Hi everyone,
I'd like to share a small but useful tool I've built for Houdini: an automatic thumbnail generator that creates a PNG preview of your scene every time you save your .hip file.
🔧 What it does:
On save, it captures a viewport screenshot and saves it as
YourScene_thumbnail.png next to your .hip file.
It works with any Houdini project — no setup required.
Perfect for visual version tracking, asset libraries, or Perforce integration.
🛠 How to install:
Just drop the script into your scripts/456.py (or add to an existing one).
Detailed steps are included in the attached README.
This was created as part of a workflow that integrates Houdini with P4One (Perforce GUI), where visual thumbnails for .hip or .fbx files are missing — but it's generally useful even without Perforce.
Let me know if you have any suggestions, questions, or ideas for improvements!
Cheers,
Pavel Dostal
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Technical Discussion » Auto-thumbnail generator for HIP files
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- Pavel Dostal
- 15 posts
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Work in Progress » Integrating ComfyUI AI-generated concepts into Houdini
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- Pavel Dostal
- 15 posts
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Hi everyone,
I’m currently building a pipeline where I generate concept images (vehicles, terrain, etc.) using ComfyUI (Stable Diffusion) and then feed them into Houdini for further processing – either as reference or for semi-automated geometry creation (through ML-enhanced Top Networks, depth maps, segmentation, etc.).
The idea is to have a semi-automatic flow:
Input prompt in ComfyUI → image generated
Houdini picks latest image from directory (using COP2 or TOPs)
(Later) Use ML to extract depth / structure → create procedural model or layout
Final output goes to Unreal Engine as asset/environment
🔧 I’m still in the early phase, so I’m experimenting with:
integrating ONNX inference directly inside Houdini
controlling generation from within Houdini (via Python)
proceduralizing based on 2D-to-3D logic or tagged structure
I'm wondering:
Has anyone built something similar (AI > Houdini > UE pipeline)?
What would you recommend for handling image-driven procedural generation?
Any tips for integrating ComfyUI output dynamically into COP2 / TOPs networks?
Here’s a screenshot of the current system in action (ComfyUI + Houdini preview):

Thanks a lot – I’d love to share more as this progresses!
Pavel
https://www.novusion.eu/ [www.novusion.eu] | https://www.artstation.com/infinitex/ [www.artstation.com]
I’m currently building a pipeline where I generate concept images (vehicles, terrain, etc.) using ComfyUI (Stable Diffusion) and then feed them into Houdini for further processing – either as reference or for semi-automated geometry creation (through ML-enhanced Top Networks, depth maps, segmentation, etc.).
The idea is to have a semi-automatic flow:
Input prompt in ComfyUI → image generated
Houdini picks latest image from directory (using COP2 or TOPs)
(Later) Use ML to extract depth / structure → create procedural model or layout
Final output goes to Unreal Engine as asset/environment
🔧 I’m still in the early phase, so I’m experimenting with:
integrating ONNX inference directly inside Houdini
controlling generation from within Houdini (via Python)
proceduralizing based on 2D-to-3D logic or tagged structure
I'm wondering:
Has anyone built something similar (AI > Houdini > UE pipeline)?
What would you recommend for handling image-driven procedural generation?
Any tips for integrating ComfyUI output dynamically into COP2 / TOPs networks?
Here’s a screenshot of the current system in action (ComfyUI + Houdini preview):
Thanks a lot – I’d love to share more as this progresses!
Pavel
https://www.novusion.eu/ [www.novusion.eu] | https://www.artstation.com/infinitex/ [www.artstation.com]
Edited by Pavel Dostal - June 10, 2025 02:13:04
Technical Discussion » How to set relative path to hou.hipfile.load
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- Pavel Dostal
- 15 posts
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Technical Discussion » How to set relative path to hou.hipfile.load
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- Pavel Dostal
- 15 posts
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Hi i want rund pdg from command line and i have two file, run.bat and automate.py
I need realtive path for hip file, i try it “$HIP/automate_process_easy_f3.hiplc” but this dont work
Please help me, thank you
run.bat
———–
SET hbatchDir=“C:\Program Files\Side Effects Software\Houdini 18.0.388\bin\”
SET “JOB=%ROOT%/Tools/pdg”
SET “HIP=%ROOT%/Tools/pdg”
%hbatchDir%hython.exe “%~dp0\scripts\automate.py”
automate.py
————
import hou
hou.hipFile.load(“C:Tools/pdg/automate_process_easy_f3.hiplc”)
import hqueue.houdini as hq
node = hq.getNode(“/obj/topnet1”)
disp_node = node.displayNode()
# blocking full cook of PDG
disp_node.executeGraph(False, True, False)
I need realtive path for hip file, i try it “$HIP/automate_process_easy_f3.hiplc” but this dont work
Please help me, thank you
run.bat
———–
SET hbatchDir=“C:\Program Files\Side Effects Software\Houdini 18.0.388\bin\”
SET “JOB=%ROOT%/Tools/pdg”
SET “HIP=%ROOT%/Tools/pdg”
%hbatchDir%hython.exe “%~dp0\scripts\automate.py”
automate.py
————
import hou
hou.hipFile.load(“C:Tools/pdg/automate_process_easy_f3.hiplc”)
import hqueue.houdini as hq
node = hq.getNode(“/obj/topnet1”)
disp_node = node.displayNode()
# blocking full cook of PDG
disp_node.executeGraph(False, True, False)
Technical Discussion » USD and Unreal Engine 4
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- Pavel Dostal
- 15 posts
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Hi, solved problem. Is need configuring Stage layers and unreal engine correct import usd format
Technical Discussion » USD and Unreal Engine 4
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- Pavel Dostal
- 15 posts
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Hi, usd in last build work perfect, but i when create complex scene with materials and export to usd and import to unreal engine 4. I receiver error on import usd in ue4 “TF_DIAGNOSTIC_RUNTIME_ERROR_TYPE failed to open layer @I:/usd_Test/test.usd”
I dont know why i import model, maybe any layer cannot import.
