causes recook
- Mat Suarez
- 16 posts
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Hello All,
I've been working on transitioning my hdas from H15 to H16, in testing I've noticed that after an hda cooks, if I allow editing to dive inside, the hda will recook. Is this expected behavior? A recook was not triggered in H15 using the same hdas. This problem makes it much more time consuming to troubleshoot errors within nested hdas.
I've been working on transitioning my hdas from H15 to H16, in testing I've noticed that after an hda cooks, if I allow editing to dive inside, the hda will recook. Is this expected behavior? A recook was not triggered in H15 using the same hdas. This problem makes it much more time consuming to troubleshoot errors within nested hdas.
Houdini Indie and Apprentice » Adjust ramp parameter bounds?
- Mat Suarez
- 16 posts
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Is it possible to adjust the visible bounds of the ramp parameter interface, particularly the Y-axis. I'd like to display values beyond 0-1.
In the attached image you can see that point 1 of the ramp has a value of 2 which is out of the bounds of the ramp interface.
Thanks!
-Mat
In the attached image you can see that point 1 of the ramp has a value of 2 which is out of the bounds of the ramp interface.
Thanks!
-Mat
Houdini Engine for Unity » Invalid argument given: asset_id
- Mat Suarez
- 16 posts
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Will do! I am using polyExtrude, so I will definitely check out tomorrow's build.
Thanks Damian!
Thanks Damian!
Houdini Engine for Unity » Invalid argument given: asset_id
- Mat Suarez
- 16 posts
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Damian,
Thanks so much for the response! I'll definitely file a bug report with support. Should I send the Unity project, as thats where the issue seems to manifest, or the resulting .hip file? I've done some stress testing but really cant seem to find the root of the problem. It seems to only occur when I have 20+ hdas (houdini curves included), saved and closed, reopened, change some parms and move some curve points, saved and closed again, then boom, Engine dies the next time I open.
Will take the steps you suggested to troubleshoot on my own however.
Thanks so much for the response, I really appreciate it!
Thanks so much for the response! I'll definitely file a bug report with support. Should I send the Unity project, as thats where the issue seems to manifest, or the resulting .hip file? I've done some stress testing but really cant seem to find the root of the problem. It seems to only occur when I have 20+ hdas (houdini curves included), saved and closed, reopened, change some parms and move some curve points, saved and closed again, then boom, Engine dies the next time I open.
Will take the steps you suggested to troubleshoot on my own however.
Thanks so much for the response, I really appreciate it!
Houdini Engine for Unity » Invalid argument given: asset_id
- Mat Suarez
- 16 posts
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For anyone interested or experiencing a similar issue:
It seems that if I put each HDA into an empty game object before saving and closing, nothing breaks upon reopening. I haven't tested yet if I can put all HDAs into a single Empty game object but for now, each HDA in its own empty game object seems to work.
Will be creating a script to automatically wrap all HDAs, not ideal, but it'll work for now i guess.
It seems that if I put each HDA into an empty game object before saving and closing, nothing breaks upon reopening. I haven't tested yet if I can put all HDAs into a single Empty game object but for now, each HDA in its own empty game object seems to work.
Will be creating a script to automatically wrap all HDAs, not ideal, but it'll work for now i guess.
Houdini Engine for Unity » Invalid argument given: asset_id
- Mat Suarez
- 16 posts
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Follow up:
After saving, closing, and re-opening, the HDAs that the now broken curves were input into also lose their Houdini components. The geometry they generated is still visible in the state I left it before closing, but they essentially become a static mesh since there are no parameters associated with them anymore. This is essentially breaking the entire Houdini/Engine/Unity pipeline and making me think I might not be able to use Houdini Engine after all
I receive the error message “Status string getter failed. Likely the session is invalid.”
Please help!
After saving, closing, and re-opening, the HDAs that the now broken curves were input into also lose their Houdini components. The geometry they generated is still visible in the state I left it before closing, but they essentially become a static mesh since there are no parameters associated with them anymore. This is essentially breaking the entire Houdini/Engine/Unity pipeline and making me think I might not be able to use Houdini Engine after all
I receive the error message “Status string getter failed. Likely the session is invalid.”
Please help!
Houdini Engine for Unity » Invalid argument given: asset_id
- Mat Suarez
- 16 posts
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Hello All,
I have a couple HDAs inside Unity which create geometry based on a curve input (essentially extrusions of the curve). Everything seems to work just fine upon initial creation, however once the Unity file is saved, closed, and reopened, some of the curves seem to ‘break’. By break I mean that they no longer have the Houdini Engine components (Houdini Parms, Houdini Curve, Mesh Renderer). The curves no longer function as Houdini curves and in most cases the geometry that was generated from them (in another HDA) is no longer generated. The curves that break also now come in as unclosed and without the Houdini Parms component I can't close the curve. The broken curves appear as black lines instead of highlighted green as they were before.
In the attatched image you can see one of the ‘broken’ curves in black and the console errors I am receiving.
Any help or insight is much appreciate!
