Hello everyone, has anyone tried to use this peripheral with Houdini? I'm interested, I think it could be very useful if we can add direct access to nodes to these buttons.
I understand that this will not be compatible, but you never know, maybe someone is using it
https://loupedeck.com/products/loupedeck-live/ [loupedeck.com]
Regards and thanks for everything
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Houdini Lounge » use hardware to improve productivity
- tulygraf
- 2 posts
- Offline
Technical Discussion » Point cloud: Where does this web-like pattern come from?
- raincole
- 444 posts
- Offline
I created a cloud of points with Points from Volume SOP on a built-in shader ball.
A mysterious web-like pattern emerges when I zoom in:
What's that? I thought Points from Volume SOP should put the points evenly (with "Grid" configuration)? Or is it some kind of Moiré pattern?
A mysterious web-like pattern emerges when I zoom in:
What's that? I thought Points from Volume SOP should put the points evenly (with "Grid" configuration)? Or is it some kind of Moiré pattern?
Technical Discussion » How to use AO map with Principled Shader?
- litote
- 228 posts
- Offline
How do I use an Ambient Occlusion map with the Principled Shader? There are fields to use PBR maps for Base Color, Normal map, etc, but I don't see one for AO. Or is there a way to multiply the AO map with he Base Color map? If so, how?
I have tried using a Layer Mix node but this blends the maps making the Base Color map less saturated, so it is not the way.
I have tried using a Layer Mix node but this blends the maps making the Base Color map less saturated, so it is not the way.
Houdini Indie and Apprentice » How to align transform handle to Packed frame?
- jerry7
- 621 posts
- Offline
Hi,
Are there any way to align transform handle (transform and edit sop) to Packed geometry's frame?
That is to say how to align transform handle's position to @P and rotation to transform intrinsic attribute?
Thanks!
Are there any way to align transform handle (transform and edit sop) to Packed geometry's frame?
That is to say how to align transform handle's position to @P and rotation to transform intrinsic attribute?
Thanks!
Technical Discussion » Advect Volume A by Volume B
- TheDude123
- 65 posts
- Offline
Hi,
I was watching this talk by Attila Torok: https://www.youtube.com/watch?v=Gxfq9DZTuRM&t=268s [www.youtube.com] and at 4:30 into the talk he mentioned that the "the white smoke is advected by the main simulation". I can't seem to find any examples of this online. Does anyone have a quick example of advecting one volume by another...or a quick explanation of how this would be done?
Thanks!
I was watching this talk by Attila Torok: https://www.youtube.com/watch?v=Gxfq9DZTuRM&t=268s [www.youtube.com] and at 4:30 into the talk he mentioned that the "the white smoke is advected by the main simulation". I can't seem to find any examples of this online. Does anyone have a quick example of advecting one volume by another...or a quick explanation of how this would be done?
Thanks!
Edited by TheDude123 - yesterday 23:00:51
Houdini Indie and Apprentice » VEX: what's the rule behide attribute interpolation?
- raincole
- 444 posts
- Offline
For example, let's say I create a square with Grid SOP.
I can access the P attribute with an Attribute Wrangler running over primitives:
However, the P attribute isn't on primitives. It's on points! Why is the above code working? And does it always work for every attribute other than P?
I can access the P attribute with an Attribute Wrangler running over primitives:
printf("%g", vector(prim(0, "P", @primnum)));
However, the P attribute isn't on primitives. It's on points! Why is the above code working? And does it always work for every attribute other than P?
Solaris and Karma » Ocean Shader and Renderman
- TheNotepadShow
- 31 posts
- Offline
Hey All,
I was very easily able to get the Solaris 20.0.688 ocean procedural node and workflow working with Renderman 26.1 with the help of some great people in the technical forum. See this thread https://www.sidefx.com/forum/topic/95413/ [www.sidefx.com]
Things that work:
1) Renderman renders with the native mtlxoceansurface shader.
2) Renderman renders with a custom Renderman PxrSurface shader.
Things that don't work:
1) Renderman can't render with the default mtlxoceaninterior shader. I think it is because there is an kma_volume node in the shader... that is a hybrid node (Karma/MaterialX).
2) I can't render a foam bgeo.sc sequence.. foam doesn't work with RenderMan <-- This is the big reason I am here.
Is there a workaround for these limitations?
I was very easily able to get the Solaris 20.0.688 ocean procedural node and workflow working with Renderman 26.1 with the help of some great people in the technical forum. See this thread https://www.sidefx.com/forum/topic/95413/ [www.sidefx.com]
Things that work:
1) Renderman renders with the native mtlxoceansurface shader.
2) Renderman renders with a custom Renderman PxrSurface shader.
Things that don't work:
1) Renderman can't render with the default mtlxoceaninterior shader. I think it is because there is an kma_volume node in the shader... that is a hybrid node (Karma/MaterialX).
2) I can't render a foam bgeo.sc sequence.. foam doesn't work with RenderMan <-- This is the big reason I am here.