I dont know why i import model, maybe any layer cannot import.
Image Not Found
Edited by Pavel Dostal - Dec. 25, 2019 07:18:28
Technical Discussion » USD and Unreal Engine 4
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- Pavel Dostal
- 15 posts
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Hi, all
i trying create easy scene v H18 and i export to usd. I using Houdini Indie version, but i when exported scene file is saved to usdlc, and unreal engine cannot import this format. Please help or write any knowledge
Thanks
i trying create easy scene v H18 and i export to usd. I using Houdini Indie version, but i when exported scene file is saved to usdlc, and unreal engine cannot import this format. Please help or write any knowledge
Thanks
Houdini Lounge » Mac Pro, Metal & moving forward
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- Pavel Dostal
- 15 posts
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Hi,
I tested more 3d application in Mac, Windows, early Linux. Linux has better support on 3d but today dont support VR. I tested now only Windows and Mac. Mac is not appropriate on 3d graphics, because 3d application make a lot of mistakes. Best platform on 3d is Windows, all application work no problem. I tested my application from my pipeline, Houdini, Substance Designer, Painter, Alchemist, 3d coat, marvelous. And i need working on projects a i cant solving problems with mac or wait on solve problem with mac.
These are my experiences, maybe somebody else.
I tested more 3d application in Mac, Windows, early Linux. Linux has better support on 3d but today dont support VR. I tested now only Windows and Mac. Mac is not appropriate on 3d graphics, because 3d application make a lot of mistakes. Best platform on 3d is Windows, all application work no problem. I tested my application from my pipeline, Houdini, Substance Designer, Painter, Alchemist, 3d coat, marvelous. And i need working on projects a i cant solving problems with mac or wait on solve problem with mac.
These are my experiences, maybe somebody else.
Technical Discussion » Importing DWG CAD files into Houdini?
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- Pavel Dostal
- 15 posts
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Hi, for conversion is best opensource software g3CAD3D, i try it now integrate to houdini any conversion igs to stl. Maybe anybody help with this tool. Link is here: http://www.gcad3d.org [www.gcad3d.org]
3rd Party » Project management for Houdini
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- Pavel Dostal
- 15 posts
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Hi all,
i found project management with integration Houdini, adobe etc.
https://cerebrohq.com/en/ [cerebrohq.com]
But o dont know how to install to houdini, please check it this tool
i found project management with integration Houdini, adobe etc.
https://cerebrohq.com/en/ [cerebrohq.com]
But o dont know how to install to houdini, please check it this tool
Technical Discussion » polybevel warning - "Skipping inconsistently wound manifold edge"
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- Pavel Dostal
- 15 posts
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Hi all, I resolve this problem I using Clean node uncheck Remove Unused Points, uncheck Remove NANs and check Manifold Only Topology, now bevel is correct.
Houdini Lounge » Razer Orbweaver + Houdini
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- Pavel Dostal
- 15 posts
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Houdini Lounge » GLTF 2.0 file format
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- Pavel Dostal
- 15 posts
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Houdini Indie and Apprentice » Match photo
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- Pavel Dostal
- 15 posts
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I too, I need photo match in Houdini for create models from photo, I transfer my workflow from Modo to Houdini, but Camera match mistake in Houdini , please create to Houdini. thanks
Houdini Engine for Unreal » Animated Houdini Asset for UE4 Help
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- Pavel Dostal
- 15 posts
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Animated Houdini Asset for UE4
Hi all,
I create procedural animated book, when I add frames to slider and I when in Houdini move with slider, animation is ok, but I when import Houdini asset to unreal and I when move slider in ue4, my bokk Is always static object and pages don't move. I have one question
can I created animation object in Houdini asst and import to ue4?
I thnanks all
Hi all,
I create procedural animated book, when I add frames to slider and I when in Houdini move with slider, animation is ok, but I when import Houdini asset to unreal and I when move slider in ue4, my bokk Is always static object and pages don't move. I have one question
can I created animation object in Houdini asst and import to ue4?
I thnanks all
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