In my asset I want to mimic rig pose output by calling transform functions in vex. I followed matrix multiplication orders mentioned in the rig pose documentation. but results are not same. even for pre-multiply mode which should not have need any special treatments there is some transform shift.
what's the problem?
as a test case and for simplicity, attached file code, works on point 0 and 2 of the chain.
I struggled badly here. any help would be greatly appreciated.
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Technical Discussion » Unmatched vex transform output compared to rig pose output
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- sorian
- 50 posts
- Offline
Houdini Indie and Apprentice » Help with rendering
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- xTudor
- 1 posts
- Offline
Absolute noob here. How can I render the cube and the simulation together? Whenever I try to select both of them, my fluid sim looks horrible 
, but it looks correct when I only render that. How can I fix this? Btw I followed a tutorial but it doesn't show how to render.

Thanks.
, but it looks correct when I only render that. How can I fix this? Btw I followed a tutorial but it doesn't show how to render.
Thanks.
Edited by xTudor - Oct. 24, 2023 11:11:13
Technical Discussion » Example of using stroke meta data ?
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- cruiserandmax
- 36 posts
- Offline
I'm interested in building a stroke tool that associates the frame number at which a stroke was drawn with the primitive of the stroke. It seems like stroke meta data maybe a good way to handle this, but following the docs it doesn't seem to work.
Does anyone have an example of setting custom data per stroke, and doing something with it after the stroke node inside the hda?
I have tried making an hda with just a stroke node inside, setting the hda Node Default State to stroke, dragging the Number of Strokes parameter from the parameters panel on the stroke node inside the hda to the Edit Operator Type Properties Parameters panel of the hda. Then adding a new parameter on the hda properties called something like stroke#_frame or stroke_frame#. According to the docs the Meta Data parameter on the stroke geometry node:
"Stores the values of all parameters whose names start with stroke_ from the top level node. These are copied into correspondingly named primitive attributes."
But the Meta Data always seem to contain just a list like
I can't figure out what I am doing wrong?
Does anyone have an example of setting custom data per stroke, and doing something with it after the stroke node inside the hda?
I have tried making an hda with just a stroke node inside, setting the hda Node Default State to stroke, dragging the Number of Strokes parameter from the parameters panel on the stroke node inside the hda to the Edit Operator Type Properties Parameters panel of the hda. Then adding a new parameter on the hda properties called something like stroke#_frame or stroke_frame#. According to the docs the Meta Data parameter on the stroke geometry node:
"Stores the values of all parameters whose names start with stroke_ from the top level node. These are copied into correspondingly named primitive attributes."
But the Meta Data always seem to contain just a list like
[ 0 ]
I can't figure out what I am doing wrong?
Edited by cruiserandmax - Oct. 23, 2023 18:16:34
Houdini Indie and Apprentice » How can I loop fluid simulation?
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- samsamuel
- 3 posts
- Offline
Hello everyone,
I am creating a waterfall and I want to loop the waterfall simulation. Can someone help me with this. I have went through a video that mentioned "make loop" node but I haven't found that.
I am creating a waterfall and I want to loop the waterfall simulation. Can someone help me with this. I have went through a video that mentioned "make loop" node but I haven't found that.
Solaris and Karma » Solaris Crowd in usd-workflow with referenced agents
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- mh07
- 1 posts
- Offline
Hi there!
I´ve got some exerience in setting up crowds from several projects. Our studio switched to full usd workflow at the current project.
I found some tutorials of moving crowds from sop to lop-land which works totally fine for me.
But I wonder if there might be a more efficient way to do this, a way to keep all the connections of a crowd system down to referenced agents. The final crowd usd-file would decrease drastically. I know there is a usd/lops option in defining the agent, but as soon as you touch sops, the reference connection breaks.
I think, the solution might be to simulate in sops (as intended) and then transfer all the information to lops, but no agent geometry, just points with attributes. Then, in solaris, join these attributes with usd agents file-loaded at lops level.
Is there any possibility achieving this now? Or is there a planned node-solution in upcoming houdini-versions?
Cheers,
Markus
I´ve got some exerience in setting up crowds from several projects. Our studio switched to full usd workflow at the current project.
I found some tutorials of moving crowds from sop to lop-land which works totally fine for me.
But I wonder if there might be a more efficient way to do this, a way to keep all the connections of a crowd system down to referenced agents. The final crowd usd-file would decrease drastically. I know there is a usd/lops option in defining the agent, but as soon as you touch sops, the reference connection breaks.
I think, the solution might be to simulate in sops (as intended) and then transfer all the information to lops, but no agent geometry, just points with attributes. Then, in solaris, join these attributes with usd agents file-loaded at lops level.
Is there any possibility achieving this now? Or is there a planned node-solution in upcoming houdini-versions?
Cheers,
Markus
Technical Discussion » Refraction Mask as an attribute?
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- baadu
- 2 posts
- Offline
Hi folks,
I have a scene with several bubbles and I need to refract a different background in different drops . I am able to achieve this by putting each drop in its own "geometery" obj and setting the "refraction mask" parameter to point to the a different background but its a very manual process and not practical with hundreds of drops. Is there a way to do this with attributes?
thanks
I have a scene with several bubbles and I need to refract a different background in different drops . I am able to achieve this by putting each drop in its own "geometery" obj and setting the "refraction mask" parameter to point to the a different background but its a very manual process and not practical with hundreds of drops. Is there a way to do this with attributes?
thanks
Technical Discussion » Round Size, Position and Rotate Script
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- bjorncogxgoc
- 4 posts
- Offline
Need help.
I need to round size, rotate and position values of FBX geometries imported into Houdini.
I tried using ChatGPT to create VEX and Python script, but nothing works.
(Center, Min, Max and Size.)
Example FBX geometry size Houdini:

