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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
Online
 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
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Houdini Lounge » custom Emission with Arnold

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momedzand
8 posts
Offline
 Sept. 21, 2023 08:27:04
Hi, how can I make custom emission just for yellow range color? for Arnold Render
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日本語フォーラム » Python でKarma MaterialX subnetノードをつくる

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Hayao
2 posts
Offline
 Sept. 21, 2023 08:00:24
pythonでstageコンテキストのmaterial library ノードの中にkarma materialx subnetノードをつくるにはどうしたらいいですか?
createNodeの引数の"node_type_name"にsubnetと入力しても、別のsubnetノードが生成されてしまいます。

sidefxに問い合わせたところ、
Yes it should be possible. The tab tool is defined in $SHS/toolbar/ExtraTools.shelf', which is calling createMaskedMtlXSubnet in voptoolutils.
It's intended to be called from the tab menu or shelf tool, so you may need to copy createMaskedMtlXSubnet() and adapt it to your specific script/needs.
との回答を頂きましたが、houdiniにもpythonにも初心者なため、まだ解決方法わかっていない状況です。
どなたか教えて頂けませんでしょうか?
See full post 

Technical Discussion » Extra files section & scripts overwriting

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Drobek97
3 posts
Offline
 Sept. 21, 2023 07:27:28
Is it possible to use functions defined in a .py file loaded into an Extra files section in callbacks(of a button of an hda)? So far I did not manage to understand a proper way how to do it. I tried some dead ends like accessing the file through PythonModule in scripts tab but so far it seems to be a wrong approach.

Another question is regarding the possibility of the "OnCreated.py" script to modify other scripts like "PythonModule.py". I dont think it is possible. From what I understood it doesn't have the capability to modify the Python script associated with the operator type itself. I would like to confirm this thought.

Thanks for answers.
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Technical Discussion » How to get data from selected geometry on Scene View

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liu792976879
1 posts
Offline
 Sept. 21, 2023 06:55:33
I want to create a Subnetwork which can get data from selected geometry on the Scene View.

Just like the node "Split":
1、Select the geometry on the viewport
2、Press down "TAB" and open the TAB menu
3、Type in "Split", and "Enter".
4、Then,the Split node is created and its parameter Group is the parameter I just selected.

Is there any way to get data from selected geometry on the viewport, and automatically fill in the params?
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Technical Discussion » HDA version resolution vs HOUDINI_OTLSCAN_PATH

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cruiserandmax
36 posts
Offline
 Sept. 20, 2023 22:20:14
We are in a situation where we have a SOP HDA, say foo.hda, that exists without any versions. However that same foo.hda exists in our HOUDINI_OTLSCAN_PATH in a lower priority path location where it happens to have a foo.hda::2 version which is significantly different from the foo.hda definition in the priority scan path location. As a result whenever we TAB create this SOP HDA in a houdini session using this HOUDIN_OTLSCAN_PATH we get the foo.hda::2 defined in the lower priority location... And if we then switch the asset definition to the foo.hda version it does appear to switch to the priority source location for the .hda file, however it continues to display the parameter interface that was defined in the foo.hda::2 definition which makes things very confusing.

Is there any way to get houdini to correctly resolve to the foo.hda definition (including parameter interface) that is defined in the first folder of the HOUDINI_OTLSCAN_PATH?
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日本語フォーラム » Python  MaterialX

User Avatar
Hayao
2 posts
Offline
 Sept. 20, 2023 20:18:31
pythonでstageコンテキストのmaterial library ノードの中にkarma materialx subnetノードをつくるにはどうしたらいいですか?
createNodeの引数の"node_type_name"にsubnetと入力しても、別のsubnetノードが生成されてしまいます。

sidefxに問い合わせたところ、
Yes it should be possible. The tab tool is defined in $SHS/toolbar/ExtraTools.shelf', which is calling createMaskedMtlXSubnet in voptoolutils.

It's intended to be called from the tab menu or shelf tool, so you may need to copy createMaskedMtlXSubnet() and adapt it to your specific script/needs.
との回答を頂きましたが、houdiniにもpythonにも初心者なため、まだ解決方法わかっていない状況です。
どなたか教えて頂けませんでしょうか?
See full post 

Technical Discussion » Houdini FBX Exporer nodes source code

User Avatar
Andrej730
17 posts
Offline
 Sept. 20, 2023 11:35:42
Is it possible to somehow check fbx exporter code for Houdini? Or it's completely closed?
I've found an issue and can't resolve it (issue itself described here [www.sidefx.com]). So I'm looking for a way to check either `rop_fbxcharacteroutput` or `out/filmboxfbx` nodes source code to figure if it's actually possible to export normals for shape keys by some way or it just wasn't implemented.
Edited by Andrej730 - Sept. 20, 2023 11:36:45
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Houdini Indie and Apprentice » Compiling/Building Houdini Plugins on MacOS (silicon)

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stephaniestelzer
10 posts
Offline
 Sept. 20, 2023 10:32:23
Hi there,

I am a new Houdini user trying to build the 'SOP_Star' plugin. I have followed the instructions on this page [www.sidefx.com], but I keep getting this error when I run the 'hcustom' command:

error: unable to open output file 'SOP_Star.o': 'Permission denied'
1 error generated.
ERROR: Got error code 1 running '"`xcrun --find clang++`" -DUT_DSO_TAGINFO='"3262197cbf015d1133ae0c864e3f82e82e42cff5dd02cab036e695595943e49f369c35d2917e287a4358b3b64db97e511ba7b955abc2b60a49163d8f32ae81df1eee45b2ef925884b937981252ab11eebb5cc6dacfa2d924b3f61d585708b816bb1ef6549a22e135cdcfa8bbf35f3d06ce7c1f"' -DVERSION=\"19.5.716\" -DUSE_PYTHON3=1 -D_GNU_SOURCE -DMBSD -DMBSD_COCOA -arch arm64 -DAR .... error continues.

