Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in 19.5
      • Overview
      • Solaris
      • Karma
      • Character FX
      • Pyro FX
      • FLIP Fluids
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • Houdini Indie
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • PDG
      • Overview
      • FAQ
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
  • Community
    • Forum
    • News Feed
    • Project Profiles
    • Gallery
    • Contests & Jams
    • Houdini HIVE Events
    • Event Calendar
    • HEX Interview Show
    • Worldwide HUG
  • Learn
    • Getting Started
    • My Learning
    • Learning Paths
    • Tutorials
    • Tech Demos
    • Talks & Webinars
    • Schools & Training
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
  • Support
    • Customer Support
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Get
    • Buy
    • Download
    • Content Library
    • Contact Info
 
Advanced Search
Forums Search
Found 134 posts.

Search results Show results as topic list.

Technical Discussion » Node pasted event callback?

User Avatar
guilhermecasagrandi
185 posts
Online
 Jan. 19, 2023 08:25:03
jparker
I've just implemented it for a project I'm working on. I tried both pasting and alt-dragging and my callbacks still work. This is Houdini 19.5 in Linux.

The code in that file is pretty simple:

import my_callback
import my_object

if hou.isUIAvailable():
    my_callback(kwargs['node'], my_object)

Thanks for letting me know. I'll give it another try.
See full post 

Technical Discussion » Node pasted event callback?

User Avatar
guilhermecasagrandi
185 posts
Online
 Jan. 18, 2023 08:46:51
jparker
If you specifically want an action done when pasting, can't you use the "OnLoaded" event type?

https://www.sidefx.com/docs/houdini/hom/locations.html#event-types [www.sidefx.com]

If you put it in "$HOUDINI_PATH/scripts/OnLoaded.py" it should run any time a node is loaded or pasted.

-Jon

Have you tried that? Because in my tests this action was not triggered when (alt + drag) copying.
See full post 

Solaris » Viewport OGL Render?

User Avatar
guilhermecasagrandi
185 posts
Online
 Oct. 21, 2022 14:36:36
malexander
Use the OpenGL ROP. It handles LOPs and OBJs.

Sorry about that, I've missed that one.

Thanks!
See full post 

Solaris » Viewport OGL Render?

User Avatar
guilhermecasagrandi
185 posts
Online
 Oct. 20, 2022 21:40:06
Hi,

Is it possible to render the ogl from the resulting USD or from the in-memory USD using rops? Something like the ogl render or even the USD render ROP, but with the ogl delegate?

I'm trying to avoid the viewport capture.

Thanks!
See full post 

Technical Discussion » Node pasted event callback?

User Avatar
guilhermecasagrandi
185 posts
Online
 Sept. 27, 2022 11:15:50
graham
Unless things have changed in recent versions, unfortunately there's no proper form of callbacks to easily tap into in regards to network editor actions which means you're pretty much forced to implement it on your own via a custom node graph event handler similar to this:

https://github.com/captainhammy/Houdini-Toolbox/blob/master/houdini/python3.7libs/nodegraphhooks.py [github.com]

It's been a while since I messed with any of that stuff and mostly don't recall how it works anymore. That file basically registers a custom handler that will do certain things otherwise defers the default Houdini handler. I believe that due to the way the default Houdini handler stuff was implemented it was pretty much impossible to just call their code while adding in your own hooks so it required making a copy of a bunch of the Houdini code to handle the actual pasting the way they do (nodegraph.handle_houdini_paste_event) and then eventually doing something that you want to do, which in this case was me emitting a callback for my own crappy callback system.

I recall it was a bit of a pain to figure out and a lot of diving into various places but we eventually figured out something that worked well enough for our goals.

Thanks for the great info, although the news is a bit sad! haha.
See full post 

Technical Discussion » Node pasted event callback?

User Avatar
guilhermecasagrandi
185 posts
Online
 Sept. 26, 2022 13:56:09
Hi,

I'm doing some hdas for pipeline stuff, and I need to run some python code when a node is created. It works well when the node is created but not when It's copied and pasted (by ctrl+c->ctrl+v or alt drag). Since a new node is being created, shouldn't the onCreated callback be called in the situation or I am missing something here?

