Hi. Have the same problem.
I tried to use hou.startHoudiniEngineDebugger("hapi"). And it works fine, until you try to work with packed geometry. When doing some unpack/convert it returns no data. Did some extra tests and it's seems to be a problem with cooking time.
calving, maybe you have some solution for this?
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Houdini Engine API » How to start session sync by Python?
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- alizarin
- 10 posts
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Houdini Engine for Unreal » Unreal per instance custom data not working ( 5.0 )
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- alizarin
- 10 posts
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Hi, guys!
I try to use unreal per instance custom data attribute to transfer some values from HDA to unreal materials.
Actually HDA just create simple instances on points.
And here is my basic code.
With this values I wanna to adjust uv`s in unreal and read texture. Then send it to world offset.
But some how it's not working. And the most interesting that when I use "VERTEX ONTERPOLATOR" node in material and send result to base color everything is fine. Unfortunately there is no option to send data after "vertex interpolator" to world offset.
Thanks for any help.
I try to use unreal per instance custom data attribute to transfer some values from HDA to unreal materials.
Actually HDA just create simple instances on points.
And here is my basic code.
i@id = @ptnum; @pscale = 1; v@up = {0,1,0}; v@N = {0,0,1}; s@unreal_output_name = "geo_" + itoa( i@id ); s@unreal_instance = chs("ue_inst"); s@unreal_material = chs("ue_mat"); i@unreal_num_custom_floats = 3; f@unreal_per_instance_custom_data0 = float ( i@id ) ; f@unreal_per_instance_custom_data1 = 2.0; f@unreal_per_instance_custom_data2 = rand( v@P.y);
With this values I wanna to adjust uv`s in unreal and read texture. Then send it to world offset.
But some how it's not working. And the most interesting that when I use "VERTEX ONTERPOLATOR" node in material and send result to base color everything is fine. Unfortunately there is no option to send data after "vertex interpolator" to world offset.
Thanks for any help.
Edited by alizarin - Jan. 14, 2023 05:29:21
Technical Discussion » Python parameter expression not re-cook node
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- alizarin
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Thanks for answer!
I test switch-if SOP, but the same result. Actually switch working fine with expression “npoints(opinputpath(”.“,1))>0”.
Problem is in object merge node - it's not re-cooking after updating path. I think there is some specific point in python parm expression executing.
I test switch-if SOP, but the same result. Actually switch working fine with expression “npoints(opinputpath(”.“,1))>0”.
Problem is in object merge node - it's not re-cooking after updating path. I think there is some specific point in python parm expression executing.
Technical Discussion » Python parameter expression not re-cook node
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- alizarin
- 10 posts
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Hello!
I am trying to implement python expressin in Object Merge node in parm “objectpath1” to get geometry from connected nodes to parent geo. So as final result if you connect/disconnect first input of test node geometry should switch to another one. Actually script working fine and storke of parm updating if i connect or disconect ANIM node, but object merge node do not updating geometry while i turn on/off “Enable Merge” toggle on object merge node. It's seems node just not cooking properly.
Any suggestions how to solve this problem? Or maybe hscrip variant?
P.S. check test setup in hip uploaded
I am trying to implement python expressin in Object Merge node in parm “objectpath1” to get geometry from connected nodes to parent geo. So as final result if you connect/disconnect first input of test node geometry should switch to another one. Actually script working fine and storke of parm updating if i connect or disconect ANIM node, but object merge node do not updating geometry while i turn on/off “Enable Merge” toggle on object merge node. It's seems node just not cooking properly.
Any suggestions how to solve this problem? Or maybe hscrip variant?
P.S. check test setup in hip uploaded
Technical Discussion » How to run sop node function in python without creating
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- alizarin
- 10 posts
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Thanks! It's work, but actually only when i am using pythonSop and this is not actually what i am looking for.
Is there any way to edit node geometry with tool from shelf? Because geometry in read-only mode when you trying to access from shelf tool. Or maybe some variant with coping geometry from one node to another with shelf tool?
Is there any way to edit node geometry with tool from shelf? Because geometry in read-only mode when you trying to access from shelf tool. Or maybe some variant with coping geometry from one node to another with shelf tool?
Technical Discussion » How to run sop node function in python without creating
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- alizarin
- 10 posts
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Hello! Is there any way to run node (in my case poly fill) with pytone to edit geometry, but without creating polyfill node?
Thanks!
Thanks!
Houdini Learning Materials » Creating side surface of stairs
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- alizarin
- 10 posts
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Houdini Learning Materials » Creating side surface of stairs
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- alizarin
- 10 posts
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Hello!
I am trying to create some digital asset of stairs like in this tutorial, but quiet different https://www.sidefx.com/tutorials/introduction-to-procedural-modeling-lesson-9-creating-a-procedural-stair-asset-part-2/ [sidefx.com]
So the problem is in step when i am creating side surface of stairs it's going wrong. I understand that problem is in curve profile - it's like spring. And as result primitive normal is not perpendicular for every stair steps.
I tried to make some additional divisions/connection, but no result.
If You have some time to view my hip and give some advice, i am not waiting for ready solution - just some ideas, i'll appreciate it.
I am trying to create some digital asset of stairs like in this tutorial, but quiet different https://www.sidefx.com/tutorials/introduction-to-procedural-modeling-lesson-9-creating-a-procedural-stair-asset-part-2/ [sidefx.com]
So the problem is in step when i am creating side surface of stairs it's going wrong. I understand that problem is in curve profile - it's like spring. And as result primitive normal is not perpendicular for every stair steps.
I tried to make some additional divisions/connection, but no result.
If You have some time to view my hip and give some advice, i am not waiting for ready solution - just some ideas, i'll appreciate it.
Edited by alizarin - March 14, 2017 15:13:19
Houdini Learning Materials » Creating groups based on point attributes troubles
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- alizarin
- 10 posts
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Houdini Learning Materials » Creating groups based on point attributes troubles
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- alizarin
- 10 posts
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Hello!
I'm just started in learning Houdini and have some troubles. I looked for solution in docs and forums -no result. So hope for your help.
The problem is in difference between GROUP in Houdini 15 and Houdini 16.
There was no problem to make groups based on attributes in Houdini 15, but in Houdini 16 there no input.
Thanks!
I'm just started in learning Houdini and have some troubles. I looked for solution in docs and forums -no result. So hope for your help.
The problem is in difference between GROUP in Houdini 15 and Houdini 16.
There was no problem to make groups based on attributes in Houdini 15, but in Houdini 16 there no input.
Thanks!
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