Hi
I noticed recently that if you have a vertex attribute with a given name and after you add a point attribute with the same name, the vertex attribute is removed.
Is this expected behavior? If so, why?
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Technical Discussion » Vertex attributes are removed by point attribute
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- kgoossens
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Solaris » How to get usd metadata into sops as attributes.
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- kgoossens
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Thank you!! This helps me forward.
So I now have added some custom data in the metadata. I do see "customData" appearing as a key, but when I try to get access to it, the values don't show. I also tried "customData:myCustomData"
So I now have added some custom data in the metadata. I do see "customData" appearing as a key, but when I try to get access to it, the values don't show. I also tried "customData:myCustomData"
Solaris » How to get usd metadata into sops as attributes.
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- kgoossens
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Hello everyone,
I'm trying to get access to usd metadata in sops. But I'm struggling to figure out how.
E.g as put in the image I would like to get the id as a string attribute on the primitives or points.
Cheers!
I'm trying to get access to usd metadata in sops. But I'm struggling to figure out how.
E.g as put in the image I would like to get the id as a string attribute on the primitives or points.
Cheers!

Edited by kgoossens - Dec. 7, 2021 17:02:18
Technical Discussion » Digital Asset subnet scoping
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- kgoossens
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Hi
I'm trying to make a digital asset only visible within the context of another digital asset.
But it is not entirely clear how to do this for me as I get an error.
http://www.sidefx.com/docs/houdini/assets/namespaces.html [www.sidefx.com]
Following the documentation I assume I have to do the following when I want to have a sop digital asset “FOO” only visible in sop digital asset “BAR”
In the operator name
Sop/BAR::companyname::FOO::1.0
But when I do this I'm getting
“Error creating digital asset: Can't create new operator to replace /obj/geo1/subnet1. The node may contain VOP Networks that cannot be deleted.”
I'm trying to make a digital asset only visible within the context of another digital asset.
But it is not entirely clear how to do this for me as I get an error.
http://www.sidefx.com/docs/houdini/assets/namespaces.html [www.sidefx.com]
Following the documentation I assume I have to do the following when I want to have a sop digital asset “FOO” only visible in sop digital asset “BAR”
In the operator name
Sop/BAR::companyname::FOO::1.0
But when I do this I'm getting
“Error creating digital asset: Can't create new operator to replace /obj/geo1/subnet1. The node may contain VOP Networks that cannot be deleted.”
Edited by kgoossens - June 4, 2018 17:29:23
Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
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- kgoossens
- 288 posts
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DASD
I am probably oversimplifying this - a lot. But I wonder, whether that's what you want to/try to do.
It is what I would like to have.

The Orbolt Smart 3D Asset Store » What are dependencies?
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- kgoossens
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compositor
The image below illustrates the relationship between the main asset, it's dependencies, the .hip file, and how their upload is managed.
The dependency (labelled “D.A.”) is uploaded to the store.
It gets activated
The store version (labelled “Store D.A.”) of the file is downloaded and used in a main asset (green “Big D.A.”).
The main asset is saved and uploaded to the store.
Is it still limited to 2 levels? I'm asking because I have somebody being interested in a procedure I have, but it is consisting out of at least 5 level deep nested assets. :?
And is the procedure still as mentioned above?
Cheers!
Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
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- kgoossens
- 288 posts
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damian
We don't know yet but it will be a while. At this point in time, each of your players would need a license of Houdini Engine. So…we're not in the realm of practical yet.
Hi Damian, so is this more a licensing issue rather than a technical issue?
Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
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- kgoossens
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Have assets that can be altered runtime would be a wet dream coming true.
Is there any idea on when this is to be expected?

Is there any idea on when this is to be expected?
Houdini Engine for Unreal » Some questions
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- kgoossens
- 288 posts
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Sweet, started to play with this. I'm hoping to have the blueprint instancing available soon.