Is there a workaround for these limitations?
Edited by TheNotepadShow - today 01:17:35
Technical Discussion » Particles as Colliders
- fred_98
- 48 posts
- Offline
Hi everyone,
Is it possible to use the output of pop network(or any other dop network) as static object in another dop network?
Is it possible to use the output of pop network(or any other dop network) as static object in another dop network?
Technical Discussion » Saving HDAs to network drive on Windows problems.
- AlexOddbratt_CPHVFX
- 12 posts
- Offline
I'm using H20.0.506 and Win 10 and the new digital asset save window seems to have some issues when saving to a network drive.
I'm trying to save it to a path that starts with \\fs\ but when I hit save the hda gets save in C:/fs/ instead.
This exact same approach and network drive worked fine with the old interface so I'm wondering if anyone else have had this issue and perhaps found a work around preferably without having to mount the drive.
Is this just a user error from my side or perhaps a genuine bug that I should report?
I'm trying to save it to a path that starts with \\fs\ but when I hit save the hda gets save in C:/fs/ instead.
This exact same approach and network drive worked fine with the old interface so I'm wondering if anyone else have had this issue and perhaps found a work around preferably without having to mount the drive.
Is this just a user error from my side or perhaps a genuine bug that I should report?
Technical Discussion » Installing tesorflow for houdini standards
- yancy lindquist
- 2 posts
- Offline
I have installed and am using tensorflow in houdini. I am calling it in python nodes in tops and lops. It is working, but I am getting warnings that it will only use my cpu. I want to reinstall it to try to get a fix, and I had a few questions that maybe someone can help me with.
-Is there an official set of steps to install tensorflow for houdini?
-Would the "Python Virtual Environment" node in tops expose tensorflow to the other contexts like lops?
Thanks for any help.
Yancy
-Is there an official set of steps to install tensorflow for houdini?
-Would the "Python Virtual Environment" node in tops expose tensorflow to the other contexts like lops?
Thanks for any help.
Yancy
Houdini Indie and Apprentice » Focus on selected posed geo
- toonafish
- 411 posts
- Offline
When I use "Space+f" or "Space+g" on some selected geo on a rigged and posed character, Houdini seems to lose focus. At first I thought it focusses on the selected geo in the neutral pose, but that does not seem to be the case.
I don't know what it focusses on, but its not the selected geo.
Works fine when in the neutral pose.
The only hotkey that seems to work is "Space+z", but that only focusses on what's currently under the mouse cursor.
Yet another bug ? Or should I use a different hotkey for focusing on selected geo on a rigged and posed character ?
Seems silly to me, but hey, this is planet Houdini.
H 20.0.653
I don't know what it focusses on, but its not the selected geo.
Works fine when in the neutral pose.
The only hotkey that seems to work is "Space+z", but that only focusses on what's currently under the mouse cursor.
Yet another bug ? Or should I use a different hotkey for focusing on selected geo on a rigged and posed character ?
Seems silly to me, but hey, this is planet Houdini.
H 20.0.653
Technical Discussion » is it possible to include special characters in object name?
- catchyid
- 39 posts
- Offline
Hi,
I use a rop alembic node to save a tree of obj/geo nodes. For pipeline purposes, the nodes in the alembic file must have special characters like ':' (e.g. transforms should be like objA:X), however in houdini a node name cannot have ':' (i.e. houdini will change the name from objA:X to objA:X). Is there any workaround?
cheers
I use a rop alembic node to save a tree of obj/geo nodes. For pipeline purposes, the nodes in the alembic file must have special characters like ':' (e.g. transforms should be like objA:X), however in houdini a node name cannot have ':' (i.e. houdini will change the name from objA:X to objA:X). Is there any workaround?
cheers
Houdini Indie and Apprentice » Error Black Boxing HDAs with Material VOPs or Material X
- sharanvaswani93
- 14 posts
- Offline
Hi everyone,
I am getting an error whenever I try to blackbox HDAs.
--------------------------
Traceback (most recent call last):
File "<stdin>", line 17, in <module>
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 39, in create_instance return _create_vop_instance(node_type)
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 105, in _create_vop_instance
assert not "Could not determine the VOP context for this VOP asset"
AssertionError
--------------------------
This happens for some HDAs and some blackbox correctly. I am not sure if it is because these HDAs are Material X nodes & Material VOPs (guess I saw the same thing happen randomly with Vex VOPs in shaders as well) or is it because I had previously saved the HDAs as a different name and did a "Save As" to rename the HDAs and format the names correctly or is it some other issue?
Any information or help would be really helpful!
I am getting an error whenever I try to blackbox HDAs.