Thanks,
-Mat
I have a couple HDAs inside Unity which create geometry based on a curve input (essentially extrusions of the curve). Everything seems to work just fine upon initial creation, however once the Unity file is saved, closed, and reopened, some of the curves seem to ‘break’. By break I mean that they no longer have the Houdini Engine components (Houdini Parms, Houdini Curve, Mesh Renderer). The curves no longer function as Houdini curves and in most cases the geometry that was generated from them (in another HDA) is no longer generated. The curves that break also now come in as unclosed and without the Houdini Parms component I can't close the curve. The broken curves appear as black lines instead of highlighted green as they were before.
In the attatched image you can see one of the ‘broken’ curves in black and the console errors I am receiving.
Any help or insight is much appreciate!
Thanks,
-Mat
Technical Discussion » VDB - maintaining attributes?
- Mat Suarez
- 16 posts
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Follow up:
I have had some success with using the second input of the convertVDB node to transfer attributes. Using this method however, I am only able to maintain some of the objects attributes, not all. I've attached some images and a file to demonstrate my current issue.
In the attached file I have three objects; Base, Add Sphere and Sub Sphere. All objects contain UVs and an ID attribute (tmp1), they are all converted to VDBs then combined using VDBcombine nodes. Finally the resulting VDB is converted to polys using convertVDB. When both original sphere are input into the second input, the UVs and ID attributes are transferred correctly for the spheres however the Base object is not. When all three objects are input into the second input of the convertVDB, only the Base and one sphere's attributes are transferred correctly. I have tried several different combinations and methods of making this work to no avail, but it feels like I'm so close if I can get all three objects to transfer the attributes correctly, just not all at the same time. It is possible to use two convertVDB nodes, one with the two spheres in the second input and the second with all three objects in the second input, then deleting the problem polys from either (using the ID attribute) and then merging the two together, but this is not very ideal.
In the image on the left you can see the results of the convertVDB using only the two spheres as the second input, the middle image is when using all three objects (base, add_sphere and sub_sphere), and the right is an image of all three input objects showing their UVs.
I have had some success with using the second input of the convertVDB node to transfer attributes. Using this method however, I am only able to maintain some of the objects attributes, not all. I've attached some images and a file to demonstrate my current issue.
In the attached file I have three objects; Base, Add Sphere and Sub Sphere. All objects contain UVs and an ID attribute (tmp1), they are all converted to VDBs then combined using VDBcombine nodes. Finally the resulting VDB is converted to polys using convertVDB. When both original sphere are input into the second input, the UVs and ID attributes are transferred correctly for the spheres however the Base object is not. When all three objects are input into the second input of the convertVDB, only the Base and one sphere's attributes are transferred correctly. I have tried several different combinations and methods of making this work to no avail, but it feels like I'm so close if I can get all three objects to transfer the attributes correctly, just not all at the same time. It is possible to use two convertVDB nodes, one with the two spheres in the second input and the second with all three objects in the second input, then deleting the problem polys from either (using the ID attribute) and then merging the two together, but this is not very ideal.
In the image on the left you can see the results of the convertVDB using only the two spheres as the second input, the middle image is when using all three objects (base, add_sphere and sub_sphere), and the right is an image of all three input objects showing their UVs.
Technical Discussion » VDB - maintaining attributes?
- Mat Suarez
- 16 posts
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I got it figured out doing some searching through the Help pages. Posting a file in case anyone else comes across this later.
Cheers!
Cheers!
Technical Discussion » VDB - maintaining attributes?
- Mat Suarez
- 16 posts
- Offline
Hello All,
I am using VDBs to combine geometry and I am interested in a way of maintaining specific attributes from the two input geometries. Currently I have two poly objects which are being converted to VDBs and then combined using VDB combine and then converted back to polys using VDB convert. What I want is to be able to identify which polygons on the resulting combined/converted object comes from which input object.
I attempted using the ‘Surface Attributes’ parameter on the VDBfromPolygons which I used to convert the input geometry, however I could not get it to work correctly or it just isn't meant for that use.
I had an idea of using a ray SOP to ray an attribute from the original input geometries back to the final combined geometry however I have not tested this yet but it doesn't seem ideal. I am new to VDBs so I was hoping someone might have some alternative methods or could point me in the right direction.
If I am being unclear I can post an example file.
Thank you all in advance!
Cheers,
-Mat
I am using VDBs to combine geometry and I am interested in a way of maintaining specific attributes from the two input geometries. Currently I have two poly objects which are being converted to VDBs and then combined using VDB combine and then converted back to polys using VDB convert. What I want is to be able to identify which polygons on the resulting combined/converted object comes from which input object.
I attempted using the ‘Surface Attributes’ parameter on the VDBfromPolygons which I used to convert the input geometry, however I could not get it to work correctly or it just isn't meant for that use.
I had an idea of using a ray SOP to ray an attribute from the original input geometries back to the final combined geometry however I have not tested this yet but it doesn't seem ideal. I am new to VDBs so I was hoping someone might have some alternative methods or could point me in the right direction.
If I am being unclear I can post an example file.
Thank you all in advance!
Cheers,
-Mat
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