Houdini Engine for Unity » Unity curve freehand?
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- kgoossens
- 288 posts
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Hi,
It does not seem to work, unless I'm missing something.
I'd like to be able to draw a curve in freehand mode. Right now I have to place each point individually.
It does not seem to work, unless I'm missing something.
I'd like to be able to draw a curve in freehand mode. Right now I have to place each point individually.
Houdini Engine for Unity » Are different types of Collision accessible?
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- kgoossens
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Hi,
Is it possible to specify what type of collision you'd like to use in the group name?
I only know of the collision_geo.
For example I'd like to use the physics Polygon Collider 2D. Is there a way to access this specific one?
Collision_poly2D ?
Cheers
Is it possible to specify what type of collision you'd like to use in the group name?
I only know of the collision_geo.
For example I'd like to use the physics Polygon Collider 2D. Is there a way to access this specific one?
Collision_poly2D ?
Cheers
Houdini Indie and Apprentice » Colliding two FLIP objects problem
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- kgoossens
- 288 posts
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Hi Alejandro,
I was testing your scene as I'm learning about fluids myself. And I came unto the following problem.
In the sources I added a “v” vector attribute and I saved the new geo files.
But I cannot get the simulation to update with the new geo. Unless I either restart the scene or I dive into the Flip object OTL and reload the object over there.
Is there a way to properly do this? Or should I change the OTL to get that functionality.
I was testing your scene as I'm learning about fluids myself. And I came unto the following problem.
In the sources I added a “v” vector attribute and I saved the new geo files.
But I cannot get the simulation to update with the new geo. Unless I either restart the scene or I dive into the Flip object OTL and reload the object over there.
Is there a way to properly do this? Or should I change the OTL to get that functionality.
Houdini Lounge » Performance boost idea's
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- kgoossens
- 288 posts
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Hi I'm looking for Idea's on how to increase modeling performance for my courses I teach.
There are many things that come to mind.
-Using wrangle nodes.
-Building custom versions of some existing nodes with limited functionality such as a vop's ray node.
-Using attribute transfer instead of ray sop
-Using point clouds.
-Avoiding foreach nodes.
-creating a minimalistic representation of the final result for fast turnaround times.
-unloading of nodes
Any other things, techniques for a specific solution, like the “Group in Mesh” on Orbolt from Sergei Bolisov. would be very welcome to hear about.
Cheers,
Kim
There are many things that come to mind.
-Using wrangle nodes.
-Building custom versions of some existing nodes with limited functionality such as a vop's ray node.
-Using attribute transfer instead of ray sop
-Using point clouds.
-Avoiding foreach nodes.
-creating a minimalistic representation of the final result for fast turnaround times.
-unloading of nodes
Any other things, techniques for a specific solution, like the “Group in Mesh” on Orbolt from Sergei Bolisov. would be very welcome to hear about.
Cheers,
Kim
Technical Discussion » exposing paint manipulator handle (brush circle) on a DA
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- kgoossens
- 288 posts
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Hi Gianni,
Thanks!! That makes it indeed a lot cleaner. But it is kind of a workaround that could be made simpler to use.
I'll post it as an RFE like you said.
Thanks!! That makes it indeed a lot cleaner. But it is kind of a workaround that could be made simpler to use.
I'll post it as an RFE like you said.

Technical Discussion » exposing paint manipulator handle (brush circle) on a DA
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- kgoossens
- 288 posts
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Is it possible to set the DA up in such a way that you can have the paint interface (or a limited version of it) in the digital asset itself without automatically diving into the DA for the paint node?
The Orbolt Smart 3D Asset Store » Downloading Vopsop with dependency does not work
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- kgoossens
- 288 posts
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compositor
I was able to DL KG_curveTangent from the store. There was no error message. It's dependent, KG_ptNumOffset, is also there in the Asset browser.
I'm on win7. Adam is on Linux.
If you like, send me a file which uses this asset and I'll send you a screen shot of how it opens.
Martin
I'm also on Windows 7/ I have the HD-Non Commercial license active. I've tried using explorer and google. But the results remain the same.
I don't have a scene yet other then other *otl's I'd like to upload.
The Orbolt Smart 3D Asset Store » Downloading Vopsop with dependency does not work
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- kgoossens
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Hi,
I just tried to install a new KG-TangentCurve that is dependent on KG-ptnumOffset. This returns an error.
I just tried to install a new KG-TangentCurve that is dependent on KG-ptnumOffset. This returns an error.

The Orbolt Smart 3D Asset Store » Uploading from Houdini directly to Orbolt
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- kgoossens
- 288 posts
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hopbin9
Are you using the latest build of Houdini? I know SESI fixed some issues with Houdini in the daily builds version, where as the 12.1.33 version is out of date.
yes I'm using 12.1.66
The Orbolt Smart 3D Asset Store » Uploading from Houdini directly to Orbolt
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- kgoossens
- 288 posts
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hopbin9
Are you using the latest build of Houdini? I know SESI fixed some issues with Houdini in the daily builds version, where as the 12.1.33 version is out of date.
yes I'm using 12.1.66
The Orbolt Smart 3D Asset Store » Uploading from Houdini directly to Orbolt
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- kgoossens
- 288 posts
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Hi,
I tried to right click a VOPSOP node in Houdini and use the “upload to asset store” function. I got “Your Houdini session could not be found”.
I tried to right click a VOPSOP node in Houdini and use the “upload to asset store” function. I got “Your Houdini session could not be found”.
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