When you select for an example a transform node, you can see its handle in the viewport, but
if you have two transforms coming from a box node and then you merge them together, when you select the
merge node, you see no transform handles. But while selecting a transform you go on top of it (in the viewport)
and click the right mouse button, you see Persistent checkbox there, enable that and your handle is visible even
if you select the merge node. Make both transforms handles persistent then you can select the merge and you see both handles at the same time, no need to select them trough network editor.
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Technical Discussion » Python classes for transform handles
- kojala
- 24 posts
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Technical Discussion » Python classes for transform handles
- kojala
- 24 posts
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ok, got things working with following python/hscript:
node = hou.node('../test_tr') name = 'Transformer: '+node.path() hou.hscript('pomadd "'+name+'" xform') hou.hscript('pomattach "'+name+'" '+node.path()+' tx:tx ty:ty tz:tz')
Technical Discussion » Python classes for transform handles
- kojala
- 24 posts
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And Im having hard time getting any of the hscript/handle related
commands to work and do the job that they are supposed to.
Tried pomadd, pomset
commands to work and do the job that they are supposed to.
Tried pomadd, pomset
Technical Discussion » Python classes for transform handles
- kojala
- 24 posts
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Hi
Can you set transforms handle as persistent with python?
Havent found anything in docs, forum searches gave me old posts from 2013
where ppl suggested using hscript as it wasnt yet implemented to hou
library. Any info about the current situation?
Can you set transforms handle as persistent with python?
Havent found anything in docs, forum searches gave me old posts from 2013
where ppl suggested using hscript as it wasnt yet implemented to hou
library. Any info about the current situation?
Edited by kojala - Feb. 22, 2018 10:44:48
Technical Discussion » Houdini 16.5 and Layer geometry node
- kojala
- 24 posts
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secondly, if I place uvunwrap node after my mesh and set the uv attribute to uv2 in the node, when selecting the node - now the new menu changes to show uv2.
how do I set the uv attribute back to be the active? as if I would have this uvunwrap in an HDA, I would like to set things back as they were before.
I tried adding uvtransform node and setting its uv attribute to uv, and in the new menu in uv viewport it still shows the uv2 as active - I have no feedback atm while moving the uvs
how do I set the uv attribute back to be the active? as if I would have this uvunwrap in an HDA, I would like to set things back as they were before.
I tried adding uvtransform node and setting its uv attribute to uv, and in the new menu in uv viewport it still shows the uv2 as active - I have no feedback atm while moving the uvs
Edited by kojala - Nov. 9, 2017 10:23:51
Technical Discussion » Houdini 16.5 and Layer geometry node
- kojala
- 24 posts
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Im having serious problems with this new system, for an example, I have fbx mesh imported and it has uv and uv2 attributes. but I see in uv viewports/ new uv menu/ uv attribute section / and thers only “auto” and “uv”, no uv2? thers no difference in which I select. the selection doesnt even stick if I select the “uv”
Technical Discussion » Houdini 16.5 and Layer geometry node
- kojala
- 24 posts
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I have uv, uv2 and uv3 attributes on my mesh, in houdini 16.0.736 I was able to use layer node and change
the current layer and then the uv layers/sets would change in uv view. the layer node does atm nothing
in Houdini 16.5.268, is this a bug or is there some new workflow?
the current layer and then the uv layers/sets would change in uv view. the layer node does atm nothing
in Houdini 16.5.268, is this a bug or is there some new workflow?
Edited by kojala - Nov. 9, 2017 06:21:09
Technical Discussion » Material Builder as HDA + save cached code
- kojala
- 24 posts
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Why not? I love how the HDA system exists in all contexts, obj/, mat/ and /out etc. and even if you have existing materials, you change one instance and the changes go to all of them once you save it. all builtin materials aswell seem to be HDA:s.
Technical Discussion » Material Builder as HDA + save cached code
- kojala
- 24 posts
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HI
I had an issue where I have a custom material, done with material builder and then I saved it
as a HDA. I even checked the save cached code in the asset properties. I also have another HDA inside this material
HDA node. I changed this interior HDA using another instance of it outside my material, and the changes didnt go to the material HDA. Is the “save cached code” the reason why my material HDA dosnt get updates, if their inner HDA:s change? or is this a bug? Once I unchecked the save cached code, the changes went nicely to my material HDA.
- seems that it really works like that. and once you check save cached code, you have to be sure you dont want to change the shader
I had an issue where I have a custom material, done with material builder and then I saved it
as a HDA. I even checked the save cached code in the asset properties. I also have another HDA inside this material
HDA node. I changed this interior HDA using another instance of it outside my material, and the changes didnt go to the material HDA. Is the “save cached code” the reason why my material HDA dosnt get updates, if their inner HDA:s change? or is this a bug? Once I unchecked the save cached code, the changes went nicely to my material HDA.
- seems that it really works like that. and once you check save cached code, you have to be sure you dont want to change the shader
Edited by kojala - Sept. 18, 2017 04:13:15
Technical Discussion » Up Axis & Units setup trough python
- kojala
- 24 posts
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Hi.
Is it possible to setup the Up Axis and Units trough
a startup script? Atleast there doesnt seem to be environment variables for those.
Ive tried to get the 123.py startup script to work,
no luck yet. And Ive tried to find hou library commands to set up
units and up axis on startup, no luck there either.
Is it possible to setup the Up Axis and Units trough
a startup script? Atleast there doesnt seem to be environment variables for those.
Ive tried to get the 123.py startup script to work,
no luck yet. And Ive tried to find hou library commands to set up
units and up axis on startup, no luck there either.
