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?
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Technical Discussion » USD properties view?
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- blaabjerg
- 4 posts
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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!
Solaris and Karma » Transform pieces in solaris
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- HristoVelev
- 87 posts
- Offline
Hi guys,
Anybody done transform pieces in solaris yet? The RiseFX guys said they've done it in their awesome production video. The goal would be to save point transforms separately from prims at rest, then apply the animation. Maybe some vex with the usd_addtransform function?
Thanks
Anybody done transform pieces in solaris yet? The RiseFX guys said they've done it in their awesome production video. The goal would be to save point transforms separately from prims at rest, then apply the animation. Maybe some vex with the usd_addtransform function?
Thanks
Technical Discussion » Changing the UI font
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- gurralol
- 2 posts
- Offline
Hello.
I'd like to ask if it's possible the change the font type of the UI.
Thankful for any help.
I'd like to ask if it's possible the change the font type of the UI.
Thankful for any help.
Solaris and Karma » Tool: Hextile for Karma HDA - XPU compatible!
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- Klonkel
- 79 posts
- Offline
When I saw that @Mohsen_Tabasi created the hextile HDA for procedural texturing large areas without getting repetition I wanted to use it with Karma XPU. Unfortunately this didn't work because of cvex.
So I thought of recreating the HDA, but then for Karma XPU / MaterialX!
Although I came across quite some surprises and had to do a few workarounds. IT WORKS!
The HDA can be downloaded here in the attachements!
Again credits to @Mohsen_Tabasi and his entry for the 'SideFX Labs Tech Art Challenge 2022' https://www.sidefx.com/forum/topic/87148/#post-377647 [www.sidefx.com]
And to mmikk https://github.com/mmikk/hextile-demo [github.com]].


It also works with displacement, although I ran across some issues.

One of the issues is the obvious hexagon lines in the image above. The image filtertype here is set to closest, which does actually give the best results (like the picture), but I guess the checkerboard picture is maybe 'too much' to try this effect on. When using regular texture these lines sort of mostly disappear.
Cheers,
Chris
So I thought of recreating the HDA, but then for Karma XPU / MaterialX!
Although I came across quite some surprises and had to do a few workarounds. IT WORKS!
The HDA can be downloaded here in the attachements!
Again credits to @Mohsen_Tabasi and his entry for the 'SideFX Labs Tech Art Challenge 2022' https://www.sidefx.com/forum/topic/87148/#post-377647 [www.sidefx.com]
And to mmikk https://github.com/mmikk/hextile-demo [github.com]].
It also works with displacement, although I ran across some issues.
One of the issues is the obvious hexagon lines in the image above. The image filtertype here is set to closest, which does actually give the best results (like the picture), but I guess the checkerboard picture is maybe 'too much' to try this effect on. When using regular texture these lines sort of mostly disappear.
Cheers,
Chris
Edited by Klonkel - March 10, 2023 09:17:36
Technical Discussion » MaterialX distortion in textures
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- Motionaut
- 10 posts
- Offline
Hi there.
I'm finding that textures are distoring on animated objecs (not on deforming objects - all sop level P,N, and uvs are static).
When I port the materials to principled shaders I don't get this issue. Is there some kind of setting I'm not getting right on the mtlx image node?
I have tested the turnaround using the labs turntable sop, animating on obj context and I've also tried a transform lop in Solaris. All these give the same texture distorting result.
Like I say, principled shaders in solaris don't have this issue.
I will run more test on different objects using checkerboard textures. Just wondering if aybody has encounted this and knows a solution?
Thanks
Kev
I'm finding that textures are distoring on animated objecs (not on deforming objects - all sop level P,N, and uvs are static).
When I port the materials to principled shaders I don't get this issue. Is there some kind of setting I'm not getting right on the mtlx image node?
I have tested the turnaround using the labs turntable sop, animating on obj context and I've also tried a transform lop in Solaris. All these give the same texture distorting result.
Like I say, principled shaders in solaris don't have this issue.
I will run more test on different objects using checkerboard textures. Just wondering if aybody has encounted this and knows a solution?
Thanks
Kev
Edited by Motionaut - March 10, 2023 06:41:06
Technical Discussion » Licensing error: "Couldn't resolve host name"
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- litote
- 255 posts
- Offline
I am getting an error in the Houdini Licence Administrator "Couldn't resolve host name".
