Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in H21
      • Overview
      • Animation
      • Rigging
      • CFX
      • VFX
      • Lookdev
      • Copernicus
      • Terrain & Modeling
    • Houdini
      • Overview
      • VFX
      • World Building
      • Lookdev
      • Characters
      • Modeling
      • Pipeline & AI
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • Karma Renderer
      • Overview
      • Compare
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
    • Synthetic Data for AI/ML
  • Community
    • Forum
    • News Feed
      • Overview
      • Project Profiles
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • Event Calendar
    • User Groups
    • Artist Directory
    • Houdini Merch Store
  • Learn
    • Tutorials
      • Overview
      • My Learning
      • Learning Paths
      • Tutorial Library
    • Content Library
    • Tech Demos
    • Talks & Webinars
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
      • List of Schools
      • Resources
  • Support
    • Customer Support
    • Licensing
      • Overview
      • Commercial
      • Indie
      • Education
    • Help Desk | FAQ
    • H21 System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Try | Buy
    • Try
    • Buy
    • Download
    • Contact Info
 
Advanced Search
Forums Search
Found 37 posts.

Search results Show results as topic list.

Solaris and Karma » How to remove a sublayer

User Avatar
adrianmeyerart
37 posts
Offline
 Feb. 12, 2025 11:52:42
Hi,
sublayer removal does not seem to work (I'm on Houdini 20.5.487).
Neither patterns like
*/set.usd
nor absolute paths work for me.

It's a super crucial feature for exactly the case how the feature is described in the docs of the sublayer node. @mtucker could you be so kind and verify this?

Is there any other way to solve this scenario?
(layer muting doesn't work here as described above)

Remove Found Sublayers
Turn this on to remove any layers that match the patterns the Find sublayers.

This is useful if you want to replace layers rather than just add them. For example, you may be editing a layer that has sublayers for animation, effects, and lighting. If your LOP network generates a new version of the effects layer, you would want to remove the existing effects layer and replace it with the new one.
See full post 

Houdini for Realtime » Houdini Viewport - HMD Connection - Oculus Rift / HTC Vive

User Avatar
adrianmeyerart
37 posts
Offline
 May 19, 2022 10:17:37
Please SideFX, Modo & Blender have native support for it, Maya via Plugin.
It would be so great to finally have this in Houdini.

Modo Implementation:
Edited by adrianmeyerart - May 19, 2022 10:30:45
See full post 

Technical Discussion » Houdini in VR with OpenVR SDK

User Avatar
adrianmeyerart
37 posts
Offline
 March 10, 2022 10:04:38
Not sure what you mean with the vertex data?
But yes, it would be incredibly usefull to have the Houdini Viewport connected to a VR HMD.
Already opened a thread about it years ago.
No progress so far unfortunately however.

https://www.sidefx.com/forum/topic/55616/ [www.sidefx.com]
See full post 

Houdini for Realtime » Houdini Viewport - HMD Connection - Oculus Rift / HTC Vive

User Avatar
adrianmeyerart
37 posts
Offline
 March 10, 2022 10:02:36
Vladislav Tushevskiy
Hi Adrian!
I just made some RnD in this direction:

This looks awesome!
Would you possibly share your tool?

Still hoping that SideFX will natively implement this!
See full post 

Houdini Indie and Apprentice » View all animated parameters/channels in a project

User Avatar
adrianmeyerart
37 posts
Offline
 Jan. 4, 2020 13:04:44
Hey,
little modification of the script.
As it was very slow in complex scenes, because it is forcing every time dependend node in the scene to recook.
Selects all “hand animated” parms in the scene. When Autoscope is enabled they will become scoped in the ANimation Editor.

nodes = hou.node("/").allSubChildren()

expr_list = [
        "constant()",
        "cubic()",
        "match()",
        "matchin()",
        "matchout()",
        "spline()",
        "bezier()",
        "qlinear()"
        ]

for n in nodes:
    if not n.isInsideLockedHDA():
        parms = n.parms()
        for p in parms:
            keys = p.keyframes()
            if keys != ():
                k = keys[0]
                if k.expression() in expr_list:
                    print "{} is animated".format(p.path())
                    n.setSelected(1)
See full post 

PDG/TOPs » Hou 18, enhanced wedging workflow?

User Avatar
adrianmeyerart
37 posts
Offline
 Nov. 12, 2019 09:43:19
Hi,
would also be interested in that…
See full post 

Technical Discussion » Using Python OpenEXR bindings from Houdini?

User Avatar
adrianmeyerart
37 posts
Offline
 Oct. 10, 2019 10:41:16
Same problem /-:
Actually installed OpenEXR in seperate Python 2.7 and then tried to import to Houdini:

import sys
sys.path.append(“C:/Python27/Lib/site-packages/”)
import OpenEXR

Same Error
Edited by adrianmeyerart - Oct. 10, 2019 10:42:41
See full post 

Technical Discussion » Calculating Simulation slow down significantly if cache ram size increased too high

User Avatar
adrianmeyerart
37 posts
Offline
 July 30, 2019 11:25:45
Yep, that can happen (-;
See full post 

PDG/TOPs » Extracting and Referencing the String Text of Input/Output File Path from TOP Network

User Avatar
adrianmeyerart
37 posts
Offline
 July 19, 2019 03:14:38
Did you use `@pdg_input` ?
That should actually work.

This stuff is nicely documented here:
https://www.sidefx.com/docs/houdini/tops/attributes.html [www.sidefx.com]
See full post 

Technical Discussion » Custom AttTransfer With Effector in Vops

User Avatar
adrianmeyerart
37 posts
Offline
 July 19, 2019 03:03:03
Just brainstormed away from my PC…
If you need more detailed help let me know.
Edited by adrianmeyerart - July 19, 2019 03:03:27
See full post 

Technical Discussion » Custom AttTransfer With Effector in Vops

User Avatar
adrianmeyerart
37 posts
Offline
 July 19, 2019 03:01:08
Hey,
sounds like you could do this in a couple different ways.
If I understand right, you could approach it like this.