Example FBX geometry size Houdini after export to Cinema 4D:

Cheers,
Bjørn
I need to round size, rotate and position values of FBX geometries imported into Houdini.
I tried using ChatGPT to create VEX and Python script, but nothing works.
(Center, Min, Max and Size.)
Example FBX geometry size Houdini:
Example FBX geometry size Houdini after export to Cinema 4D:
Cheers,
Bjørn
Edited by bjorncogxgoc - Oct. 22, 2023 02:21:25
Houdini Engine for Unreal » Masked mountain in FBX, the polygons are messed up.
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- Koi_chiro
- 1 posts
- Offline
When I export a masked mountain in FBX, the polygons are messed up.
I am working on a gnomon workshop CREATING A MONOLITHIC CITY IN UNREAL ENGINE 5.
I have a problem in the process of Gaea -> Houdini -> UE5.
I exported a map from Gaea, loaded it into Houdini, polygonized it, and loaded it into UE5, but when I export a mountain masked in Houdini as FBX, the polygons are messed up.
The unmasked ones are fine, I want to export them in FBX, not alembic.
Is there a solution?
The file did not fit in 15MB and could not be attached.


I am working on a gnomon workshop CREATING A MONOLITHIC CITY IN UNREAL ENGINE 5.
I have a problem in the process of Gaea -> Houdini -> UE5.
I exported a map from Gaea, loaded it into Houdini, polygonized it, and loaded it into UE5, but when I export a mountain masked in Houdini as FBX, the polygons are messed up.
The unmasked ones are fine, I want to export them in FBX, not alembic.
Is there a solution?
The file did not fit in 15MB and could not be attached.
PDG/TOPs » hqueue is only running on one client at a time
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- ChristopherRutledge
- 479 posts
- Online
i have 3 available machines but it's only running on one machine currently. i did set the "tags" to single, because i want every task to run one at a time per machine, but i want all 3 machines to run at the same time. Any ideas what I might be doing wrong here?

Houdini for Realtime » Unreal: how to set Operator Path parameter?
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- vyudin
- 77 posts
- Offline
Hello!
I am using the Data Table to keep some values for HDA.
This data is parsed in Python node and works OK.
But now I would like to automate setup in Unreal.
One little thing stops me: how I can setup Operator Path parameter or use it as Input?
Thank you in advance!
Vlad
I am using the Data Table to keep some values for HDA.
This data is parsed in Python node and works OK.
But now I would like to automate setup in Unreal.
One little thing stops me: how I can setup Operator Path parameter or use it as Input?
Thank you in advance!
Vlad
Technical Discussion » Does the Heightfield File node read normal maps properly?
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- benek
- 49 posts
- Offline
Just a quickie … I was wondering whether the Heightfield File node reads normal maps properly? I can see I get a result that's looking pretty much correct to me, but in the Channel dopdown I can see I'm reading the luminance, so I was wondering whether this result is indeed correct or not?
Thank you
Thank you
Houdini Indie and Apprentice » Can you add inputs/outputs to specific nodes?
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- fj.letterio
- 1 posts
- Offline
I want to know whether it's possible to add inputs or outputs to specific nodes in a network without having to create an HDA for a one-use node. This is because I want some changes done on a node to be immediately reflected on some other node
News » The Last Houdini 19.5 Production Build is now online
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- chrism
- 2596 posts
- Offline
Hidey ho! The Houdini 19.5 Production Build has been updated to 19.5.773.
This will be the last Houdini 19.5 Production Build. (After this, it'll just be Houdini 20 production builds)
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=752&build_1=773&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
This will be the last Houdini 19.5 Production Build. (After this, it'll just be Houdini 20 production builds)
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=752&build_1=773&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Technical Discussion » Labs Maps Baker/Simple Baker how to set UV channel?
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- Ludvík Koutný
- 33 posts
- Offline
Hi,
I have a trivial task. I need to UV and normal bake a bunch of game assets where the first uv channel has overlapping UV map for tiling textures and second UV channel is a non overlapping UV map for baking normal map and scratch/grime masks.
I can't figure out how to set which UV channel the Labs Maps Baker or Simple Baker use to bake into. I must be blind but I can't find any setting for it. Where is it?
I have a trivial task. I need to UV and normal bake a bunch of game assets where the first uv channel has overlapping UV map for tiling textures and second UV channel is a non overlapping UV map for baking normal map and scratch/grime masks.
I can't figure out how to set which UV channel the Labs Maps Baker or Simple Baker use to bake into. I must be blind but I can't find any setting for it. Where is it?
Houdini Indie and Apprentice » How to save default Field of View value?
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- Ludvík Koutný
- 33 posts
- Offline
Hi,
how do I save the default Field of View value in display options?