This happened after I was connected to a different network, perhaps this created a conflict?
Reinstalling Houdini does not fix the licences/server connecting.
EDIT: OK the problem was OSX had changed my hostname after I connected to another network. The solution was to change it back to the old one. To prevent OSX doing ths:
https://www.sidefx.com/faq/question/osx-and-the-licenses-have-stopped-working/ [www.sidefx.com]
This happened after I was connected to a different network, perhaps this created a conflict?
Reinstalling Houdini does not fix the licences/server connecting.
EDIT: OK the problem was OSX had changed my hostname after I connected to another network. The solution was to change it back to the old one. To prevent OSX doing ths:
https://www.sidefx.com/faq/question/osx-and-the-licenses-have-stopped-working/ [www.sidefx.com]
Edited by litote - March 10, 2023 04:41:06
Technical Discussion » Uninstall Houdini completely?
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- litote
- 255 posts
- Offline
I am having problems with launching Houdini, suddenly my licence server can not run, and uninstalling Houdini with the uninstall utility does not fix the issue. I think there may be hidden embedded files that are interfering with the licences. How do I find them and delete them? Otherwise my only option seems to be to reformat my hard drive and reinstall everything from scratch.
EDIT: I discovered the problem, OSX had changed my hostname, so I had to change it back to please Houdini.
I'd still like to know how to remove what appears to be a hidden embedded file that references the hostname you had when you first installed Houdini. It is like a trip wire.
EDIT: I discovered the problem, OSX had changed my hostname, so I had to change it back to please Houdini.
I'd still like to know how to remove what appears to be a hidden embedded file that references the hostname you had when you first installed Houdini. It is like a trip wire.
Edited by litote - March 10, 2023 04:43:47
Houdini Indie and Apprentice » How can i sew edges, vertex in the uv viewport?
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- _udo_
- 19 posts
- Offline
Hello everyone, i'm new in uv in houdini. i'm maya user and i don't know. How can i sew an edge or vertex to another? can you help me? greetings from Machu Picchu - Peru
Technical Discussion » Agent to agent collisons?
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- GrimmDay
- 1 posts
- Offline
For instance, a crowd of people bumping into one another. Just checking to make sure that this doesn't exist somewhere and I'm overlooking it...or there is some technique I'm missing.
It doesn't seem to be a thing.
Thanks in advance
It doesn't seem to be a thing.
Thanks in advance
PDG/TOPs » wedging rops after caches
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- Dobin
- 30 posts
- Offline
I'm using tops to cache six different rbd sims to disk.
I also have 12 different cameras in my scene.
I want to render every cache separately through all 12 cameras- 72 rops in total.
I'm creating a new cam attribute wedge after the geo caches and plugin this to rop fetch.
I'm referencing this new cam_seed attribute into the mantra camera parameter.

This new wedge node generate proper number of work items- 72 in this case but after the first 6 items, my geo caches disappeared.
I also have 12 different cameras in my scene.
I want to render every cache separately through all 12 cameras- 72 rops in total.
I'm creating a new cam attribute wedge after the geo caches and plugin this to rop fetch.
I'm referencing this new cam_seed attribute into the mantra camera parameter.
This new wedge node generate proper number of work items- 72 in this case but after the first 6 items, my geo caches disappeared.
Edited by Dobin - March 9, 2023 13:43:04
Technical Discussion » Help with HAPI and HDALC Parameters: Exporting as FBX or GEO
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- xiesansi2
- 1 posts
- Offline
I want to use HAPI to set parameters for an HDALC and export it as an FBX or GEO file. When I use the Apprentice version of HAPI, I can successfully export a GEO file but not an FBX file. However, when I use the Indie or commercial version of Houdini, regardless of whether I export an FBX or GEO file, the points and primitives inside are empty.
The function I'm using is hapi.saveGeoToFile(session, node_id, args.output + ".bgeo"), and this function always returns True.
The function I'm using is hapi.saveGeoToFile(session, node_id, args.output + ".bgeo"), and this function always returns True.