Technical Discussion » Bake Texture in HDA
- kojala
- 24 posts
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Ok, just by recreating the objnet & ropnet parts in my geo hda and
using ../../objnet/low style paths, I got things working!
using ../../objnet/low style paths, I got things working!
Edited by kojala - Aug. 10, 2017 09:52:55
Technical Discussion » Bake Texture in HDA
- kojala
- 24 posts
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Yeah, Im only going to use the hda inside houdini.
Anyway, I cant make the bake texture node to work if I place it inside a hda.
Anyway, I cant make the bake texture node to work if I place it inside a hda.
Technical Discussion » Bake Texture in HDA
- kojala
- 24 posts
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I dont get your answer, I dont think I have to include mantra to a hda?
in the video link the hda has a Bake Texture node inside it, so it should work.
and btw `opfullpath('..') + ‘/objnet/low’` seems to be more correct syntax.
atleast it has working code highlighting, but still doesnt work.
I also tried to put a ropnet inside a geo hda as that would put all my stuff inside a
single hda. couldnt get it to work, just got errors:
Error Command Exit Code: 139
8688: Fatal Error: Segmentation fault
How are the object references different in Bake Texture node compared to
Object Merge, as in that one you can use ../objnet/low type references and they work.
in the video link the hda has a Bake Texture node inside it, so it should work.
and btw `opfullpath('..') + ‘/objnet/low’` seems to be more correct syntax.
atleast it has working code highlighting, but still doesnt work.
I also tried to put a ropnet inside a geo hda as that would put all my stuff inside a
single hda. couldnt get it to work, just got errors:
Error Command Exit Code: 139
8688: Fatal Error: Segmentation fault
How are the object references different in Bake Texture node compared to
Object Merge, as in that one you can use ../objnet/low type references and they work.
Technical Discussion » Bake Texture in HDA
- kojala
- 24 posts
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HI.
Im trying to put Bake Texture node inside a hda,
but cant get the Uv object 1 and High res Object 1 paths
to work. I have an object network node inside the hda and there
Im using object merge to bring the objects inside the hda from /obj level. that part
seems to work. atleast those geos are visible. the problem is how
I make the Bake Texture to find these geos. Ive tried ../objnet/low etc. combinations
and also following line which I found from one video:
'opfullpath(“..”) + “/objnet/low”'
video link: ( https://www.sidefx.com/tutorials/games-baker-rop/ [www.sidefx.com] )
that wont work either.
please help.
Im trying to put Bake Texture node inside a hda,
but cant get the Uv object 1 and High res Object 1 paths
to work. I have an object network node inside the hda and there
Im using object merge to bring the objects inside the hda from /obj level. that part
seems to work. atleast those geos are visible. the problem is how
I make the Bake Texture to find these geos. Ive tried ../objnet/low etc. combinations
and also following line which I found from one video:
'opfullpath(“..”) + “/objnet/low”'
video link: ( https://www.sidefx.com/tutorials/games-baker-rop/ [www.sidefx.com] )
that wont work either.
please help.
Technical Discussion » Bake Texture + Shading Normal + Antialiasing
- kojala
- 24 posts
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I cant get any kind of antialiasing to Shading Normal texture.
For an example Tangent-Space Normal works just fine and Surface Unlit Base Color.
Increasing Baking Samples or Pixel Samples seem to have no effect to it.
For an example Tangent-Space Normal works just fine and Surface Unlit Base Color.
Increasing Baking Samples or Pixel Samples seem to have no effect to it.
Edited by kojala - Aug. 8, 2017 05:57:31
Technical Discussion » merging geometry
- kojala
- 24 posts
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Technical Discussion » merging geometry
- kojala
- 24 posts
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that works like during the first render after tweaking the nodes, when I start another from the render view, materials arent correct
Technical Discussion » merging geometry
- kojala
- 24 posts
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turning on the cryptic “overrides use local variables” checkbox in material node seems to help
Technical Discussion » merging geometry
- kojala
- 24 posts
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Hi!
Not sure if Im completely wrong with my workflow but Ill give you an example:
I have a piece of floor with material 1, and then Ive spawned some packed geos on top of it and they use material 2, Im using material node to assign the material 1 to the floor, so the packed geos are using the default material assigned on object level. then in the end Im merging all of this to one output. Im getting warnings in the merge node that some attributes may not be initialised correctly. and indeed, sometimes I have to go one node higher the merge and back to get the material assigments to work. they work nicely in viewport but mantra rendering isnt showig them properly sometimes
Not sure if Im completely wrong with my workflow but Ill give you an example:
I have a piece of floor with material 1, and then Ive spawned some packed geos on top of it and they use material 2, Im using material node to assign the material 1 to the floor, so the packed geos are using the default material assigned on object level. then in the end Im merging all of this to one output. Im getting warnings in the merge node that some attributes may not be initialised correctly. and indeed, sometimes I have to go one node higher the merge and back to get the material assigments to work. they work nicely in viewport but mantra rendering isnt showig them properly sometimes
Edited by kojala - May 30, 2017 10:42:49
Technical Discussion » point looping in vex
- kojala
- 24 posts
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I really cant show the file, but Ill try to be more clear. I have a bunch of points which Im going to use as voronoi points and in the end Im using the original points as rest points and the new points as template points for the transformpieces node. so I want some of the pieces to cover a shape. first I tough not just randomly but evenly as scatter does it. but I could choose number of closest ones and then just move point by point to new locations. that might be the best solution. even my current slow method isnt that bad as the slow detail wrangle is run only if the points change but I have a faster point wrangle later which does the animation just by lerping between old/new position
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