Hello Houdini wizards!
I am struggling to animate the max search path cost in the findshortestpath node.
When I move the slider or change the settings every thing works fine but when I keyframe it, it doesn't work anymore. I tried caching with no effect. Is there something I am missing? I am using v19.5. Any help would be greatly appreciated!
Found 14518 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » findshortestpath: animation of max search path cost
-
- loriel
- 1 posts
- Offline
News » Houdini 19.5 Production Build updated to 19.5.569
-
- chrism
- 2596 posts
- Offline
Hidey ho! The Houdini 19.5 Production Build has been updated to 19.5.569.
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=534&build_1=569&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
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=534&build_1=569&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Houdini Jobs » Looking for Agency Partner
-
- nathanbyrne
- 1 posts
- Offline
Hi there Houdini Community,
I'm an executive producer at a post production studio in NYC with a deep network of luxury and beauty brands. We are looking for a CGI agency to partner with to produce CGI product videos, similar to the work done by monarch.tv
If you know anyone producing work at a similar level and style to monarch.tv, please have them contact me. We have plenty of work. I can be contacted at nathan@moss.studio.
Thanks! Nathan
I'm an executive producer at a post production studio in NYC with a deep network of luxury and beauty brands. We are looking for a CGI agency to partner with to produce CGI product videos, similar to the work done by monarch.tv
If you know anyone producing work at a similar level and style to monarch.tv, please have them contact me. We have plenty of work. I can be contacted at nathan@moss.studio.
Thanks! Nathan
Technical Discussion » Labs Unreal Groom Export issue
-
- Alessandro_AM
- 7 posts
- Offline
Hi guys, I can't really figure out how to export the groom_root_uv attribute, anybody that can help me?
Here attached a screenshot of my hairgen node.
Thanks for any help.
Here attached a screenshot of my hairgen node.
Thanks for any help.
Edited by Alessandro_AM - March 28, 2023 10:49:24
Houdini Indie and Apprentice » how to make a gasaxisforce (pyro dops) follow alembic geo?
-
- HoudiniCADA
- 3 posts
- Online
Hi, Im trying to have some model flying over a desert kick and up some dust with a pyro solver (based on the billowing smoke shelf preset).
My setup is very simple, its just the ground underneath the model will be the volume source and then I want a gasaxisforce to push the smoke/dust out of the way.
My problem is, how to have the gasaxisforce follow my model that comes from an alembic file, and aim it correctly down towards the ground?
Perhaps a bound node box on the alembic and somehow transfer that position data...
I have linked a simplified version of my scene file, with an animated sphere instead of the alembic. Hope some can help me on this, thank you in advance : )

simplfied scene [fearfactory.dk]
My setup is very simple, its just the ground underneath the model will be the volume source and then I want a gasaxisforce to push the smoke/dust out of the way.
My problem is, how to have the gasaxisforce follow my model that comes from an alembic file, and aim it correctly down towards the ground?
Perhaps a bound node box on the alembic and somehow transfer that position data...
I have linked a simplified version of my scene file, with an animated sphere instead of the alembic. Hope some can help me on this, thank you in advance : )

simplfied scene [fearfactory.dk]
Technical Discussion » Blending volume shaders in redshift
-
- GhostCrab
- 27 posts
- Offline
Is it possible to have a layered/blended shader for a volume using redshift? It’s easy to do this with geometry, but none of the redshift blending operators seem to work with volumes. In SOPs, Houdini chooses a primary material for the volume and ignores the others.
Technical Discussion » Importing USD from Unreal
-
- art3mis
- 351 posts
- Offline
Any Unreal users able to tell me whether instances are maintained when importing an Unreal USD scene?
Technical Discussion » Solaris - create Collections in ForLoop
-
- ivanmalek
- 143 posts
- Offline
Hi,
I'm still a bit uncertain how to use the ForLoop in Solaris.
This is the SceneGraphTree I have:

