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Found 14518 posts.

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Technical Discussion » new install

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NAHASSIA
125 posts
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 April 5, 2023 13:36:42
Hi

I like the houdini_launcher but since I use it I deeply regret not to have in my windows application folders the direct link to other applicationw like mplay, command line,geometry viewer and so on....




What is your view on this, and coul'nt we have the possibility to add them when we install through houdini_launcher.


Cheers
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Technical Discussion » Read Ocean Spectrum Directly, Without Caching First

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GlennimusPrime
87 posts
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 April 4, 2023 19:29:14
Is it possible to directly read the Spectrum Geometry for use in the displacement of the ocean shader - Without first saving cache files to load back in?
Edited by GlennimusPrime - April 4, 2023 19:29:40
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Houdini Engine for Unreal » HDA Generated Material - Emissive texture output

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P0LYV0RE
5 posts
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 April 4, 2023 12:18:59
I'm not sure if this is behaving as expected. When an emissive texture is used on an applied material it is output as expected, however it defaults to grayscale compression settings. This results in an error as the texture sample node is by default set to color in the generated material. Not exactly HDA breaking, more of an annoyance. I want my emissive texture to output with DXT1 compression applied. Is it possible to control which compression setting is applied to an output texture? Any help would be appreciated!
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PDG/TOPs » Python Server vs Python Processor

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Johan Boekhoven
74 posts
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 April 4, 2023 08:35:23
Up until now I've been using python servers to handle external processes. But sometime ago I read that Python processors [www.sidefx.com] are the preferred way to handle the spawning of sub processes.

Reading it I still have not a clear grasp on why one over the other.
Thanks!
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Solaris and Karma » How to replace the material of the assets created by layout node

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yaohao
12 posts
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 April 4, 2023 05:49:10
I have scattered bunch of assets in the scene using layout node,but i want to repalce the material of those assets by new one,is it possible to do that?
Edited by yaohao - April 4, 2023 21:12:47
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Houdini Indie and Apprentice » UVs to UDIMs via scale and cut around UDIMS

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tadian
92 posts
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 April 3, 2023 21:37:34
Was wondering if there is a more efficient way to do what I'm trying. I've created a file(see attached) that allows you to scale up your uvs across multiple UDIMS. The file will then cut whatever is in that UDIM and separate it from the surrounding UDIMs. It works ok. However, this does start to chug a bit on higher topology. Was wondering if there's any other ways to do this?
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News » Stat holiday in Canada Friday Apr.7th

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chrism
2596 posts
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 April 3, 2023 16:43:54
Hidey ho! Just a heads up that our Canadian staff will be on vacation this Friday April.7th but we'll be back in the office on Monday und full of ze chocolate. Don't make me run!
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Technical Discussion » PDG python SOP exports

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papsphilip
387 posts
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 April 3, 2023 08:02:55
i Have a python SOP node that is exporting a binary file every frame.
How can i multi-thread this through PDG?
Fetch TOP needs a ROP so i can really point it to the python SOP node
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Technical Discussion » HDA 2 outputs

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NAHASSIA
125 posts
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 April 3, 2023 07:17:50
Hi

here I have an HDA with 2 outputs, one polygonal and one a curve. When I import tis HDA in Unreal 5.1 via Houdini engine, the curve does not come through.

I would realy apreciate if some Houdini to Unreal Guru could tell me why. I've reported it as a bugg to sideFx but I maight be doing something wrong, it happend before

Thanks for your help

Cheers
Image Not Found
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Technical Discussion » Procedural UV orientation

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Haruko
38 posts
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 April 3, 2023 03:53:55
Hello, I am trying to generate uvs within a for each with many different objects and that they all have the same orientation. I have used the enable axis alignment behavior of the SOP UV Flatten but I cannot select all the points of a geometry necessary to promote them as vertices and that it works in all cases.
Is there any other way to generate uvs on several objects and that they all have the same orientation?

Thank you
Edited by Haruko - April 3, 2023 08:45:08
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PDG/TOPs » Non-GUI way to monitor a PDG graph cook

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jparker
321 posts
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 April 2, 2023 21:06:12
I have a fairly complicated PDG graph that will eventually need to be executed by software engineers who aren't familiar with Houdini. They are more comfortable with a command line shell than the Houdini UI... given that, what is the best way to monitor progress in a graph? Either via the shell, or maybe a web UI if that's possible?

Cheers!
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Houdini Engine API » Houdini Engine for Unreal Editor Fortnite

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iamjaden
10 posts
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 April 2, 2023 13:08:52
Hi there,

are there any plans from both SideFx and Epic Games to bring Houdini Engine to the Fortnite build? Or will this most likely not happen at all?

