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Technical Discussion » Parameters on node for VEX TUI

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SWest
313 posts
Offline
 Sept. 28, 2023 15:41:39
Hi,

I'm investigating the possibilities to have node parameters communicate with VEX code.

So far, it seems that with Python it is easy to both read and write parameters. This is the simple UI for a user.

However, with VEX it is easy to read a parameter. For example:
// read a string parm
string a = ch('groups_parm_str');
printf("%g", a);

Though, I'm starting to doubt that you can set a parm with VEX only.

If so, maybe I'll need to combine Python and VEX to do this?

What do you think? Is is possible to do this with only VEX?

This info [www.sidefx.com] about "Accessing parameter values" does not help much at the moment.

On the same docs page it sais:

"To access the value of a user created parameter, use the chv vex function."

This will return a value of a parameter or a channel, but not set it.

Also, I've understood the attributes part and am not interested in that here. This is about the UI from a user's point of view.

Edit:

For now I've used a subnet with my parms. Then inside there is first som py code. Then an attribute wrangle follow.

The Py code will be able to read some simple data, present it for the user, and then the user can do informed choices.

After that the VEX code will only read the parms with settings from the user and do its thing.
Edited by SWest - Sept. 28, 2023 16:57:10
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News » Houdini 19.5 Production Build updated to 19.5.752

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chrism
2596 posts
Offline
 Sept. 28, 2023 15:34:30
Hidey ho! The Houdini 19.5 Production Build has been updated to 19.5.752.


Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=19.5&categories=&body=&version=19.5&build_0=716&build_1=752&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
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Houdini Indie and Apprentice » Audio driven animation

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kkoz6451
1 posts
Offline
 Sept. 28, 2023 01:43:02
Hi!

So I'm dipping my toes in audio driven animation and working with the CHOPs network. I'm totally new to houdini however and have little in my arsenal for problem solving, and so was hoping someone could help me out

Im starting with something very simple, just one joint that I want to be controlled by a count CHOP. At each count for example, I would want the joint to rotate by 45 degrees and then back to rest position at the following count, continuing to alternate like that.

It would be amazing if anyone had any suggestions as to how I could achieve this. Happy to supply any additional info!

Thanks!
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Technical Discussion » Higher resolution dissplacement maps

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IndyBushings
1 posts
Offline
 Sept. 27, 2023 12:48:28
Hi,

Does anyone know how I can created a higher resolution maps out Ocean Evaluate node. Currently they are exporting as 1k and would like to make them 2k ?
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Technical Discussion » UV overlap

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Sebastien Levieux
66 posts
Offline
 Sept. 27, 2023 10:58:42
Hi,
I tried to solve that for few days, I tried differents technique, autoUV, UVflatten, UVunwrap but there is always an issue, how can I solve that? THIS IS UDIM uv from inside fracture...always have overlaps (everywhere on the uv)!!!
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Solaris and Karma » USD - Making hairs inherit visibility of root prim (or mesh)

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Klonkel
79 posts
Offline
 Sept. 27, 2023 07:51:33
We have a character with multiple limbs, sometimes limb_a is visible and limb_b is invisible. Both of them have grooms. Now when using the hair procedurals in 'deform' mode, we can't get it to work.

As soon as we set a AddInherit via python the fur is invisible for the hidden parts en visible for the shown parts, so that works, but this is without deformation.

But when using the 'houdini preview procedurals' node to also deform the fur or even when rendering, the whole system breaks. Without the AddInherit(s) the deformations work. So it seems like the AddInherit also makes the fur rely on some sort of location/transformational things...

How can we get the fur/hairs only look for the actual state of visibility of its linked mesh?
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Solaris and Karma » How to Time Freeze stitched USD

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Cicuta
103 posts
Offline
 Sept. 27, 2023 07:01:48
Hello community!

When working with value clips is there a way to freeze a specific frame following a USD framework? Timeshift lop will flatten everything it touches, therefore I am looking a solution similar to the time management channels we can find in the Reference lop and the Sublayer lop, which will just prepend the (scale = x) and (offset = x) into the stitched info without doing anything else. However, there is no way I can find to do a similar thing to freeze that same file in a frame.

Is it possible to do what I am looking for?

Thanks!!
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Houdini Engine API » An error occurred when choose interpreter(MACOSX)

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hillarybeasley8876
2 posts
Offline
 Sept. 27, 2023 05:08:34
My development environment is macos environment, when I use pycharm, I need to link houdini's hrpyc module, so I can only use hou's built-in interpreter, But when I choose/Applications/Houdini HoudiniVersion/Frameworks/Houdini framework Versions/Current/Resources/Python/bin/hython3.9 it python environment under a directory,it always prompt to create unsuccessful, Does somebody know how to deal with it?
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Technical Discussion » Volume density appear different in viewport after USD import

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AnsonSavage
134 posts
Offline
 Sept. 26, 2023 18:24:57
When I sop import a vdb, in the viewport I see this:


When I save it to a USD and then reference it in, I see this:


Here's a closer comparison of the differences:




Any ideas why the density is apparently lower in the viewport after referencing in the USD?