I haven't found any suitable callback either.
See full post 

PDG/TOPs » Port (parameter) evaluation dirtying work items

User Avatar
guilhermecasagrandi
185 posts
Online
 Aug. 28, 2022 21:31:38
Hi,

I have an hda that I'm using parameters to update some work item attributes. For that, I've duplicated the parameters from the hda to the python script node inside, and than I referenced the parameters using hscript channel references.
When I evaluate the hda, with the python script node reading the attributes using the pdg port method, It makes the work item dirty right after evaluation (in-process). Just after a second cook, It will change the WI state as cooked (bright green).
I've done the same thing, but instead reading the channels using the hou module, and the behavior changes. The work item is marked as cooked (bright green) right in the first cook.

Am I missing something here or It's a bug? Shouldn't It mark as cooked (bright green) in the first cook using both methods?
See full post 

Technical Discussion » Output connection changed callback (?)

User Avatar
guilhermecasagrandi
185 posts
Online
 Aug. 16, 2022 19:34:13
Hi,

Do we have any callback option for when the output connector of a node changes?
Basically, I'm developing some TOP tools and I want a different behavior when the node has an output node connected to It.

At least in the HDA callbacks, I didn't find any option, nor in the python callback functions.
See full post 

Solaris » Dashes in prim paths?

User Avatar
guilhermecasagrandi
185 posts
Online
 Aug. 15, 2022 16:31:59
mtucker
I also can't find it in the USD docs, but dashes are not valid in USD primitive paths:

>>> from pxr import Sdf
>>> Sdf.Path.IsValidIdentifier('foo-bar')
False

Thanks mtucker!
I'll change the paths to take that into account and avoid future problems.
See full post 

Solaris » Dashes in prim paths?

User Avatar
guilhermecasagrandi
185 posts
Online
 Aug. 15, 2022 12:45:23
Hi,

I've been developing the next big upgrade in our studio's pipeline to conform with Autodesk's Shotgrid defaults.
The thing is: SG uses underlines as path separators, so using dashes (-) is allowed with some effort.
Therefore, we've changed all our defaults to start using dashes as opposed to camelCase, since in our opinion, improves readability.
We've tested that with alembics and everything was OK, but It was a surprise when we noticed that in solaris the primitive's paths dashes were being replaced by underlines.
I didn't find anything in the USD docs so far, but is that something in the usd definition, or It's just in Solaris?
I've tested saving an alembic and sublayering It, and Solaris does change It too, not just the sop path attribute.
So, I really want to know if I need to change my paths from dashes to underlines at some point or if there is some way to use dashes in the prim paths.
See full post 

Technical Discussion » Reload Package without restarting Houdini

User Avatar
guilhermecasagrandi
185 posts
Online
 Aug. 4, 2022 13:01:41
mabelzile
It's not yet supported when reloading packages, you have to restart Houdini for your changes to take effect.

Wouldn't "hou.ui.reloadPackage" method do that?
See full post 

Solaris » Solaris rendering on the cloud

User Avatar
guilhermecasagrandi
185 posts
Online
 Aug. 3, 2022 10:10:27
No_ha
Sooo AWS just made (almost) all their products free, including Deadline.
https://aws.amazon.com/blogs/media/aws-thinkbox-products-now-available-free-of-charge/ [aws.amazon.com]

No usage-based costs for deadline clients anymore. So now the costs should only be for the actual servers. Hopefully, I can figure out the setup and report back if it works. Though their documentation seems more geared towards full-time network admins and not Houdini Indie users :S

It has been this way for a while now. They haven't been charging for UBL in the cloud for years I think, they were charging just for local licenses of DL.
See full post 

Houdini Lounge » What holds yourself/studio from adopting Houdini more?

User Avatar
guilhermecasagrandi
185 posts
Online
 April 2, 2022 21:46:35
shaned
What holds back artists, decision-makers, tools from using Houdini?
Comfort? Complexity? Price? No Adoption runway? Stubbornness?

No wrong answers here.

If you are uncomfortable with answering publically, you can email me directly: shaned@sidefx.com.

