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Technical Discussion » Nasty error
- bobcat
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Houdini Engine for Maya » The Houdini Engine for Maya plugin could not be initialized
- bobcat
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Thank you, inserting
HFS = C:/Program Files/Side Effects Software/Houdini19.5.493
in the maya .env made it work again.
Edit:
I think Sidefx changed something in the installation. Now there is a space between houdini and 19.5.493. So the path now has to look like this
HFS = C:/Program Files/Side Effects Software/Houdini 19.5.493
HFS = C:/Program Files/Side Effects Software/Houdini19.5.493
in the maya .env made it work again.
Edit:
I think Sidefx changed something in the installation. Now there is a space between houdini and 19.5.493. So the path now has to look like this
HFS = C:/Program Files/Side Effects Software/Houdini 19.5.493
Edited by bobcat - Feb. 12, 2024 10:03:33
Technical Discussion » Alembic roundtrip - Maya -> Houdini -> Maya. Material attrib
- bobcat
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Hi,
I need to export some geometry, with materials from Maya to Houdini as alembic, and then import it back. Preferably with assigned materials.
Now splitting mesh and building hierarchy is easy - path attribute. But what about materials? What is the attribute for materials? When I import alembic to houdini I get groups from Maya materials. So I know alembic can store them. Also when I import the alembic exported from Maya back to maya it assigns the materials fairly ok. So I know this can be done. Just couldn't find the attribute to store materials.
thanks.
I need to export some geometry, with materials from Maya to Houdini as alembic, and then import it back. Preferably with assigned materials.
Now splitting mesh and building hierarchy is easy - path attribute. But what about materials? What is the attribute for materials? When I import alembic to houdini I get groups from Maya materials. So I know alembic can store them. Also when I import the alembic exported from Maya back to maya it assigns the materials fairly ok. So I know this can be done. Just couldn't find the attribute to store materials.
thanks.
Technical Discussion » HDA - how to link parameter from inside to main interface
- bobcat
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Thank you for the response! Something else worked for me. I was pasting the reference code to the HDA interface. I should have gone inside to type properties and paste it to channel defaults. Got this great advice from Etherkirby.
Technical Discussion » HDA - how to link parameter from inside to main interface
- bobcat
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Hello,
I need to link a parameter on the outside of HDA to a parameter iniside the HDA. But when I do it and save the HDA and create a new HDA the connection is lost. How to make it permanent?
sample scene in description
Thank you
I need to link a parameter on the outside of HDA to a parameter iniside the HDA. But when I do it and save the HDA and create a new HDA the connection is lost. How to make it permanent?
sample scene in description
Thank you
Technical Discussion » Face selection through Asset UI
- bobcat
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Is this working in H17.5 ? I tried to replace the action button script with the provided code:
import soputils;
kwargs = kwargs.path() + ‘/group1’
kwargs = hou.node(kwargs).parmTuple('grouptype')
kwargs = 0
kwargs = hou.node(kwargs).parm('ordered').eval()
soputils.selectGroupParm(kwargs)
and it's not working. I get this error
SyntaxError: ('invalid syntax', ('Parameter Scripted Action', 2, 26, ‘kwargs = kwargs.path() + \xe2\x80\x98/group1\xe2\x80\x99\n’))
name of the group node is: group1, name of the group is group1
Scene is in attachments.
import soputils;
kwargs = kwargs.path() + ‘/group1’
kwargs = hou.node(kwargs).parmTuple('grouptype')
kwargs = 0
kwargs = hou.node(kwargs).parm('ordered').eval()
soputils.selectGroupParm(kwargs)
and it's not working. I get this error
SyntaxError: ('invalid syntax', ('Parameter Scripted Action', 2, 26, ‘kwargs = kwargs.path() + \xe2\x80\x98/group1\xe2\x80\x99\n’))
name of the group node is: group1, name of the group is group1
Scene is in attachments.
Technical Discussion » Uninstancing
- bobcat
- 41 posts
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Hey guys. Thanks for the help!
Enivob - It didn't work but I watched this video and figured it out. Thanks for the help!
Enivob - It didn't work but I watched this video and figured it out. Thanks for the help!