I want to create a Collection for every primitive in the root of the SceneGraphTree, the collection should be named after the primitive and contain all subprimitives of the root primitive.
How would a ForLoop that does this look like?
Thanks.
Cheers,
Ivan
I'm still a bit uncertain how to use the ForLoop in Solaris.
This is the SceneGraphTree I have:
I want to create a Collection for every primitive in the root of the SceneGraphTree, the collection should be named after the primitive and contain all subprimitives of the root primitive.
How would a ForLoop that does this look like?
Thanks.
Cheers,
Ivan
Technical Discussion » Incorrect getting parm visible result
-
- Mojosann
- 2 posts
- Offline
Hi all,
I have a file that contains a texture, it's base color option is unchecked but the texture path has a file path.
it means I can't directly see the parm(basecolor_texture).
I reopen the file and get parm.isVisible(), result is True ?!
then I try click the 'use texture' option and retry parm.isVisible(), result is True
and unclick the option again, get parm.isVisible(), result is False
how can I get the correct result when just open the hip file?
I have a file that contains a texture, it's base color option is unchecked but the texture path has a file path.
it means I can't directly see the parm(basecolor_texture).
I reopen the file and get parm.isVisible(), result is True ?!
then I try click the 'use texture' option and retry parm.isVisible(), result is True
and unclick the option again, get parm.isVisible(), result is False
how can I get the correct result when just open the hip file?
Edited by Mojosann - March 27, 2023 07:06:07
Houdini Indie and Apprentice » Houdini Indie + Redshift + HQueue + Single PC
-
- JuhaT
- 62 posts
- Offline
Hi,
Is it possible to batch render multiple HIP files using HQueue and make PC to turn off after each job are done?
Is it possible to batch render multiple HIP files using HQueue and make PC to turn off after each job are done?
Technical Discussion » Can't add layers on a custom LOP_Subnet node.
-
- Ogers
- 3 posts
- Offline
Hello,
I've implemented a LOP_Subnet node in C++, but when adding other nodes (child) inside the network, they will not affect the number of layers, and the layer count would still remain 0 (2 Attached images showing layer count = 0 and the network inside custom LOP_Subnet).
If I have the same network inside a Subnetwork LOP (Houdini's Utility node), the layer's number would update correctly according to the child nodes inside the Subnetwork, so I am definitely missing something in my implementation.
I believe this has to do with LOP_Node::cookMyLop(OP_Context &) function implementation, but I am not sure what a proper implementation of it would fix what I am looking for, and the documentation for this does not help a lot for this problem. How can I make my custom LOP_Subnet to add the proper layers when adding child nodes in it's network?
Thank you!

I've implemented a LOP_Subnet node in C++, but when adding other nodes (child) inside the network, they will not affect the number of layers, and the layer count would still remain 0 (2 Attached images showing layer count = 0 and the network inside custom LOP_Subnet).
If I have the same network inside a Subnetwork LOP (Houdini's Utility node), the layer's number would update correctly according to the child nodes inside the Subnetwork, so I am definitely missing something in my implementation.
I believe this has to do with LOP_Node::cookMyLop(OP_Context &) function implementation, but I am not sure what a proper implementation of it would fix what I am looking for, and the documentation for this does not help a lot for this problem. How can I make my custom LOP_Subnet to add the proper layers when adding child nodes in it's network?
Thank you!
Edited by Ogers - March 25, 2023 14:29:23
Houdini Indie and Apprentice » wired vex compiling problem on mac?
-
- shengsword
- 1 posts
- Offline
I got an wired error on vellum cloth sop now, and I have test on different houdini, same problem.
Technical Discussion » HoudiniEngine in Unity - HeightFields scatter attributes
-
- JanKrocak
- 5 posts
- Offline
Hello, I would like to ask about the attributes needed to control Tree instances in Unity. Based on the documentation I defined 'unity_hf_tree_prototype' point attribute as well as 'unity_hf_treeinstance_prototypeindex' attribute which works (see the image from Unity) but when I try to use pscale and orient attributes to drive orientation and scale of these scattered objects it doesn't seem to react in Unity at all. Would you have any idea why please? In Houdini seems to work as intended (see image from Houdini).
Thank you in advance for any advice!
Thank you in advance for any advice!
Houdini Lounge » [Character Animation Workflow] Shift-Right Click Frame Jump
-
- nicholasralabate
- 162 posts
- Offline
Hi! Another (!) Animation Editor question for you all. I noticed that on the Animation Editor timeline I can Shift-Right Click to jump between the two most recent frames. This is really cool! Unfortunately it only works on the Animation Editor timeline and not the main Houdini timeline. Are there any other ways to navigate like this? Alternatively, is there a way to hotkey this behavior? I didn't see anything in the Hotkey Editor that matched up to this feature.
It is handy because sometimes I want to jump between poses that are many many many key frames away, so Ctrl+Arrow isn't as useful.
Thanks!
It is handy because sometimes I want to jump between poses that are many many many key frames away, so Ctrl+Arrow isn't as useful.
Thanks!
Technical Discussion » Make trails affect by source geometry scaling?
-
- proceduralist
- 208 posts
- Offline
I'm trying to create trails that get affected by the size of the spiral. But they aren't getting affected at all. Please suggest a solution.