Thank community!
Cheers

I'm a long-time houdini user (13 years), and 3 years ago I started a small studio. Right now I still have the option of continuing indie, using indie licenses. I'm still figuring out how to grow and make the transition to workstation or studio licenses, since there is a huge difference in price. I won't say It isn't worth the price, since houdini is amazing, I love to work with it and it puts some studio-level tools in the hands of regular users, but as I small studio owner, working from brazil (with a huge exchange rate difference), making the transition seems almost impossible right now. I've talked to sales and there is no easy way, even transitioning directly to the maintenance cost (since I already have my own license?).

It feels like HIndie is too cheap and FX licenses are too expensive. Don't know how It would work, from the business perspective, to lower the studio licenses, but indie is pretty cheap compared to c4d and compared with a regular freelancer rate, and on the other hand, studio seems too pricy compared with a small studio's income, at least here in brazil
See full post 

Houdini Lounge » Deadline Render for H19

User Avatar
guilhermecasagrandi
185 posts
Online
 March 25, 2022 17:47:32
Adriano
guilhermecasagrandi
Adriano
guilhermecasagrandi
Adriano
guilhermecasagrandi
Luke Letellier
We have been contacting them through the forums repeatedly, but that hasn't done much good. I wasn't sure if any of the developers here knew what might be up on their development end of things.

I think that's not something for the sesi devs to comment, but rather, the community.
There are some tricks to make Deadline work with H19, just do a search on youtube.

I don't know if that will work if the aws services right now, but hopefully I'll get that answer in a couple of weeks.


Youtube search gives nothing. Where is that hack you talking about please?

EDIT: Never mind, just installing as 18.5 and pointing at the H19 pref folder works eventually.

There is a file in the database that you have to change. There were several YT videos on that, but the one that I've watched was banned due to piracy, although the DL videos wasn't about that.

1. AWS-Thinkbox are aware of the problem, but they can't comment.
2. Probably is due to changes on the houdini license server... that has messed up with UBL in the AWS services
3. They can't comment if they are working on a fix, but I believe eventually they will do It, and hopefully, sesi doesn't change the license server for some years...


Well, whatrever i've tried... it doesn't work. I can submit the renders, but they crash right away. Really annoying. Already almost April 2022 and those guys are still behind. They were slow before but since Amazon it's gotten even worse :$

It's easy to make It work, the real problem lies in the AWS services right now (with h19).
But I think they are slow too...

Attached the files needed to make It work with H19. Other then that, It should be problems related to your database.


Thanks a lot for that. What is that Houdini19.diff? Where should it be placed please?

Cheers,

In the houdini prefs root folder.
See full post 

Houdini Lounge » Deadline Render for H19

User Avatar
guilhermecasagrandi
185 posts
Online
 March 25, 2022 12:06:57
Adriano
guilhermecasagrandi
Adriano
guilhermecasagrandi
Luke Letellier
We have been contacting them through the forums repeatedly, but that hasn't done much good. I wasn't sure if any of the developers here knew what might be up on their development end of things.

I think that's not something for the sesi devs to comment, but rather, the community.
There are some tricks to make Deadline work with H19, just do a search on youtube.

I don't know if that will work if the aws services right now, but hopefully I'll get that answer in a couple of weeks.


Youtube search gives nothing. Where is that hack you talking about please?

EDIT: Never mind, just installing as 18.5 and pointing at the H19 pref folder works eventually.

There is a file in the database that you have to change. There were several YT videos on that, but the one that I've watched was banned due to piracy, although the DL videos wasn't about that.

1. AWS-Thinkbox are aware of the problem, but they can't comment.
2. Probably is due to changes on the houdini license server... that has messed up with UBL in the AWS services
3. They can't comment if they are working on a fix, but I believe eventually they will do It, and hopefully, sesi doesn't change the license server for some years...


Well, whatrever i've tried... it doesn't work. I can submit the renders, but they crash right away. Really annoying. Already almost April 2022 and those guys are still behind. They were slow before but since Amazon it's gotten even worse :$

It's easy to make It work, the real problem lies in the AWS services right now (with h19).
But I think they are slow too...

