Hi,
I use the network editor on a portrait orientated second monitor and find the wire width incredible hard to see especially with network boxes overlayed.
Is there an ini file setting somewhere that I can tweak to make the wires connecting nodes thicker
This is in Houdini 18.5.563
Thanks for any advice
Found 14 posts.
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Houdini Lounge » Network Editor Wire Width can this be changed?
- skara
- 14 posts
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Technical Discussion » Heightfields: Understanding the best way to interact with layers in a HF wrangle
- skara
- 14 posts
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@jsmack - thx for the reply
I am trying to do this essentially
A colleague suggested using the HF wrangle bindings tab, to autobind the @name values inadvance.
I will pursue that approach for the time being.
Would be nice to get equivalent of setpointattrib() for HeightFields.
Thanks,
R.
I am trying to do this essentially
//bool for operation int success = 0; string layerName = primattrib(0, "name", index, success); @layerName = doSomeThingFancy();
A colleague suggested using the HF wrangle bindings tab, to autobind the @name values inadvance.
I will pursue that approach for the time being.
Would be nice to get equivalent of setpointattrib() for HeightFields.
Thanks,
R.
Edited by skara - July 6, 2018 16:20:56
Technical Discussion » Heightfields: Understanding the best way to interact with layers in a HF wrangle
- skara
- 14 posts
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Hi,
I am trying to modify layer values in a heightfield, but do not know the layer names up front. I get the names via the @name prim attribute. I would love to be able to use the @ syntax to set values in the layers from a derived layer name.
Setting @Derived_string_for_Layer = value obviously does not work. Is there a syntax I am unaware of to make this work?
Secondly using setpointattrib() which would allow me to work with derived attrib names in an attribute wrangle, does not work with HF from what I can see. Maybe I am just not using it correctly in HF wrangle. Could someone post an example that does work in HF wrangle? Or suggest best method to approach this type of issue when working with HF's. I would like to avoid OpenCL based kernel solution if possible.
Thanks,
R.
I am trying to modify layer values in a heightfield, but do not know the layer names up front. I get the names via the @name prim attribute. I would love to be able to use the @ syntax to set values in the layers from a derived layer name.
Setting @Derived_string_for_Layer = value obviously does not work. Is there a syntax I am unaware of to make this work?
Secondly using setpointattrib() which would allow me to work with derived attrib names in an attribute wrangle, does not work with HF from what I can see. Maybe I am just not using it correctly in HF wrangle. Could someone post an example that does work in HF wrangle? Or suggest best method to approach this type of issue when working with HF's. I would like to avoid OpenCL based kernel solution if possible.
Thanks,
R.
Houdini Engine for Unreal » Outputing Terrain and point instances from HE into UE4
- skara
- 14 posts
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Hi Damien,
That worked correctly for me, once I moved the output to an object level instead of outputting at a SOP level.
Regards,
Robert.
That worked correctly for me, once I moved the output to an object level instead of outputting at a SOP level.
Regards,
Robert.
Technical Discussion » Change Asset Presets Using Python
- skara
- 14 posts
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Hi,
I neglected to thank you guys for that information which allowed me to do the batching in an asset. So thank you
Thanks,
Robert.
I neglected to thank you guys for that information which allowed me to do the batching in an asset. So thank you
Thanks,
Robert.
Houdini Engine for Unreal » Outputing Terrain and point instances from HE into UE4
- skara
- 14 posts
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Hi Damien,
Thank you for looking into this and the sample hda. I will check 16.5.404 tomorrow morning.
The point instancer is really the way I need to go to allow houdini to really produce large varied datasets, without the end user having to override the result.
Thanks again
Robert.
Thank you for looking into this and the sample hda. I will check 16.5.404 tomorrow morning.
The point instancer is really the way I need to go to allow houdini to really produce large varied datasets, without the end user having to override the result.
Thanks again
Robert.
Houdini Engine for Unreal » Outputing Terrain and point instances from HE into UE4
- skara
- 14 posts
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Hi dpernuit,
Thank you for the response.
I was not able to get your suggestion to work. I tried merging the landscape and instanced boxes, tried two different output nodes to keep the geometry streams seperate also.
I am setting the unreal_instance attribute on the point cloud produced from a scatter node and wanting to send the terrain back also.
The only work around I have currently, is to run the same HDA asset in Unreal side by side with a switch for the output type.
Any further suggestions would be gladly appreciated.
Thanks,
Robert
Thank you for the response.
