My PDG pipeline is becoming large, and some of the connection lines are now extremely long. In a normal SOP network, there are ways of hiding these connections and displaying hidden connections at your leisure. However, with PDG networks I can't find any way to accomplish this.
Any ideas, anyone?
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PDG/TOPs » Hiding long connection lines in PDG networks
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- peterbengtson
- 20 posts
- Offline
Houdini Engine for Unreal » What is a good way to put several patterns in one building?
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- gallerykim
- 36 posts
- Offline
I'm making a building using 'Building from Patterns' after watching the Titan tutorial in Unreal.
I divided boxes into groups using component tags and combined them with Boolean.
When there is only one pattern, the part combined with Boolean disappears, and walls are not created.
However, if different patterns are given to groups, walls are created even on surfaces that disappeared before, and it can affect other groups as well.
What is a good way to put several patterns in one building?


I divided boxes into groups using component tags and combined them with Boolean.
When there is only one pattern, the part combined with Boolean disappears, and walls are not created.
However, if different patterns are given to groups, walls are created even on surfaces that disappeared before, and it can affect other groups as well.
What is a good way to put several patterns in one building?
Edited by gallerykim - March 16, 2023 02:45:22
Houdini Learning Materials » primduv VEX function - Tangent to a Curve Example
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- BabaJ
- 2152 posts
- Offline
If you need to get a tangent to a point/position on a curve that is a Bezier/Nurbs/Spline;
This hip file has an example of how to do that with the primduv function.
Thought I would put it up here for others who have forgotten like me what is meant by 'derivative' in calculus.
Because although I did read the docs description of the function I thought I would have to relearn calculus in order to use it.
After putting in an RFE for a function that would return a tangent they told me this function is the one, so after searching on the net on what derivative means I saw what I had forgot.
So hopefully putting out a post with the functions name it might save time for others who may need it in doing their searches.
This hip file has an example of how to do that with the primduv function.
Thought I would put it up here for others who have forgotten like me what is meant by 'derivative' in calculus.
Because although I did read the docs description of the function I thought I would have to relearn calculus in order to use it.
After putting in an RFE for a function that would return a tangent they told me this function is the one, so after searching on the net on what derivative means I saw what I had forgot.
So hopefully putting out a post with the functions name it might save time for others who may need it in doing their searches.
3rd Party » Particles not rendering in Arnold
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- elisa.biomed
- 1 posts
- Offline
I've created a scene with an simple rain animation. However, the rain (particles) does not appear when rendering it. Could someone shed some light on the problem please?
Technical Discussion » Help creating a Voronoi Volume Model
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- jsamson
- 1 posts
- Offline
Image Not Found
Hi, I need to create a model with dense fascial connections like the one from the attached image, which I believe was made in Rhino Grasshopper. What would be the most straightforward way to go about this in Houdini to get that kind of organic pattern?
Houdini Indie and Apprentice » Reverse Foot setup problems
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- NicTanghe
- 237 posts
- Offline
Hello,
I`m having some problems with my reverse foot rig.
can someone help me out in figuring out what I`m doing wrong ?
THX !
I`m having some problems with my reverse foot rig.
can someone help me out in figuring out what I`m doing wrong ?
THX !
Houdini Lounge » [Character Animation Workflow] Simple Biped Squash + Stretch
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- nicholasralabate
- 162 posts
- Offline
Hi,
I am digging into some of the built-in rigs, Simple Biped specifically and I am trying to understand how to use the Squash + Stretch controls. In my tests it seems that enabling Squash + Stretch does help the foot reach the ground in my contact poses but it ruins the straights in the contacting leg. I tried playing with the IK Twist Translate, as well as the IK Twist Hip Foot Blend but nothing seemed to help.
Is there a way to use Simple Biped's Squash + Stretch mode and still get straight legs on a contact pose? Thanks!
Update: Screen grab here, ignore the fact that I replaced the torso with a ball, it is the same rig from the waist down...
https://vimeo.com/808037545/55f9f8ae39 [vimeo.com]
I am digging into some of the built-in rigs, Simple Biped specifically and I am trying to understand how to use the Squash + Stretch controls. In my tests it seems that enabling Squash + Stretch does help the foot reach the ground in my contact poses but it ruins the straights in the contacting leg. I tried playing with the IK Twist Translate, as well as the IK Twist Hip Foot Blend but nothing seemed to help.