Thanks!
Anson
Edited by AnsonSavage - Sept. 26, 2023 19:33:12
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BYOC + Illume » We're back!

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chrishebert
95 posts
Offline
 Sept. 26, 2023 12:42:54
BYOC's are back – starting next Monday, Oct 2...

Oct 2 CFX Tools: Vellum in Production
Oct 9 Solaris Lighting and Cloning

REGISTRATION [sidefx.co]: https://sidefx.co/houdini-byoc-register [sidefx.co]
SCHEDULE [sidefx.co]: https://sidefx.co/byoc-schedule [sidefx.co]

As always, BYOCs are a 60-min casual conversation on a variety of Houdini-related topics.
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Houdini Jobs » Houdini Artists for BlinkInk, December 2023 - April 2024

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blinkinkstudio
1 posts
Offline
 Sept. 26, 2023 07:09:56
We are looking for Houdini Artists for an upcoming project at Blinkink Studio.

It will be three CGI animated commercials of four minutes long each. Please see below for the previous work we did with the client:
https://www.youtube.com/watch?v=O_lbTU2ik8k [www.youtube.com]

If you're available from December 2023 - April 2024, can you please send the following to jobs@blinkink.co.uk with subject: CFA Houdini Artist - :
- daily rate
- where are you based
- showreel/portfolio
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3rd Party » Houdini indie 19.5 and redshift : Invalid node type name

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Nathawara
1 posts
Offline
 Sept. 26, 2023 05:14:42
Hey guys! I'm a newbie, I just brought Houdini Indie and redshift and install both of them but when I try to use redshift in Houdini I got this. I've tried many ways to fix it but I don't know how to make it work.


Traceback (most recent call last):
File "Redshift", line 1, in <module>
File "/Applications/Houdini/Houdini19.5.716/Frameworks/Houdini.framework/Versions/19.5/Resources/houdini/python3.9libs/roptoolutils.py", line 10, in createRenderNode
rop = hou.node('/out').createNode(rop_type, exact_type_name=exact_type_name)
File "/Applications/Houdini/Houdini19.5.716/Frameworks/Houdini.framework/Versions/19.5/Resources/houdini/python3.9libs/houpythonportion/ui.py", line 1119, in decorator
return func(*args, **kwargs)
File "/Applications/Houdini/Houdini19.5.716/Frameworks/Houdini.framework/Versions/19.5/Resources/houdini/python3.9libs/hou.py", line 14562, in createNode
return _hou.Node_createNode(self, node_type_name, node_name, run_init_scripts, load_contents, exact_type_name, force_valid_node_name)
hou.OperationFailed: The attempted operation failed.
Invalid node type name

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Houdini Lounge » Changes to Profile Page on SideFX website

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rmagee
1336 posts
Offline
 Sept. 25, 2023 16:20:30
In order to allow artists on SideFX's website to connect with potential recruiters, we have added some new sections to the profile page. These include a Houdini Skills section where you can define which of your skills are beginner, intermediate or advanced and an Availability section where you can state if you are available for work, studying or already employed.

We also added a place to post your art station link. And please fill out your city - that is a new field that helps people know where you are working right now.

To add this new information, please go to your profile settings and fill out the new sections.

One of the reasons for these changes is that we are planning to add an artist directory to the website where Houdini artists and recruiters can more easily find colleagues and potential employees. You will only be added to the directory if you choose to opt-in.

Robert
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Technical Discussion » Static Object for RBD Simulation Boolean, Ray Problem

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paringo
2 posts
Offline
 Sept. 25, 2023 09:57:35
Hi, I'm trying to make a ground destruction RBD Simulation.
But there's a issue when making static object for RBD simulation.

When I use Boolean, there's a few frame invert their polygons.
That makes RBD object popping.

since I found that problem I'm trying to use Ray for static object.
But when I use ray, that makes something looks like thron, and that pushing my RBD object, So they popping again.

First, second pictures are Boolean problem.
Third picture is Ray problem.
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日本語フォーラム » Particle Fluid Surfaceについて

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Yanbo Qin
1 posts
Offline
 Sept. 24, 2023 13:43:44
こちら氷をカップに落ちて水しぶきを上げる簡単なシーンですが。
Particle Fluid Surfaceでサーフェスを生成する際に赤枠の部分がびくびくしています。
この場合はどう調整すればいいでしょうか。

基本的な質問ですが、よろしくお願いします。
Image Not Found
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Technical Discussion » How to use Parent Fluid ?