Regards, jaden
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Houdini Engine for Unreal » Metallic Mat Property Not Working Properly in Unreal

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briankulig
34 posts
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 April 1, 2023 21:57:11
Hey all,
I have an hda that has geo and a principled shader assigned in a hda which is being loaded into unreal. According to the documentation a material property of "metallic" should transfer over when HE makes the materials on the unreal side of things. All other parameters seem to come over, but metallic does not. I started with a principled shader and then tried a material builder to make my own with a metallic property exposed. The later triggered a metallic parameter to be made in the unreal shader, but it was set to 1.0, no matter what I set the default of the parameter to be or on the outside of the shader. Is there something special I need to do to get it to listen to the metallic parameter? Or is it broken?
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Solaris and Karma » Using World Bounding box in shader ?

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nicolaas.tanghe
44 posts
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 April 1, 2023 15:10:52
Hello, I have a situation where I have stuff instanced on other stuff and I need to get a gradient from 0 to 1 in my shader.

I can use wordpos for this, but the problem is that if I move my prop up, it doesn't fix anything.
Being able to access the World bounding box from inside my shader or would allow me to get around it.

Does anyone know how I can access these or similar values ?
THX in advance.
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Technical Discussion » USD Collect node to Gallery

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ivanmalek
143 posts
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 April 1, 2023 08:06:29
Hi, is there a way to save a Collect node together with it's inputs to the Material Gallery? I use Redshift and like to use Collect nodes to get at least a rough GL preview with a Principled shader node displaying the texture. Is there a way to save this entire setup to Gallery?

Cheers,
Ivan
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Houdini Jobs » FX Pipeline TD (Sydney & Vancouver)

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_milo_
766 posts
Offline
 March 31, 2023 20:52:26
Animal Logic are looking for FX pipeline TDs at both Studios


This is not a shot based Artist role, but one in which you use your technical skills (Python/ HDA building) to support the Fx, Crowd and Character-fx Artists build better Tools and workflows in a 100% Houdini & USD based pipeline

Previous experience in Houdini production based workflows or Houdini Crowds is a bonus

Apply here: https://animallogic.com/careers/jobs/pipeline-td-fx-character-fx-crowd/ [animallogic.com]
Edited by _milo_ - March 31, 2023 20:53:11
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Technical Discussion » Suppress network change when selecting objects in subnets?

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jrwillette
49 posts
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 March 31, 2023 14:09:58
Hi, it has been a while since I dropped in the forums.

I'm making an HDA that has an object subnet with editable contents. I want the main HDA interface to make changes to the selected nodes inside that subnet but when you select any or multiple of those nodes Houdini changes the network to focus on one of the selected nodes.
Is there any way to suppress that behavior for just that HDA? I am aware that you can pin the networks but this is not ideal since you would have to unpin them to do return to your preferred behavior for other operations.
I've looked into using select scripts to change the network back to the users original network but they run on each selected node, so isn't really ideal.
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Technical Discussion » Reading 3D SPH data

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taylansoydan
1 posts
Offline
 March 31, 2023 09:39:25
Hi,
I need to read my SPH particle data in Houdini and visualize them. The data is in a binary format but I also converted into numpy arrays, it looks like this
array([(-4.27197407e+96, , , 1.24645970e-15, 4.48415509e-44, 5.63226576e-18, 4.48415509e-44, 7.54785095e+02),
( 3.13890856e-43, , , 1.15608844e+26, 1.79366203e-43, -4.78278582e+11, 8.96831017e-44, 1.79626078e-10)], ETC...
dtype

How can I read my data using a python script? I am a beginner btw.
Thanks.
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3rd Party » [HDK] Question about trimmed NurbsSurfaces in C++

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raschberg
20 posts
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 March 31, 2023 06:07:03
Hi
I am currently writing an importer: opennurbs->Houdini in c++. My goal here is to get more control over the tesselation process and structure (layers, colors, instancers, maybe userdata, maybe Materials)
I am stuck with trimmed surfaces. I have no idea how this could work. What is the strategy here to create trims with GD_TrimLoop, GD_Detail, profiles, GD_TrimPiece... Are there any examples?

this piece of code obviously does not work, as it returns 0

                          
GEO_PrimNURBSurf* surf = (GEO_PrimNURBSurf*)prim;
int create = 1;
GEO_Profiles* profiles = surf->profiles(create);
std::cout<<"has profiles? " <<surf->hasProfiles()<<std::endl;

In this screenshot i can show that i already can import some object types, needs more work and testing though. Here you can see that fbx nurbs import is not sufficiant with rational nurbs data. I know there is iges too, which works well, but is unstructured.
Any help appreciated
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Technical Discussion » Curves from H to U (again!)

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NAHASSIA
125 posts
Offline
 March 30, 2023 11:33:27
cant find a solution on trying to output curve from an hda in unreal.

has someone encountered this error ?

LogHoudiniEngine: Error: Hapi failed: HAPI Error: Trying to get an input curve info on a non-input curve (C:\cygwin\home\prisms\builder-new\Nightly19.5CMake\dev\engine\unreal\5.1\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngine\Private\HoudiniSplineTranslator.cpp:269)

and found a solution ?

Thanx alot
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