You can change the $HOUDINI_USER_PREF_DIR variable to point to that directory.
You can also control this by the order of your $HOUDINI_PATH I believe as well (though this would also change the search order).
There may also be a setting you can change in one of the configs but I'd have to dig around and take a look.
Found 76 posts.
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Technical Discussion » Changing the default preset location...
- are2d2
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Technical Discussion » Change Asset Presets Using Python
- are2d2
- 79 posts
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… and if it's in hscript - you can call it in python with …
hou.hscript("hscript_here")
Technical Discussion » controlling caching on a custom hdk node?
- are2d2
- 79 posts
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I've noticed that some nodes get cached (playbar turns blue) for certain nodes. Is there anyway to control this for custom HDK nodes?
Technical Discussion » parsing xml file with vex/vops - is it possible?
- are2d2
- 79 posts
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I've really delayed getting into vex, my vop knowledge is OK. I'm wondering if it's possible to parse xml data via vex/vops?
Technical Discussion » interpolating from control point position to position on a NURBS curve
- are2d2
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Technical Discussion » interpolating from control point position to position on a NURBS curve
- are2d2
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Wondering if anyone knows how to map from a control point of a NURBS curve to the closest relative position on the curve?
So for example if I have 10 control points each one representing a position on a frame (ie. point 0 = frame 0, point 1 = frame 1, etc) Is it possible to find the equivalent position on the curve? I imagine this can be done with implicit s and t values of the curve and the polygon that is formed from the control points somehow? Any ideas or pointers?
So for example if I have 10 control points each one representing a position on a frame (ie. point 0 = frame 0, point 1 = frame 1, etc) Is it possible to find the equivalent position on the curve? I imagine this can be done with implicit s and t values of the curve and the polygon that is formed from the control points somehow? Any ideas or pointers?
Technical Discussion » Being able to display and output different geometry in an hda
- are2d2
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Hey sidenimjay,
Yeah that is multiple outputs - not what I'm looking for.
I was able to solve it using some hscript in combination with python:
opflag and opname and changing the display flag.
Yeah that is multiple outputs - not what I'm looking for.
I was able to solve it using some hscript in combination with python:
opflag and opname and changing the display flag.
Technical Discussion » Being able to display and output different geometry in an hda
- are2d2
- 79 posts
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I've been struggling with this a little today. I thought that if I had a digital asset with the render flag on one node and visibility flag on another node that I could display one thing while passing other geometry to the next node (with no output) - which it does, when rendered. But, not during cooking.
I get it, but it would be nice to be able to display something and output something else. Any way of being able to set an digital asset to behave this way?
I get it, but it would be nice to be able to display something and output something else. Any way of being able to set an digital asset to behave this way?
Edited by are2d2 - March 28, 2017 13:36:08
Technical Discussion » H16 Node
- are2d2
- 79 posts
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It is quite useful to know whether or not an artist manually dropped a node down or if it was created via a script or shelftool.
Technical Discussion » H16 Node
- are2d2
- 79 posts
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In Houdini 15.x and previous versions you used to be able to hit the display options in the network view to be able to see which nodes were created by a user and which nodes were created via script. Does that functionality still exist in H16 with the new network viewer?
Technical Discussion » Correct method to launch a PyQt/PySide widget from the shelf
- are2d2
- 79 posts
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http://www.sidefx.com/docs/houdini15.0/hom/cb/qt [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/hom/hou/ui#mainQtWindow [sidefx.com]
Take a look at those two docs….
http://www.sidefx.com/docs/houdini15.0/hom/hou/ui#mainQtWindow [sidefx.com]
Take a look at those two docs….
Houdini Engine for Maya » use trail node in maya engine
- are2d2
- 79 posts
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Houdini Engine for Maya » use trail node in maya engine
- are2d2
- 79 posts
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Hey Andrew,
This doesn't seem to work with cluster handle deforms… any way of handling something like this?
I've attached the Maya file (2014 service pack 2 P16).
This doesn't seem to work with cluster handle deforms… any way of handling something like this?
I've attached the Maya file (2014 service pack 2 P16).
Houdini Indie and Apprentice » Adding new RBD object to a sim already in progress
- are2d2
- 79 posts
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I think the best thing to do is to search the forums before asking a question. Both this forum and odforce are pretty good - as is google. You are definitely not the first to want to do something like this. A quick search for ‘dynamically adding rbd’ yeilds:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=19198&highlight=dynamically+adding+rbd [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=19198&highlight=dynamically+adding+rbd [sidefx.com]
Technical Discussion » rbd glue constraint object all wonky...
- are2d2
- 79 posts
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Technical Discussion » OSX no midi in
- are2d2
- 79 posts
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I'm wondering if Houdini 14 (or 15) supports (or will support) Midi in? Currently I can only see the ‘Midi File’ under the ‘Midi Interface’ menu option. I've dug through the forums and found similar posts from 2010 and 2011 saying Houdini doesn't currently support Midi interfaces on Mac is that still the case?
Houdini Indie and Apprentice » Render Ptex in Houdini
- are2d2
- 79 posts
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Houdini Lounge » baking lighting info
- are2d2
- 79 posts
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Technical Discussion » Fireworks low-density smoke trail?
- are2d2
- 79 posts
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ok, here is the first step - go through it and see if you can understand what I'm doing so far. Don't worry about how it ‘looks’ just yet. The whole thing with visual effects is getting closer and closer to your goal - just see if you understand what's happening. If you don't understand what I'm doing ask some questions.
If you do understand see if you can take it closer to what your looking for. Let me know when you've played around with a little and feel stuck.
If you do understand see if you can take it closer to what your looking for. Let me know when you've played around with a little and feel stuck.
Technical Discussion » color smoke based on image pixels
- are2d2
- 79 posts
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Sure… heres a really quick and dirty way.
You'll need to get an otl from the qlib project (https://github.com/qLab/qLib) [github.com] called point_texture_ql_SOP.otl (from the otls/base dir).
You'll need to get an otl from the qlib project (https://github.com/qLab/qLib) [github.com] called point_texture_ql_SOP.otl (from the otls/base dir).
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