Solaris and Karma » Renderer Commands
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- alexwheezy
- 326 posts
- Offline
Hi. It seems to me that this menu item did not exist before, at least until version 19.5. But I did not find any documentation or mention of using the renderer commands, but intuition suggests that somehow it is possible to run custom commands with a set of flags.
This discussion leads to the question, can rendering in a viewport through any supported render delegate be restricted in the threads used? For example, set Karma to not use all available CPU cores. It seemed to me that it was the team's renderer that should do this.
Thanks.
This discussion leads to the question, can rendering in a viewport through any supported render delegate be restricted in the threads used? For example, set Karma to not use all available CPU cores. It seemed to me that it was the team's renderer that should do this.
Thanks.
Technical Discussion » How to get Tangent Normal AOV with Karma ?
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- kentin
- 23 posts
- Online
Hey,
All is in the title, I can't find an AOV to get a tangent normal map in karma, I get only a World Space.
Any idea to get a tangent, by a shader trick or something?
Any help will be very appreciated i'm totally stuck on this !
Thanks and have a good day
All is in the title, I can't find an AOV to get a tangent normal map in karma, I get only a World Space.
Any idea to get a tangent, by a shader trick or something?
Any help will be very appreciated i'm totally stuck on this !
Thanks and have a good day

Technical Discussion » Houdini iconvert documentation for .rat files
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- Robbert
- 55 posts
- Offline
Hi there,
I have created a batch texture converter that makes use of (among others) the iconvert.exe that comes with Houdini. Alternatively to OpenImageIO's iconvert, SideFX seems to have added a .rat ImageOutput to their own compiled version. However, since iconvert seems to have been updated, the command-line documentation has changed and does not give a rundown of options per file any more. Now, where can I find documentation on converting to .rat files (specifically the rat options) from SideFX's version of iconvert?
I have created a batch texture converter that makes use of (among others) the iconvert.exe that comes with Houdini. Alternatively to OpenImageIO's iconvert, SideFX seems to have added a .rat ImageOutput to their own compiled version. However, since iconvert seems to have been updated, the command-line documentation has changed and does not give a rundown of options per file any more. Now, where can I find documentation on converting to .rat files (specifically the rat options) from SideFX's version of iconvert?
Houdini Engine for Unreal » Can't Undo in Session Sync ?
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- jerry7
- 672 posts
- Offline
Hi,
In session sync pressing Ctrl+Z can't undo action.
Has the Undo function not been implemented?
Thanks!
In session sync pressing Ctrl+Z can't undo action.
Has the Undo function not been implemented?
Thanks!
Houdini Engine for Maya » Memory leak on m1?
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- KyrylSamoilenko
- 1 posts
- Offline
Hey, I'm trying to use Houdini Engine for Maya on m1 macbook pro and it's just "cooking... executing vex" forever, and I had a couple crashes as well. When I checked activity monitor I saw that HARS was taking all the processing power with 40gb virtual memory booked
Any fix advice, please?
Any fix advice, please?
Technical Discussion » licence server: I cannot acces my licence when I am offline
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- coclea
- 16 posts
- Offline
Hi
Is there anyway I can acces my licence when I am offline. My wifi adapter wasn't running anymore, I rebooted my computer, I couldn't access to the web anymore, so I couldn't run houdini indie anymore, I couldn't finish my renders.
Is there a way to work if you cannot connect to the web? I am running houdini 19.5
Is there anyway I can acces my licence when I am offline. My wifi adapter wasn't running anymore, I rebooted my computer, I couldn't access to the web anymore, so I couldn't run houdini indie anymore, I couldn't finish my renders.
Is there a way to work if you cannot connect to the web? I am running houdini 19.5
Houdini Indie and Apprentice » Drag duplicate keyfame
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- toonafish
- 532 posts
- Offline
How does one duplicate a keyframe to another frame by dragging the currently selected keyframe(s), is there a hotkey for that ?
I don't mean "copy keyframe > move to different frame > paste keyframe".
I want to stay on the current frame, and duplicate a keyframe to different frames by dragging them.
I've been searching, but I get the feeling that's not possible in Houdini, or is it ?
Thanks.
I don't mean "copy keyframe > move to different frame > paste keyframe".
I want to stay on the current frame, and duplicate a keyframe to different frames by dragging them.
I've been searching, but I get the feeling that's not possible in Houdini, or is it ?
Thanks.
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