Technical Discussion » Uninstancing
- bobcat
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Hi,
so uninstancing in Houdini is a bit tricky. But I was thinking could it be done with a for loop and copy? See attached image. So I have instance points with all attributes coming in and on the left side I have geometry that gets copied. What expression do I need to put in the path to read the instance attribute from points and dynamically change the path per point? thank you
so uninstancing in Houdini is a bit tricky. But I was thinking could it be done with a for loop and copy? See attached image. So I have instance points with all attributes coming in and on the left side I have geometry that gets copied. What expression do I need to put in the path to read the instance attribute from points and dynamically change the path per point? thank you
Houdini for Realtime » Game Tools | Maps Baker
- bobcat
- 41 posts
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Technical Discussion » How to group flipped UVs
- bobcat
- 41 posts
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How can I group UV islands which have flipped UVs? (the ones you see pink in the UV editor view). I need to put these primitives into a group. Thank you.
Edited by bobcat - April 3, 2019 06:09:10
Technical Discussion » How to assign material for points?
- bobcat
- 41 posts
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“But why is it possible to assign material to polygons, but not to points? Such a process seems logical.”
I believe it is because points are infinitely small. They don't really have a surface by default.
I believe it is because points are infinitely small. They don't really have a surface by default.
Technical Discussion » Copy geometry other object by UVs
- bobcat
- 41 posts
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Technical Discussion » Copy geometry other object by UVs
- bobcat
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Thank you Konstantin, uvsample was just the command I was looking for! But I used it a bit differently. First I took some code from GameDev tools and flattened the template geo in world space by UVs. Then by using boolean I cut out the parts of the pattern I didn't needed and transfered UVs from the template. Then by using uvsample I matched the pattern to surface. Its much slower since it needs to boolean the pattern first but gives me more of a result I was hoping for.
Thank you Tamte, tried that detailed mesh tool but it didn't quite work for me.
Thank you Tamte, tried that detailed mesh tool but it didn't quite work for me.
Technical Discussion » How to assign material for points?
- bobcat
- 41 posts
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You can use copy SOP to copy little spheres to your mesh and then by using material node you can assign material to them. Or make it a separate object with new node and object merge.
Technical Discussion » Copy geometry other object by UVs
- bobcat
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Hi,
how could I copy geometry like this checker pattern to another object in this case the good old pighead by UVs? Similar how you would apply a texture. But instead of 2D image you would copy this “checker” 3d geometry to the pighead. And you would get the checker pattern in shape of the pighead, in 3D.
I think in this video by MIXTraining, half of the job is done. Now just to copy the geo not quads but the whole surface based on UVs
https://www.youtube.com/watch?v=Z3ZkGoa3kZE [www.youtube.com]
thank you
how could I copy geometry like this checker pattern to another object in this case the good old pighead by UVs? Similar how you would apply a texture. But instead of 2D image you would copy this “checker” 3d geometry to the pighead. And you would get the checker pattern in shape of the pighead, in 3D.
I think in this video by MIXTraining, half of the job is done. Now just to copy the geo not quads but the whole surface based on UVs
https://www.youtube.com/watch?v=Z3ZkGoa3kZE [www.youtube.com]
thank you
Technical Discussion » Permanent HUD sliders.
- bobcat
- 41 posts
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Is there a way to customize your HUD sliders? But permanently not just for one specific node.
Thanks
Thanks
Technical Discussion » Mantra GPU and denoising
- bobcat
- 41 posts
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Soo.. since denoising is becomming a thing in most of the top renderers. Can we expect something coming up to Mantra as well? GPU rendering would be a real deal too. Any hints or anything about this topic? Thanks. I really love rendering in Houdini especially with Mantra but it could use some speed boost.
Edited by bobcat - June 1, 2018 17:34:53
Technical Discussion » Principle shader - 3D noise displacement
- bobcat
- 41 posts
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Thanks, I think I got the hang of it. Also I found out that it helps restarting the render when making changes and unexpected things start to happen.
Technical Discussion » Principle shader - 3D noise displacement
- bobcat
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thanks for the video. I had limited success. It sort of works when I attach a fit node before I plug the noise to displacement. But not really. I tried to connect a texture and also aanoise and I felt like it didn't behave correctly. For example when I put the maximum displacement parameter to 0 it still looks like a rock. And the checker texture which looks fine when I use the texture field also didn't looked clean. Looked almost good with a fit node. (I used the rubber to model with just a simple principled shader)
Edited by bobcat - March 18, 2018 16:07:42
Technical Discussion » Principle shader - 3D noise displacement
- bobcat
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How do I plug in a 3D noise to principled shaders displacement? This noise node seems to render fine in the base color but doesn't work in the displacement.
Edited by bobcat - March 14, 2018 19:25:49
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