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mailonline95
1 posts
Offline
 Sept. 24, 2023 11:50:34
Hello everyone, I don't understand how to use Parent Fluid, can someone explain me how to use it ?

I created cube and try to apply to it but it's don't work
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Houdini Jobs » [Scanline VFX] Pipeline Developer, Houdini

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Scanline_VFX
4 posts
Offline
 Sept. 22, 2023 21:38:24
Apply Here [jobs.lever.co]

As a Houdini Pipeline Developer, you will offer our team deep insight into how to build a Houdini pipeline that spans lookdev, lighting, CFX, and FX, using USD and Solaris as a backbone. You will leverage your extensive production experience to create intuitive and self-documenting workflows that can be quickly adopted by users of differing skill levels, and which can operate efficiently on scenes of extreme scale and complexity.

KEY RESPONSIBILITIES
  • Architect, design, build and solve complex, systematic problems in the domain of Houdini pipeline workflows for lookdev, lighting, CFX, and FX departments
  • Gather requirements across large collaboration efforts that span multiple departments and/or disciplines
  • Write technical briefs and user documentation
  • Partner with software development leadership and pipeline team to identify and schedule tasks

QUALIFICATIONS & EXPERIENCE
  • Passion for staying on top of latest features in Houdini
  • At least five (5) years of experience as an artist using Houdini in production
  • At least five (5) years of experience Houdini writing pipeline code using Python
  • Strong written and verbal communication skills
  • Demonstrated talent for designing intuitive, artist-friendly workflows without sacrificing functionality
  • Understanding of object-oriented design and how to integrate Houdini into a large and complex pipeline
  • Experience writing a Houdini pipeline using USD/Solaris
Edited by Scanline_VFX - Sept. 22, 2023 21:40:06
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Technical Discussion » Saving a custom version of a node like layout

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AnsonSavage
134 posts
Offline
 Sept. 22, 2023 18:25:41
Hi!

There's an edit that my team wants to make to the layout node so we want to do a save-as and create our own node type. By default, the layout node has all these brush and other parameters:



Interestingly, as soon as I right click -> Digital Asset -> Save As and put it in my own directory, these options disappear:


All that is left are the parameters that appear when I right click -> Type Properties.

I don't know much about viewer states [www.sidefx.com] but it seems like maybe there's something having to do with that going on. When I right click and choose "Edit extra sections source code," I see the following options:


ViewerStateName.orig has nothing in it.

OnCreated has this in it:

import layout.assetlayoutinterface as ali
import layout.brush as brushes

ali.onCreateLayoutNode()
brushes.loadPlugins()

OnLoaded has this in it:
import layout.assetlayoutinterface as ali
import layout.brush as brushes

ali.loadPlugins()
brushes.loadPlugins()

# For legacy layout nodes since the ASSETS subnet is
# editable we need to explicitly try and fix them so they
# can take advantage of using the proper up axis metadata
# on the input stage.
assets = kwargs['node'].node("./ASSETS")
configure_layer = kwargs['node'].node("./configurelayer1")

if assets.input(1) is None:
    start = assets.node("./START_ASSETS")
    if start is not None:
        # Because ASSETS is editable the update that wires the
        # configure layer LOP into the second input does not
        # apply to old nodes. In that case just copy it into
        # the editable subnet and wire it up directly.
        new_config_layer = configure_layer.copyTo(assets)
        start.setInput(0, new_config_layer)

These are present both in the original node and the new node, so I'm not sure why it would be behaving differently.

Anyone have any tips so that I can get all the normal settings in our own version of the layout tool?

Thanks!
Anson

As a side note, I get a bunch of errors like this in my console:
File "/opt/hfs19.5/houdini/python3.9libs/layout/brushpanel.py", line 860, in onBrushSelected
node = self._bim.selectBrush(brush_info)
File "/opt/hfs19.5/houdini/python3.9libs/layout/brushitemmodel.py", line 209, in selectBrush
node, new = ALI.instance().selectBrush(brush_info["node_type"], brush_info["name"])
File "/opt/hfs19.5/houdini/python3.9libs/layout/assetlayoutinterface.py", line 287, in selectBrush
self.emitCustomEvent(ALI.eventType.BrushSelected, None)
File "/opt/hfs19.5/houdini/python3.9libs/layout/assetlayoutinterface.py", line 302, in emitCustomEvent
self._triggerEventCallbacks(kwargs)
File "/opt/hfs19.5/houdini/python3.9libs/layout/assetlayoutinterface.py", line 337, in _triggerEventCallbacks
cb(kwargs)
File "/opt/hfs19.5/houdini/viewer_states/sidefx_lop_layout.py", line 1006, in onALIEvent
self._handleBrushSelected()
File "/opt/hfs19.5/houdini/viewer_states/sidefx_lop_layout.py", line 1025, in _handleBrushSelected
self._supports_resize = self.brush_iface.supportsResize()
File "/opt/hfs19.5/houdini/layoutplugins/brush_interfaces/sidefx_brush_interface.py", line 150, in supportsResize
self._updateBrushIfNeeded()
File "/opt/hfs19.5/houdini/layoutplugins/brush_interfaces/sidefx_brush_interface.py", line 318, in _updateBrushIfNeeded
if self._brush_asset != brush:
File "/opt/hfs19.5/houdini/python3.9libs/hou.py", line 14141, in __ne__
return _hou.Node___ne__(self, node)
hou.ObjectWasDeleted: Attempt to access an object that no longer exists in Houdini.