This is my current compile process:

1. Open the Houdini development terminal from the utilities folder.
2. cd into the SOP_Star folder
3. run hcustom SOP_Star.C
I haven't been able to find any tutorials / information on how to do this, specifically with MacOS, so any help would be appreciated! Thank you in advance for your assistance.
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Houdini Engine for Unity » Async Cooking

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OuterZone
1 posts
Offline
 Sept. 20, 2023 06:15:53
Hi there,

I'm currently facing an issue with Houdini plug in for Unity : I'm not able to cook asynchronously my HDA in Unity.

What I understood, by reading doc and check all sources, including wrapper and C code.

- Houdini async cooking must be set up while we're initializing our session thanks to this hapi.initialize [www.sidefx.com].

By default,
cooking_thread_stack_size
value is
-1
, that means we're using all core but 1.

- Synchronous cooking is just added on "top layer" by polling request cooking status in 'infinite loop' to Houdini engine server until cook is done (successfully or not) and lead to blocking behavior as intended in not async mode.

RequestCook with Async = true just return on update Houdini routine (from AssetUpdater), to let the core do others jobs, and not blocking on update Unity main thread.

- No matter what I do, the call
session.CookNode
(hAPI cook node doc [www.sidefx.com]) is a blocking call, even with session setup with async.

What I've done :
- Once session created from code (tried both Pipe or Socket) and connected, HDA loaded and input node setup, we're ready to cook. So, I call RequestCook (from HEU_HoudiniAsset.cs class in Unity plug in) with bAsync at true.
Result : Unity freeze until cook is done, and my HARS process in Mac OS X going up to 1536% usage.

Tried to tweak
cooking_thread_stack_size
lead to no change. Absolute values, negative (like -4 to use less core, etc...)

My questions :
- Is cooking async have an issue with M1-M2 Mac system?

- Is HQueue required to get Async cooking working?

- Am I misunderstanding something about Unity plug in, and how Async/Sync cooking is implemented?

Thanks for your help!
See full post 

Technical Discussion » pop force and advect for ragdoll in crowd solver

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masa90210
19 posts
Offline
 Sept. 20, 2023 02:13:51
Hi, I have a crowd setup and a dopnet contains a crowd solver and bullet solver. I want agent to transform to ragdoll by trigger like a flood collision, and ragdoll agent flow with the wave.
Then I tested to plug pop force/advect nodes in bullet and crowd solvers. There are no error message but simulation seems to ignore those pop nodes.
There are another some Force nodes(green color) available to plug after solvers like a gravityForce node. However, functions are limited.
I even tried to add popSolver and sopSolver to multiSolver, but it did not work as we usually expected.

Question is ;
Do we have substitution of pop advect and pop force(for noise) ? Especially I wonder if I can import SOP level's volume vel field and/or point velocities to apply ragdoll agents, and also can we use mesh objects to limit force area?

Thanks for your assistances!!

PS) I found uniformForce node + noiseField behave like pop force. However, I am still looking for how to use a polygon mesh as force area mask, and how to import SDF/density/vel field to drive ragdolls.
Edited by masa90210 - Sept. 20, 2023 02:16:19
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Technical Discussion » Symbiote CGI

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expo70314911
2 posts
Offline
 Sept. 20, 2023 00:49:19
Hi,I want to make CGI of Symbiote in one each of it just like in Spider-man3.
What should I do first?
And is it possible to adapt this CGI to real life actor like VFX?
Edited by expo70314911 - Sept. 20, 2023 01:09:39
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Technical Discussion » UV Layout Starting UDIM Parameter not working?

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Lucca
42 posts
Offline
 Sept. 19, 2023 19:35:05
Hey,

On the UVLayout Node the parameter 'starting udim' when pack into udim tiles is activated says that it is the first tile the node starts packing into. However when I use this combined with fixed scaling packing which allows packing into multiple tiles it doesn't seem to change the starting point from where it gets packed when I drag the slider?

Greetings
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Solaris and Karma » principled shader to materialx

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blakshep
77 posts
Offline
 Sept. 19, 2023 17:38:03
is there a tool to mass convert principled shaders to materialx?
Cheers
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Technical Discussion » COPs: Refresh Image File in Snippet?

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olivierth
1143 posts
Offline
 Sept. 19, 2023 10:25:04
Hi!

When I just use a file node I can easily click on Reload Sequence to update. Probleme is I'm using a snippet to access the file.

I tried removing the path and pasting it back. I also tried to use Edit -> Clear Compositing Cache but it doesnt seam to work... any ideas?
See full post 

Houdini Indie and Apprentice » How to make CGI of Symbiote and Venom in Spider-man3.

User Avatar
expo70314911
2 posts
Offline
 Sept. 19, 2023 07:31:28
Is it possible to make CGI of Symbiote just like this scene.
https://youtu.be/rp_CkPLQ-dk?si=OavjO6nhj3EaEio2 [youtu.be]
See full post 

Technical Discussion » Animated geo follow animated geo

User Avatar
papsphilip
387 posts
Offline
 Sept. 18, 2023 10:08:34
I have a blob that is pulsing.
i have another blob that is just moving around.

how can the first blob follow the second and also bend/stretch when turning?Having some sort of delay when turning.

I know it can be done somehow through vellum but its a bit more tricky.

Any ideas?
See full post 
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