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Houdini Indie and Apprentice » houdini 19 viewport issues.
- mikhail s
- 46 posts
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Houdini Indie and Apprentice » houdini 19 viewport issues.
- mikhail s
- 46 posts
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though if i apply material it seems correct.
Edited by mikhail s - Feb. 11, 2022 15:33:47
Houdini Indie and Apprentice » houdini 19 viewport issues.
- mikhail s
- 46 posts
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Houdini Indie and Apprentice » houdini 19 viewport issues.
- mikhail s
- 46 posts
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Hey there,
I've got some issues with vieport in houdini 19.
At the beginning i thought it might be a bug but it's still present and now i'm thinking maybe it's something on my side rather.
First thing is the brightness. It's too intense in comparison with h18.
Second the 'simple material' parameters in display settings do nothing.
I wonder if anybody else got it and if there is possible ways to fix.
Thanks!
I've got some issues with vieport in houdini 19.
At the beginning i thought it might be a bug but it's still present and now i'm thinking maybe it's something on my side rather.
First thing is the brightness. It's too intense in comparison with h18.
Second the 'simple material' parameters in display settings do nothing.
I wonder if anybody else got it and if there is possible ways to fix.
Thanks!
Edited by mikhail s - Feb. 11, 2022 14:24:24
Houdini Indie and Apprentice » hou.ui.readInput() question.
- mikhail s
- 46 posts
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Hey there,
I have a simple popup window called with hou.ui.readInput() where user puts some input.
Is there a way to remember what was put next time the window called?
Thanks!
I have a simple popup window called with hou.ui.readInput() where user puts some input.
Is there a way to remember what was put next time the window called?
Thanks!
Houdini Lounge » Nodes . Batch rename.
- mikhail s
- 46 posts
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Houdini Lounge » Nodes . Batch rename.
- mikhail s
- 46 posts
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Hey Bonsak,
Thanks for reply!
Yeah that what thought it would work but it doesn't.
I have recreated simple scene with several subnets.
And Find And Replace tool is only looking in one subnet(/obj/subnetB).
I've attached the scene in case someone want's to try.
I'd really appreciate.
Thanks for reply!
Yeah that what thought it would work but it doesn't.
I have recreated simple scene with several subnets.
And Find And Replace tool is only looking in one subnet(/obj/subnetB).
I've attached the scene in case someone want's to try.
I'd really appreciate.
Image Not Found
Houdini Lounge » Nodes . Batch rename.
- mikhail s
- 46 posts
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Hey there,
I'm trying to rename multiple nodes that are placed in several directories(subnets) in the network.
For that I'm using Find and Replace in Node Names tool.
It works fine if my nodes are all placed in the same directory.
But if they are in different locations then this tool doesn't find it unless I explicitly tell where to find.
I'm probably missing something .
How do i rename all the nodes in the network, no matter where they are in the network that are matching pattern?
Or maybe for selected nodes? "Find Nodes" works perfectly in finding nodes.
I'm trying to rename multiple nodes that are placed in several directories(subnets) in the network.
For that I'm using Find and Replace in Node Names tool.
It works fine if my nodes are all placed in the same directory.
But if they are in different locations then this tool doesn't find it unless I explicitly tell where to find.
I'm probably missing something .
How do i rename all the nodes in the network, no matter where they are in the network that are matching pattern?
Or maybe for selected nodes? "Find Nodes" works perfectly in finding nodes.
Technical Discussion » PolyPath - Connect EndPoints
- mikhail s
- 46 posts
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I believe the main purpose of polypath node is to make one clean polyline(1 primitive) out of many.
To generate new segment between two end points Ends SOP is probably more suitable
To generate new segment between two end points Ends SOP is probably more suitable
Edited by mikhail s - Feb. 21, 2021 20:16:13
Houdini Lounge » Scene structure, best practice?
- mikhail s
- 46 posts
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CYTE
Hey mikhail s,
if you want subnet children to inherit their parent relationship, You have to connect them to subnetwork input#1.
Cheers
CYTE
Cheers Philipp ! I knew I was missing something...
Houdini Lounge » Scene structure, best practice?
- mikhail s
- 46 posts
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Hey there,
I'm sorry if this question was raised up previously.
I'm mostly busy in modeling field and was wondering what is intended way of structure your scene, how developers see the users build their scene structure on complex assets with 100-s of objects for example like characters.
Me personally I used to build all nodes under /obj/ directory.
But as the asset becomes more complex it starts look messy.
Then I started to use subnets which is great to organaize all the stuff but it has some limitations and one of them is that for some reason subnet's children don't inherit transforms from their parents(am I missing something here?).
Appreciate any thoughts, ideas on that.
I'm sorry if this question was raised up previously.
I'm mostly busy in modeling field and was wondering what is intended way of structure your scene, how developers see the users build their scene structure on complex assets with 100-s of objects for example like characters.
Me personally I used to build all nodes under /obj/ directory.
But as the asset becomes more complex it starts look messy.
Then I started to use subnets which is great to organaize all the stuff but it has some limitations and one of them is that for some reason subnet's children don't inherit transforms from their parents(am I missing something here?).