When I click Save As Default, the FoV value still only persists when creating new file (File>New) but does not survive Houdini restart.
Other things such as for example Guide setting seem to persist after Houdini restart, but this one doesn't even when I explicitly click Save As Default.
how do I save the default Field of View value in display options?
When I click Save As Default, the FoV value still only persists when creating new file (File>New) but does not survive Houdini restart.
Other things such as for example Guide setting seem to persist after Houdini restart, but this one doesn't even when I explicitly click Save As Default.

Edited by Ludvík Koutný - Oct. 19, 2023 06:59:48
PDG/TOPs » Help on PDG Tutorial 2 - Image Manipulation using ImageMagic
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- jtrner
- 1 posts
- Offline
Hey guys,
I'm following the PDG Tutorial 2 from the official docs -
https://www.sidefx.com/docs/houdini/tops/tutorial_pdgimagemanipulation.html [www.sidefx.com]
I'm on Part 3 of the guide (Part 3 - Assemble images into a video) but it seems like the python expression:
on the Filter by Expression node is not working. No work item is being generated by the node. I also check the final working file from the pdg_examples directory - top_imagemanipulation.hip and its the same result, no working item when trying to cook.

I'm following the PDG Tutorial 2 from the official docs -
https://www.sidefx.com/docs/houdini/tops/tutorial_pdgimagemanipulation.html [www.sidefx.com]
I'm on Part 3 of the guide (Part 3 - Assemble images into a video) but it seems like the python expression:
len(pdg.workItem().outputFilesForTag('file/image')) < 10
on the Filter by Expression node is not working. No work item is being generated by the node. I also check the final working file from the pdg_examples directory - top_imagemanipulation.hip and its the same result, no working item when trying to cook.
Technical Discussion » Change Render to Disk in Background Settings (Solaris)
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- jtk700cln
- 63 posts
- Online
Hey all,
Is there a way to limit how much of your gpu and cpu houdini allocates for rendering to disk in the background within Solaris? This is for karma. Its using 100% of my cpu and 100% of my gpus. This is excellent if I don't really want to do anything else, but I'd like to be able to keep working and force it to use only half my cores and maybe one of my gpus until I set off a full scale render before eod.
Appreciate the help!
Is there a way to limit how much of your gpu and cpu houdini allocates for rendering to disk in the background within Solaris? This is for karma. Its using 100% of my cpu and 100% of my gpus. This is excellent if I don't really want to do anything else, but I'd like to be able to keep working and force it to use only half my cores and maybe one of my gpus until I set off a full scale render before eod.
Appreciate the help!
Technical Discussion » Instance / Copy stamp "3D connected primitives"?
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- Adriano
- 411 posts
- Offline
How would you go about "instancing / copying" 3d connected primitives. As in sub-elements of a geometry? I have a bunch of assets all grouped in an imported alembic. I'd like to spray that around my scene onto my point cloud without having to separate the grouped primitives into geos first. I'm not scared of VEX on Wednesdays, so feel free to throw a couple of lines at me if needed. I Do have a preference for that old hidden copy stamp approach though. Whomever decided to force us to go the "for-each" approach has no love for average intellects.
Cheers,
A.
Cheers,
A.
Edited by Adriano - Oct. 18, 2023 19:04:45
News » Houdini 20 sneak peek is up!
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- chrism
- 2596 posts
- Offline
Houdini 20 sneak peek is up!
https://www.sidefx.com/community/houdini-20-sneak-peek/ [www.sidefx.com]
https://www.sidefx.com/community/houdini-20-sneak-peek/ [www.sidefx.com]
Technical Discussion » Does Houdini support macOS Sonoma?
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- michaelskripin
- 1 posts
- Online
Hello there. I'm thinking of upgrading to macOS Sonoma. Is there any officially announced support yet? If there is support, what version of Houdini is it from?
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