Attached the files needed to make It work with H19. Other then that, It should be problems related to your database.
See full post 

Houdini Lounge » Deadline Render for H19

User Avatar
guilhermecasagrandi
185 posts
Online
 March 24, 2022 20:35:47
Adriano
guilhermecasagrandi
Luke Letellier
We have been contacting them through the forums repeatedly, but that hasn't done much good. I wasn't sure if any of the developers here knew what might be up on their development end of things.

I think that's not something for the sesi devs to comment, but rather, the community.
There are some tricks to make Deadline work with H19, just do a search on youtube.

I don't know if that will work if the aws services right now, but hopefully I'll get that answer in a couple of weeks.


Youtube search gives nothing. Where is that hack you talking about please?

EDIT: Never mind, just installing as 18.5 and pointing at the H19 pref folder works eventually.

There is a file in the database that you have to change. There were several YT videos on that, but the one that I've watched was banned due to piracy, although the DL videos wasn't about that.

1. AWS-Thinkbox are aware of the problem, but they can't comment.
2. Probably is due to changes on the houdini license server... that has messed up with UBL in the AWS services
3. They can't comment if they are working on a fix, but I believe eventually they will do It, and hopefully, sesi doesn't change the license server for some years...
See full post 

Technical Discussion » stamps faster than compiled sops? lies!

User Avatar
guilhermecasagrandi
185 posts
Online
 March 18, 2022 07:02:03
vinyvince
Another case

Compile blocks aren't supposed to work with relative references (read the docs about that plz). Just use spare parameters and you're good.
See full post 

Technical Discussion » [VIDEO] Comparing the Guide Groom Sop - H18.5 v H19

User Avatar
guilhermecasagrandi
185 posts
Online
 Feb. 25, 2022 04:57:12
I think your video triggered something inside sidefx!

From today's build:
"Added a cut brush to Guide Groom 2.0, similar to the one in 1.0."

I still haven't tested It. Have you?
See full post 

Solaris » Using a primvar string to give a texture path

User Avatar
guilhermecasagrandi
185 posts
Online
 Feb. 17, 2022 08:56:02
brians
d3zd3z
Any idea on where string primvar support is in the XPU roadmap?

The answer to this is more complicated than it might appear.

What you're asking for in essence is not just "when will string primvar support be working in XPU", but actually "when can we have something within a shader trigger the loading of a texture".

That kind of feature is called "on-demand texture loading".

We're looking into this, but it's actually a very large job (given the disconnect of the GPU from the CPU) so will not happen overnight. So perhaps somewhere between 6months -> 1year. But I cannot be certain sorry.

Thanks for the inquiry though.
Its useful to hear that people are attempting this kind of thing
Cheers

For crowd that's a important feature.
Do you know if has been some development in rendering crowds on the gpu (not just talking about Karma here)?
Because It uses a lot of memory...
Last time I used that in Karma (CPU) I couldn't use the agents as instances (or some kind of It) due to some errors when binding the material variations, so I don't know how much that feature can help on the amount of memory needed, but, with that said, I didn't feel much difference from Mantra on the same scenario (although I didn't compare).
See full post 

Houdini Lounge » Deadline Render for H19

User Avatar
guilhermecasagrandi
185 posts
Online
 Feb. 10, 2022 11:34:19
Luke Letellier
We have been contacting them through the forums repeatedly, but that hasn't done much good. I wasn't sure if any of the developers here knew what might be up on their development end of things.

I think that's not something for the sesi devs to comment, but rather, the community.
There are some tricks to make Deadline work with H19, just do a search on youtube.

I don't know if that will work if the aws services right now, but hopefully I'll get that answer in a couple of weeks.
See full post 
  • First
  • 1
  • 2
  • 3
  • 4
  • Last
  • / 7
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • PDG
LEARN
  • Learning Paths
  • Tutorials
  • Talks & Webinars
  • Schools & Training
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Press
  • T-Shirt Store
  • Careers
  • Internships
  • Contact Us
Copyright © SideFX 2023. All Rights Reserved.

Choose language