I was not able to get your suggestion to work. I tried merging the landscape and instanced boxes, tried two different output nodes to keep the geometry streams seperate also.
I am setting the unreal_instance attribute on the point cloud produced from a scatter node and wanting to send the terrain back also.
The only work around I have currently, is to run the same HDA asset in Unreal side by side with a switch for the output type.
Any further suggestions would be gladly appreciated.
Thanks,
Robert
Houdini Engine for Unreal » Outputing Terrain and point instances from HE into UE4
- skara
- 14 posts
- Offline
Hello everybody,
I have tried several ways to output more than one data type at the same time from HE to Unreal. Is this possible? If so can someone post an example hda that successfully outputs terrain and points for example in two output nodes?
I am using HE 16.5.394
Thanks,
Robert.
I have tried several ways to output more than one data type at the same time from HE to Unreal. Is this possible? If so can someone post an example hda that successfully outputs terrain and points for example in two output nodes?
I am using HE 16.5.394
Thanks,
Robert.
Technical Discussion » OpenCL Ramp Parameters Question H16
- skara
- 14 posts
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Technical Discussion » OpenCL Ramp Parameters Question H16
- skara
- 14 posts
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Technical Discussion » OpenCL Ramp Parameters Question H16
- skara
- 14 posts
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Hi everybody,
I am looking at the openCL node in H16 and I am struggling to get a ramp binding to work. Does anyone have a working template or sample code of how to pass in a ramp to the kernel? H16 samples are a little thin, if there is a sample I have missed that uses a ramp in the kernel, please highlight it for me.
Thanks.
I am looking at the openCL node in H16 and I am struggling to get a ramp binding to work. Does anyone have a working template or sample code of how to pass in a ramp to the kernel? H16 samples are a little thin, if there is a sample I have missed that uses a ramp in the kernel, please highlight it for me.
Thanks.
Technical Discussion » Change Asset Presets Using Python
- skara
- 14 posts
- Offline
Hi,
Is it possible to change the loaded/set asset preset in a programmatic way using python for example?
These are the presets defined in the IDX file. The reason for this is to enable some form of batching.
Thanks,
R.
Is it possible to change the loaded/set asset preset in a programmatic way using python for example?
These are the presets defined in the IDX file. The reason for this is to enable some form of batching.
Thanks,
R.
Edited by skara - July 17, 2017 16:54:16
Technical Discussion » Scattering Inside a Foreach Loop Issues
- skara
- 14 posts
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Hi,
Thanks for the responses everybody.
@jsmack - I want to use a foreach loop to effectively do what you are saying but on several different density attributes. The asset has a data driven UI so the end-user can decide how many different scattering densities and their relationships. Trying to cater to all this in one density attribute is too chaotic in the results. But thank you for the suggestion.
@Nima Thanks that example showed me my piece context was wrong, points (DOH) in stead of primitive.
@ndickson - thank you for showing me about the code block, you saved by brackets
This was my first post here, thank you for being so gentle
R-
Thanks for the responses everybody.
@jsmack - I want to use a foreach loop to effectively do what you are saying but on several different density attributes. The asset has a data driven UI so the end-user can decide how many different scattering densities and their relationships. Trying to cater to all this in one density attribute is too chaotic in the results. But thank you for the suggestion.
@Nima Thanks that example showed me my piece context was wrong, points (DOH) in stead of primitive.
@ndickson - thank you for showing me about the code block, you saved by brackets
This was my first post here, thank you for being so gentle
R-
Technical Discussion » Scattering Inside a Foreach Loop Issues
- skara
- 14 posts
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Hi all,
I am trying to scatter inside a foreach loop. I am passing the geometry to scatter on in pieces using partition and rule is based on an attribute. In each loop I change the density attribute used by the scatter node, based on the foreach iteration and reference an attribute array on the points being used to scatter on.
example
I am completely stumped how to collect the scattered points from each loop into one whole collection outside the foreach?
Thoughts would be greatly appreaciated
I am trying to scatter inside a foreach loop. I am passing the geometry to scatter on in pieces using partition and rule is based on an attribute. In each loop I change the density attribute used by the scatter node, based on the foreach iteration and reference an attribute array on the points being used to scatter on.
example
f[]@Density = [0.0, 0.2, 0.5]; f@ScatterDensity = f[]@Density[iteration];
I am completely stumped how to collect the scattered points from each loop into one whole collection outside the foreach?
Thoughts would be greatly appreaciated
Edited by neil_math_comp - May 11, 2017 11:05:57
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