I've had a problem similar to a few others, trying to export multiple fbx files based on an attribute that is generated on the PDG work items.
In my "Geometry Import" node, I have copied all geometry attributes from the Primitive class. I can see them when I click on each work item that's generated. But I cannot reference any of these attributes when I type @attribute_name in the Output file parameter in an ROP FBX output node. When the geometry node cooks, it renders the file with a blank name. @pdg_index works but not any other geo attributes. What am I missing?
Are Field, and Multi Selection Menus still not supported for Houdini Engine?
Currently, I can use menu Scripts to generate menu items for these menus dynamically. Now I'd just like to use these types of menus with Houdini Engine.
I'm just getting into PDG and have an interesting problem I'm trying to solve. I have a list of files that I'm trying to sort using PDG. The files are labelled x0y0,x0y1,x0y2.....x7y7. When I load them with the "filepattern" TOP, it sorts them as x0y0, x0y1, x0y2, x0y3 etc. Instead, I would like to re-sort them as x0y0,x1y0,x2y0,x3y0,x4y0 ..... x0y1,x1y1,x2y1,x3y1,x4y1 etc.
What would be the best approach for this? Any python algorithm that may be suitable for this that can be executed in TOPS? Maybe a feedback loop? What would such algorithm look like?
I see that the "Labs Terrain Layer Export" node has the ability to divide and export Heightmaps into tiled maps using the XY tile naming standard that UE 5 world partition prefers.
Is there any way to import tiled maps from UE to Houdini? Or do we have to currently do this with some manual looping mechanism?