The above exception was the direct cause of the following exception:

Traceback (most recent call last):
File "/opt/hfs19.5/houdini/python3.9libs/layout/brushpanel.py", line 871, in onBrushSelected
raise Exception(model.Utils.error("Error selecting brush {}\n{}".format(brush_info["name"],traceback.format_exc()))) from e
Exception: Brush panel - Error selecting brush layoutbrushplace1
Traceback (most recent call last):
File "/opt/hfs19.5/houdini/python3.9libs/layout/brushpanel.py", line 860, in onBrushSelected
node = self._bim.selectBrush(brush_info)
File "/opt/hfs19.5/houdini/python3.9libs/layout/brushitemmodel.py", line 209, in selectBrush
node, new = ALI.instance().selectBrush(brush_info["node_type"], brush_info["name"])
File "/opt/hfs19.5/houdini/python3.9libs/layout/assetlayoutinterface.py", line 287, in selectBrush
self.emitCustomEvent(ALI.eventType.BrushSelected, None)
File "/opt/hfs19.5/houdini/python3.9libs/layout/assetlayoutinterface.py", line 302, in emitCustomEvent
self._triggerEventCallbacks(kwargs)
File "/opt/hfs19.5/houdini/python3.9libs/layout/assetlayoutinterface.py", line 337, in _triggerEventCallbacks
cb(kwargs)
File "/opt/hfs19.5/houdini/viewer_states/sidefx_lop_layout.py", line 1006, in onALIEvent
self._handleBrushSelected()
File "/opt/hfs19.5/houdini/viewer_states/sidefx_lop_layout.py", line 1025, in _handleBrushSelected
self._supports_resize = self.brush_iface.supportsResize()
File "/opt/hfs19.5/houdini/layoutplugins/brush_interfaces/sidefx_brush_interface.py", line 150, in supportsResize
self._updateBrushIfNeeded()
File "/opt/hfs19.5/houdini/layoutplugins/brush_interfaces/sidefx_brush_interface.py", line 318, in _updateBrushIfNeeded
if self._brush_asset != brush:
File "/opt/hfs19.5/houdini/python3.9libs/hou.py", line 14141, in __ne__
return _hou.Node___ne__(self, node)
hou.ObjectWasDeleted: Attempt to access an object that no longer exists in Houdini.
Edited by AnsonSavage - Sept. 22, 2023 20:12:37
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Solaris and Karma » Attributes losing data depending on usdprimtype

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pixelninja
58 posts
Offline
 Sept. 22, 2023 02:41:05
Primary question:
Is there any way of setting the usdprimtype to something other than "Points" while still allowing the attributes to import as if it were set to "Points"?

Context:
I'm playing around with editing a SkelAnimation prim from SOPs and I'd like to be able to override the translations, rotations and scales attributes.

I can get the translations attribute to override correctly with the usdprimtype unset or set to "Points", however once I set the usdprimtype to "SkelAnimation" the translations attribute only contains the first element (i.e. it goes from
float3[54]
to
float3[1]
).

The alternative is to alter the attributes in python, which I've tested and works fine, however it would be such a convenient workflow to be able to simply tweak your SkelAnimation in a SOP Modify.
Edited by pixelninja - Sept. 22, 2023 02:43:03
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Solaris and Karma » Primitives to variants + material assigments

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Hyperreal-Studios
15 posts
Offline
 Sept. 21, 2023 10:13:25
Hello.
I have usd files with geoometry and materials already assigned to the geometry. I need to go over primitives and make them into variants. I use For Each, and I got geometry variants, but my material siigment and mateial doesn't saved on geometry. How can I to bring materials back? And also materials need to be stored under new path (assets/conuese/mtl). As I have many files that need to be proceeds this way,it needs to be procedular ( I assume i will use TOP for this)
Edited by Hyperreal-Studios - Sept. 21, 2023 10:17:24
See full post 
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