Is there a way to use Simple Biped's Squash + Stretch mode and still get straight legs on a contact pose? Thanks!
Update: Screen grab here, ignore the fact that I replaced the torso with a ball, it is the same rig from the waist down...
https://vimeo.com/808037545/55f9f8ae39 [vimeo.com]
Technical Discussion » VEX Profiling?
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- AlanZ
- 41 posts
- Offline
Trying to profile a costly wrangle node (a detail wrangle w/ ~500 lines, sounds bad I know).
How do I do it? I tried using the vexprofile [www.sidefx.com] command from the text port, following the provided example. The node cooks fine, but nothing is printed.
Just to be clear, I'm interested in profiling VEX, not using the Performance Monitor to profile cooks/draws. (Unless one can use the Performance Monitor to profile VEX?)
Alternatively, is it possible to get the current system time in VEX? Manual time profiling would be just as good..
How do I do it? I tried using the vexprofile [www.sidefx.com] command from the text port, following the provided example. The node cooks fine, but nothing is printed.
Just to be clear, I'm interested in profiling VEX, not using the Performance Monitor to profile cooks/draws. (Unless one can use the Performance Monitor to profile VEX?)
Alternatively, is it possible to get the current system time in VEX? Manual time profiling would be just as good..
Houdini Lounge » Houdini Large Scale Sims
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- Nant_2023
- 1 posts
- Offline
Hello, I am new to houdini and I am working on a flip tank sim where a submarine comes out from under water. All the sims I have run so far have the water looking pretty blobby when I mesh them. I was told I need to decrease the particle separation in order to achieve a better, thinner looking water. I decreased the particle separation to .5 and the sim has been cacheing for 15 hours and is only 2/3 done. Is there a way to speed up large scale simulations? Is it better to work at a smaller scale then scale the assets up later? Any advice would be appreciated.
Thanks
Thanks
Solaris and Karma » Using Image sequences in Material X
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- j00ey
- 102 posts
- Offline
I'm trying to set up a shader to use an image sequence with material X and XPU. It's working fine on a basic level but I want to be able to control the frame number and Mtlx Image node only has inputs for 'default' and 'texcoord'.
The texture sequence is just a simple cartoon-y blink so I want to set up the frame number with CHOPs or something and use that but I can't figure out how.
I could always set up the timings and write out an image sequence per shot, if possible I'd like to keep it flexible though.
Thanks for reading
The texture sequence is just a simple cartoon-y blink so I want to set up the frame number with CHOPs or something and use that but I can't figure out how.
I could always set up the timings and write out an image sequence per shot, if possible I'd like to keep it flexible though.
Thanks for reading
Edited by j00ey - March 14, 2023 12:05:09
Houdini Indie and Apprentice » Export lod groups in Allembic format
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- Haruko
- 38 posts
- Offline
Hey there!
I was wondering if there is any way to set an attribute in Houdini so Unity automatically create a LODGroup from it as we can do with materials or other attributes.
My current workflow uses a Allembic ROP to batch export meshes into Unity. Hope we can include in this allembic export some attribute to force Unity to create this LODGroup.
Any thoughts?
Thanx
I was wondering if there is any way to set an attribute in Houdini so Unity automatically create a LODGroup from it as we can do with materials or other attributes.
My current workflow uses a Allembic ROP to batch export meshes into Unity. Hope we can include in this allembic export some attribute to force Unity to create this LODGroup.
Any thoughts?
Thanx
Houdini Engine for Maya » kinefx rigpose handles in maya
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- sanostol
- 590 posts
- Offline
Hello,
is it possible to get the kinefx rigpose handles to work in maya? All tests so far had no success. Tthe parameters are visible and working, but not the handles in the viewport. I guess this is a limitation, but it would be good to know for sure that I did not simply miss some steps.
The handles show up and are working, when I load the asset in Houdini.
To have them working in Maya would be a huge advantage, as most animators are used to Maya and there are a lot of tools they don't want to give up ( animbot for example ).