Build your own attrib transfer either in VEX or VOPs.
Just using pcopen / pcfilter approach.
Make your mask object a fog volume.
In your custom attrib transfer you can import the mask with volumsample.
Then multiply attrib transfer result by the volume value.
Edited by adrianmeyerart - July 19, 2019 03:01:51
See full post 

Technical Discussion » Precompture Atmosphere Scattering

User Avatar
adrianmeyerart
37 posts
Offline
 July 19, 2019 02:55:11
A CVEX Volume procedural might be on option that could be a bit more efficient than a regular volume.
But in my experience its also not as fast as you would hope for.
See full post 

Technical Discussion » Calculating Simulation slow down significantly if cache ram size increased too high

User Avatar
adrianmeyerart
37 posts
Offline
 July 19, 2019 02:49:56
PS.
I would only use Checkpoints if your SIM runs unstable on your setup.
If your rather sure it goes through all the way, I would disable it.
Because writing the Checkpoints can take quite a bit of time for very massive SIMs, as it not only saves the output geo but the whole SIM state.
So this definitely causes some overhead.
See full post 

Technical Discussion » Calculating Simulation slow down significantly if cache ram size increased too high

User Avatar
adrianmeyerart
37 posts
Offline
 July 19, 2019 02:47:30
Hey,
yes even when rendering the file cache houdini still caches the sim in the background, its basically nothing else then pressing play in the timeline and watching the sim.

Even when you run it in batch or hython.
Thus it is always important to set the Cache Size appropriate.
In this case, when you don't care about viewport interaction, I would set the Cache Size to just a bit larger then 2 of the largest frames need.
Because you have no benefit at all if Houdini has the last 100 Frames in memory if your just saving them out anyways.
Hence there is more RAM available for the CPU's to work on the current frame.

When running SOP chains or Sims or whatever remotely in Batch or Hython (i.e. on a Farm) it is also mostly clever to bypass all Cache SOPs if any where used.
Being very handy in a interactive session, they can drastically reduce performance when saving out stuff.
See full post 

PDG/TOPs » Update to 17.5.293 and Hqueue problems

User Avatar
adrianmeyerart
37 posts
Offline
 July 19, 2019 01:53:42
That would help me a lot!
Thanks

PS. would also be awesome though if this would be fixed in the next production build.
As our IT dep. only deploys prod. builds on the farm, and right now I use the messy workaround to use a Houdini Version that doesn't have the bug as the Hqueue Server and the Production Build on the clients.
That works, but is quite tedious and is also causing some other issues.
Edited by adrianmeyerart - July 19, 2019 01:58:46
See full post 

PDG/TOPs » PDG "Could not find output file for job..." Error

User Avatar
adrianmeyerart
37 posts
Offline
 July 18, 2019 11:02:31
There you go.

Houdini 17.5.293
See full post 

PDG/TOPs » PDG "Could not find output file for job..." Error

User Avatar
adrianmeyerart
37 posts
Offline
 July 18, 2019 10:03:43
Now again broken in Houdini 17.5.293
/-:
Wanted to bring everything to working version finally.

Same Error again:
“Could not find output file for job ‘xxxxx’”

This is really a pain unfortunately.
See full post 

PDG/TOPs » Update to 17.5.293 and Hqueue problems

User Avatar
adrianmeyerart
37 posts
Offline
 July 18, 2019 10:00:20
Same problem here.

In every Production Build since 17.5.299 (17.5.299 / 17.5.258 / 17.5.293)
PDG and HQueue were broken.

See here as well:
https://www.sidefx.com/forum/topic/66698/ [www.sidefx.com]

17.5.320 fixes it for me but I can't use it because then Redshift won't work anymore because apparently there have been updates to the HDK.
Don't know if 17.5.300 would still work with redshift-2.6.44.
But anyways I can't download it anymore because there is always only the latest 2 daily builds available.


This is really causing me issues recently.
It would be great if this stuff could be tested better before releasing the Production Builds.

Any idea how I could work around this?

Thanks
Edited by adrianmeyerart - July 18, 2019 10:39:31
See full post 

Technical Discussion » Mantra VR Camera DOF

User Avatar
adrianmeyerart
37 posts
Offline
 July 6, 2019 03:10:42
Hi,
alright thanks!
Good to know. Going to try that.
See full post 

Technical Discussion » Mantra VR Camera DOF

User Avatar
adrianmeyerart
37 posts
Offline
 July 3, 2019 08:56:22
Hi,
I am trying to render DOF for a Latlong VR Render.
Technically or VR theoretically it does not make so much sense to render with DOF as the Viewer should be able to decide in what Depth to look.

But due to some VR phenomena this isn't fully possible anyways, and in some situations it still might be a desried artistic choice to use DOF.
I then noticed that DOF does not work with the Houdini VR camera.
Also Redshift and Arnold do not support it.
Is this technically impossible? I wouldn't know why, as it also outputs a correct Z-Depth AOV etc. and DOF should still behave just like in perspective Rendering.

Post DOF is not an option in this case as its a scene with lots of thin Hair / Transparency etc.

Would be great to know why it isn't working.
Thanks!
See full post 
  • First
  • 1
  • 2
  • Last
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • Karma Renderer
LEARN
  • Talks & Webinars
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • H21 System Requirements
  • Documentation
  • Report a Bug/RFE
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Careers
  • Press
  • Houdini Merch Store
  • Internships
  • Contact Info
Copyright © SideFX 2025. All Rights Reserved.

Choose language