I am following this tutorial.
Moreover, the tutor is able to make the particles bounce around a single path. But that's not happening in my case. I'm not able to figure out why.

I am following this tutorial.
Moreover, the tutor is able to make the particles bounce around a single path. But that's not happening in my case. I'm not able to figure out why.
3rd Party » My First HDA
-
- getuffassassin11
- 11 posts
- Offline
Hi *,
Thank you all so much for the incredible knowledge you all share freely on here. I am coming from Unereal's Geometry Script for proceduralism into the world of Houdini. I decide to make this tool to bookmark my progress in learning so far. Please find a detailed breakdown here. I would be happy with any feedback or comments you might have. https://hakeemadam.info/procedural-tools [hakeemadam.info] . Thank you.
Procedural Tools [hakeemadam.info]
Thank you all so much for the incredible knowledge you all share freely on here. I am coming from Unereal's Geometry Script for proceduralism into the world of Houdini. I decide to make this tool to bookmark my progress in learning so far. Please find a detailed breakdown here. I would be happy with any feedback or comments you might have. https://hakeemadam.info/procedural-tools [hakeemadam.info] . Thank you.
Procedural Tools [hakeemadam.info]
Technical Discussion » How to pass a texture to an OpenCL kernel?
-
- localstarlight
- 58 posts
- Offline
I would like to pass a texture into an OpenCL kernel so I can use them as lookup tables for some operations, but I can’t figure out how to do it.
Theoretically, I could turn the texture into a volume/vdb I guess, but I just want to know if there is a proper way to do it.
Anyone have any experience in this? OpenCL in Houdini seems to be one of the lesser-documented things at the moment…
Theoretically, I could turn the texture into a volume/vdb I guess, but I just want to know if there is a proper way to do it.
Anyone have any experience in this? OpenCL in Houdini seems to be one of the lesser-documented things at the moment…
Houdini Indie and Apprentice » Problems satting up costum shelv/ tool in $HSITE/toolbar/*
-
- nicolaas.tanghe
- 44 posts
- Offline
Hello I`ve been trying to set up a costum shelve in houdini but i keep being umable to load it at startup.
I have tried setting HOUDINI_TOOLBAR_PATH using a package but when i try to echo it from the textconsole it returns blank.
My file looks like this.
The error i get in Houdini after launch is
cannot find the definition of the shelf Homebrew.
If i export HOUDINI_TOOLBAR_PATH= "$HSITE/toolbar"
Then I get the error cannot find the definition if 'the shelf_set_1' requested by the current desktop.
anny help is verry apreciated, THX in advance !
I have tried setting HOUDINI_TOOLBAR_PATH using a package but when i try to echo it from the textconsole it returns blank.
My file looks like this.
{
"HOUDINI_TOOLBAR_PATH" :
[
{
"value" : "$HSITE/toolbar",
"method" : "append"
}
]
}
cannot find the definition of the shelf Homebrew.
If i export HOUDINI_TOOLBAR_PATH= "$HSITE/toolbar"
Then I get the error cannot find the definition if 'the shelf_set_1' requested by the current desktop.
anny help is verry apreciated, THX in advance !
Technical Discussion » Labs Mesh Sharpen
-
- Geoff Marshall
- 17 posts
- Offline
I was watching a video on Labs mesh sharpen from 2019 in houdini 18.5 and yet I don't see the node in 18.5 or 19.0. What's up with that? Is it only in 19.5? https://www.youtube.com/watch?v=eRNYZgIitOQ&t=75s [www.youtube.com]
Houdini Lounge » [Character Animation Workflow] Filter by "is Animated"
-
- nicholasralabate
- 162 posts
- Offline
Hey gang, Animation Editor question!
I know you can pop open an Animation Editor with ONLY the animated channels on a node by highlighting the node and hitting the "V" button. But is this possible any other way? Say, for example, I have a list of 200 channels in the Animation Editor. Some channels have animation data, some do not. Is there any way to filter out the channel list so it only shows me channels with animation data? As far as I can tell, the only filters are the rot/trans/scale buttons at the bottom and the text field for regex of channel names.
Thanks!
I know you can pop open an Animation Editor with ONLY the animated channels on a node by highlighting the node and hitting the "V" button. But is this possible any other way? Say, for example, I have a list of 200 channels in the Animation Editor. Some channels have animation data, some do not. Is there any way to filter out the channel list so it only shows me channels with animation data? As far as I can tell, the only filters are the rot/trans/scale buttons at the bottom and the text field for regex of channel names.
Thanks!
-
- Quick Links