If this is not implemented yet, I wonder if it is on Sidefx list already.
You thoughts are highly appreciated.
Martin
is it possible to get the kinefx rigpose handles to work in maya? All tests so far had no success. Tthe parameters are visible and working, but not the handles in the viewport. I guess this is a limitation, but it would be good to know for sure that I did not simply miss some steps.
The handles show up and are working, when I load the asset in Houdini.
To have them working in Maya would be a huge advantage, as most animators are used to Maya and there are a lot of tools they don't want to give up ( animbot for example ).
If this is not implemented yet, I wonder if it is on Sidefx list already.
You thoughts are highly appreciated.
Martin
Houdini Engine for Unreal » HDA Collapsible folder by default is not collapsed in UE5
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- Dustar
- 1 posts
- Offline
Hi,
I've noticed when adding a new instance to multiparm block folder type, if a collapsible folder exists as a subfolder, it is not collapsed in UE5 whereas being opposite in houdini.
In UE:

In Houdini:

Here is my HDA parameter settings:

In our project, we have a much more complicated parameter setup. There will be dozeons of collapsible elements in a HDA actor and it will take some time for our artists to manually collapse them. Is there any methods to control this?
Thank you!
I've noticed when adding a new instance to multiparm block folder type, if a collapsible folder exists as a subfolder, it is not collapsed in UE5 whereas being opposite in houdini.
In UE:
In Houdini:
Here is my HDA parameter settings:
In our project, we have a much more complicated parameter setup. There will be dozeons of collapsible elements in a HDA actor and it will take some time for our artists to manually collapse them. Is there any methods to control this?
Thank you!
Edited by Dustar - March 14, 2023 22:15:53
Houdini Indie and Apprentice » Add lod group in a Allembic export
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- screeningeagle
- 3 posts
- Offline
Hi there, I would like to add an attribute or a way so Unity can identify a exported mesh in allembic format as a part of a LOD Group.
I have achieved to export materiales and some other attributes but I don't know how to achieve this.
Any thoughts?, Thank you.
I have achieved to export materiales and some other attributes but I don't know how to achieve this.
Any thoughts?, Thank you.
Technical Discussion » How to read and drive blendshapes in houdini for blendshape
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- LeiTang
- 1 posts
- Offline
Hi all
,
I'm using kinefx to try to export the blendshape animation of a character's face for use in Unreal Engine. The blendshape animation data I exported using audio2face. blendshape animation data is a USD format. But at the moment I don't understand how I can load this animation data in houdini to drive the blendshape channel of the character's face.

I'm using kinefx to try to export the blendshape animation of a character's face for use in Unreal Engine. The blendshape animation data I exported using audio2face. blendshape animation data is a USD format. But at the moment I don't understand how I can load this animation data in houdini to drive the blendshape channel of the character's face.
Technical Discussion » Display points as squares instead of discs?
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- papsphilip
- 387 posts
- Offline
i am using Discs in the Geometry Tab right now picking up the pscale I've set for my points, but I'd like to try different shapes as well.
I know there is a Sprite shop but i am not sure what kind of texture it needs. Just a 1x1 square from photoshop? rat? png? do i need alpha?
Couldn't find a square texture in $HFS/houdini/pic.
Also is it better to use a shopnet? what is the difference?
Thanks!
I know there is a Sprite shop but i am not sure what kind of texture it needs. Just a 1x1 square from photoshop? rat? png? do i need alpha?
Couldn't find a square texture in $HFS/houdini/pic.
Also is it better to use a shopnet? what is the difference?
Thanks!
Houdini Lounge » [Wish] Display tool handle on large object inside view
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- whurst13
- 7 posts
- Offline
Hi,
i have one very big wish about Houdini, and here i try to explain my point.
Example:
You have a big object, let say a reference image, or another object or anything else big.
The dimension does not care for my point.
Now if i zoom into the view, for example to correct the position of two objects in detail.