--------------------------
Traceback (most recent call last):
File "<stdin>", line 17, in <module>
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 39, in create_instance return _create_vop_instance(node_type)
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 105, in _create_vop_instance
assert not "Could not determine the VOP context for this VOP asset"
AssertionError
--------------------------
This happens for some HDAs and some blackbox correctly. I am not sure if it is because these HDAs are Material X nodes & Material VOPs (guess I saw the same thing happen randomly with Vex VOPs in shaders as well) or is it because I had previously saved the HDAs as a different name and did a "Save As" to rename the HDAs and format the names correctly or is it some other issue?
Any information or help would be really helpful!
Technical Discussion » Can't select OCIO in color settings
- Manan Bachkaniwala
- 11 posts
- Offline
Hi!
as the title suggests, i cannot select my ocio config in the color settings.
I even tried uninstalling houdini and then reinstalling it!
Any help would be very much appreciated!
thank you!
as the title suggests, i cannot select my ocio config in the color settings.
I even tried uninstalling houdini and then reinstalling it!
Any help would be very much appreciated!
thank you!
Technical Discussion » how to get event that " enter a node"
- lhl.bj.gx
- 1 posts
- Offline
I want to set some parameter or press some buttons when enter a node and I want to use script to achieve it instead of do it myself. How can I get the event?
Technical Discussion » HDA/OTL Create split UV view like UV Layout node
- AdamChabane
- 10 posts
- Offline
Hey all, I'm using Houdini 20 and building my own tool to do Automatic UVs and UV layout for a specific project and I want to recreate the functionality of the UV Layout (3.0) SOP.
When you select the UV Layout SOP it splits the viewport view automatically - see screenshot. I really like this feature, is there a way to replicate this in user built HDAs/OTLs?
Cheers,
Adam
When you select the UV Layout SOP it splits the viewport view automatically - see screenshot. I really like this feature, is there a way to replicate this in user built HDAs/OTLs?
Cheers,
Adam
Solaris and Karma » Setting primvar interpolation to 'constant' or 'uniform'
- petkoe9ead5d0f2e542e7
- 2 posts
- Offline
Hello,
I'm trying to get a cryptomatte AOV for each instance in a copy to points scenario. I have an unique unchanging int 'id' attribute for each point which is a primvar with varying interpolation in Solaris. I already tried to use it to create a Cryptomatte AOV, and on the surface it looks like it's working, but when I try to read it in Nuke, it's wrong. From my limited understanding, It's not working because Karma expects a primvar that is with 'constant' or 'uniform' interpolation. I tried using a wrangle to change the interpolation with 'usd_setprimvarinterpolation(0, '/copytopoints1', 'id', 'uniform');', and judging from the scene graph details, it's working, but it breaks everything else that relies on this primvar(material randomizations, etc..). I'd appreciate the help if anyone knows something on the subject.
Petko Ganev
I'm trying to get a cryptomatte AOV for each instance in a copy to points scenario. I have an unique unchanging int 'id' attribute for each point which is a primvar with varying interpolation in Solaris. I already tried to use it to create a Cryptomatte AOV, and on the surface it looks like it's working, but when I try to read it in Nuke, it's wrong. From my limited understanding, It's not working because Karma expects a primvar that is with 'constant' or 'uniform' interpolation. I tried using a wrangle to change the interpolation with 'usd_setprimvarinterpolation(0, '/copytopoints1', 'id', 'uniform');', and judging from the scene graph details, it's working, but it breaks everything else that relies on this primvar(material randomizations, etc..). I'd appreciate the help if anyone knows something on the subject.
Petko Ganev
Technical Discussion » Initial parameters values for nodes created with Python
- Raytracing6478
- 8 posts
- Offline
When I create a node using python, it will create it with initial parameters values different from when I use the Tab, how to let python create a node with the same parameters values as the Tab version?
Rigging » Skeleton Blend for Blendshapes in APEX
- playboy241994
- 1 posts
- Online
I've been tinkering with APEX a lot lately.
With kind help from many people, i've created the following setup:
till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.
Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.
Then i create Auto rig component with 'FK Transform'
Then i create Auto rig component with 'Bone deform' node
now i connect 'unpack folder'. then 'edit graph'
in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel
***** i dont know what to do next****
i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......
i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.
Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'
i don't know how to replicate it in APEX.
I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.
With kind help from many people, i've created the following setup:
till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.
Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.
Then i create Auto rig component with 'FK Transform'
Then i create Auto rig component with 'Bone deform' node
now i connect 'unpack folder'. then 'edit graph'
in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel
***** i dont know what to do next****
i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......
i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.
Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'
i don't know how to replicate it in APEX.
I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.
Edited by playboy241994 - today 05:30:41
Houdini Lounge » UV Image Viewer
- tomtm
- 124 posts
- Offline
Hi,
Do I miss it for years or is it really missing?
If you would like to see your imported texture in Karma Material Builer, I would welcome to have something like
a texture viever in all other programs.
Maybe I really miss it, but I could not find it.
Do I miss it for years or is it really missing?
If you would like to see your imported texture in Karma Material Builer, I would welcome to have something like
a texture viever in all other programs.
Maybe I really miss it, but I could not find it.
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