For example, i have an object and i try to fit a reference image on it,
or i have two objects and try to align them manually
The point is, if the center (pivot) of the object, that i want to move, is outside of my view,
the tool (there arrows and circles where i can modify the transform on it) is no longer displayed,
because it is outside of the view window (some kilometers/miles away)
So im forced to correct the position on the parameter panel, because handle is "gone"
This maybe ok, but please understand my point ...
i come from SoftImage|XSI (yeah - high expectations user - haha :-)
and SoftImage|XSI still display the tool handle, even the object pivot where the handle located is outside of the view.
I hope you understand my point.
I really like to make a wish to Houdini.
I would suggest, in the Preference -> Handles
a new option with the name "Display Handles even pivot is outside the view"
with the according functionality ... per default off to not confuse long term users
That would be so mega great ...
Wolfgang
i have one very big wish about Houdini, and here i try to explain my point.
Example:
You have a big object, let say a reference image, or another object or anything else big.
The dimension does not care for my point.
Now if i zoom into the view, for example to correct the position of two objects in detail.
For example, i have an object and i try to fit a reference image on it,
or i have two objects and try to align them manually
The point is, if the center (pivot) of the object, that i want to move, is outside of my view,
the tool (there arrows and circles where i can modify the transform on it) is no longer displayed,
because it is outside of the view window (some kilometers/miles away)
So im forced to correct the position on the parameter panel, because handle is "gone"
This maybe ok, but please understand my point ...
i come from SoftImage|XSI (yeah - high expectations user - haha :-)
and SoftImage|XSI still display the tool handle, even the object pivot where the handle located is outside of the view.
I hope you understand my point.
I really like to make a wish to Houdini.
I would suggest, in the Preference -> Handles
a new option with the name "Display Handles even pivot is outside the view"
with the according functionality ... per default off to not confuse long term users
That would be so mega great ...
Wolfgang
Technical Discussion » USD properties view?
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- blaabjerg
- 4 posts
- Offline
Hi guys,
I am using the usdImport to bring in some animation and a set.
One thing I can't seem to figure out is how I can view the properties data in the usd, like animation start frame and end frame?
How do I go about seeing this data?
I am using the usdImport to bring in some animation and a set.
One thing I can't seem to figure out is how I can view the properties data in the usd, like animation start frame and end frame?
How do I go about seeing this data?
Technical Discussion » Multiple edits in a node
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- superkfx
- 14 posts
- Offline
Still learning maybe some basic things. When say I do an Edit UV, I can make multiple separate modifications on different primitive groups and it stores them all in the one node. In the parameters it only shows the last modification and I guess stores the other ones internally?
Can you ever expose those or that's gone forever and it just remembers the last operation? I think it's the same for the regular edit too. Just curious.
Can you ever expose those or that's gone forever and it just remembers the last operation? I think it's the same for the regular edit too. Just curious.
Houdini Engine for Unity » Prefab instancing question
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- wenglish
- 5 posts
- Offline
Hello, I have a question.
I am trying to create a prefab scattering HDA but am running into some issues. I've read through the documentation several times and this is my understanding:
there are 2 ways to instance geometry: one is by creating a string point attribute called unity_instance and setting it to the path of the prefab. The other is by using Object Merge node with Copy to Points to achieve the same thing.
My confusion is, when I use the attribute method I can add multiple prefabs to the array and they get randomly chosen for instancing, but when I add multiple prefabs to the object input using the Object Merge method they all get stacked on top of each other. This is not the behavior the documentation describes (I want the random selecting behavior).
I've included 2 HDAs to demonstrate the issue with screenshots. Any help would be really appreciated, my brain is getting hot like an old laptop thinking about this!
I am trying to create a prefab scattering HDA but am running into some issues. I've read through the documentation several times and this is my understanding:
there are 2 ways to instance geometry: one is by creating a string point attribute called unity_instance and setting it to the path of the prefab. The other is by using Object Merge node with Copy to Points to achieve the same thing.
My confusion is, when I use the attribute method I can add multiple prefabs to the array and they get randomly chosen for instancing, but when I add multiple prefabs to the object input using the Object Merge method they all get stacked on top of each other. This is not the behavior the documentation describes (I want the random selecting behavior).
I've included 2 HDAs to demonstrate the issue with screenshots. Any help would be really appreciated, my brain is getting hot like an old laptop thinking about this!
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