Appreciate any thoughts, ideas on that.
Houdini Lounge » Python question
- mikhail s
- 46 posts
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Houdini Lounge » Python question
- mikhail s
- 46 posts
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Hey There,
Can somebody explain please why this code works fine:
But this does not?
Basically it generates error if i let user set custom name for the node via readInput() method.
The problem is probably simple but i can’t sort why...
Thanks for any help!
Can somebody explain please why this code works fine:
hou.node("/obj/").createNode('geo', 'test')
But this does not?
name = hou.ui.readInput('name') hou.node("/obj/").createNode('geo', name) Traceback (most recent call last): File "<console>", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.390/houdini/python2.7libs\houpythonportion\ui.py", line 1035, in decorator func, *args, **kwargs File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.390/houdini/python2.7libs\hdefereval.py", line 45, in executeInMainThreadWithResult return _queueDeferred(code, args, kwargs, block=True) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.390/houdini/python2.7libs\hdefereval.py", line 104, in _queueDeferred raise exc_info[1] TypeError: in method 'Node_createNode', argument 3 of type 'char const *'
Basically it generates error if i let user set custom name for the node via readInput() method.
The problem is probably simple but i can’t sort why...
Thanks for any help!
Edited by mikhail s - Dec. 29, 2020 00:27:52
Houdini Lounge » PolyDraw SOP. Avoid points welding , lost feature.
- mikhail s
- 46 posts
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Hey there ,
I remember in Houdini 16 when TopoBuild/PolyDraw was just introduced there was an option not to weld points in "Build" mode by holding down Ctr key while dragging points around.
Starting version 17 there were new handle snapping introduced https://www.sidefx.com/docs/houdini/news/17/model.html#postmeta [www.sidefx.com]
Which is also mapped to Ctr key and looks like it overrides polydraw functionality.
I wonder was that feature mapped to another key or was it lost?
Was quite useful...
I remember in Houdini 16 when TopoBuild/PolyDraw was just introduced there was an option not to weld points in "Build" mode by holding down Ctr key while dragging points around.
Starting version 17 there were new handle snapping introduced https://www.sidefx.com/docs/houdini/news/17/model.html#postmeta [www.sidefx.com]
Which is also mapped to Ctr key and looks like it overrides polydraw functionality.
I wonder was that feature mapped to another key or was it lost?
Was quite useful...
Houdini Lounge » Some UV layouting questions
- mikhail s
- 46 posts
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mikhail sOkay I found an answer to this for those who might be interested.
2 - Is there a way to sew edges without re-arange whole layout? The only way I found was in this tutorial but again it's breaking existing layout
In UVEdit SOP -> right click on selected edges -> Toggle Sew Vertices, works perfectly, it's kinda hidden though I should check right click functionality more often.
Edited by mikhail s - Nov. 25, 2020 05:47:42
Houdini Lounge » UV projection tool
- mikhail s
- 46 posts
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Pixelised
is this feasible to do in Houdini with the tools we have to hand?
Hey, check out this tutorial [vimeo.com] one of the steps is what you are looking for i think.
Edited by mikhail s - Nov. 24, 2020 19:52:09
Houdini Lounge » Some UV layouting questions
- mikhail s
- 46 posts
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Hey there,
Working with UVs in Houdini brought up some questions that I'm not sure how to solve.
1 - how to match the scale of a single or group of UV islands to the referenced UV island's scale and keep existing layout at the same time?
2 - Is there a way to sew edges without re-arange whole layout? The only way I found was in this tutorial [www.sidefx.com] but again it's breaking existing layout
3 - How to edit and see other object's UVs at the same time without merging them?
Working with UVs in Houdini brought up some questions that I'm not sure how to solve.
1 - how to match the scale of a single or group of UV islands to the referenced UV island's scale and keep existing layout at the same time?
2 - Is there a way to sew edges without re-arange whole layout? The only way I found was in this tutorial [www.sidefx.com] but again it's breaking existing layout
3 - How to edit and see other object's UVs at the same time without merging them?
Edited by mikhail s - Nov. 25, 2020 05:53:17
Houdini Lounge » dumb question about zooming in 3d view and grey area
- mikhail s
- 46 posts
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DaJuice
Take a look at Display Options > View > View Mask Opacity
Worked! Thanks Siavash !
Houdini Lounge » dumb question about zooming in 3d view and grey area
- mikhail s
- 46 posts
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tamte
click on the button with red circle next to 2D mode button
Thanks Tomas,
Doesn’t it reset the viewport zoom?
I just need to switch off that grey colored overlay.
Houdini Lounge » dumb question about zooming in 3d view and grey area
- mikhail s
- 46 posts
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I'm sorry for the dumb question … but can't seem to find an answer in docs…
Starting version 18 we've got (thanks SideFX) 2d zoom, which is great!
Along with it when zooming out using Ctr+Right Click (wide camera angle) there is grey area shows up indicating 2d mode, I'm not sure…
So the question is how to rid of that grey zone? I was trying to find it in display settings but didn't find anything.
Starting version 18 we've got (thanks SideFX) 2d zoom, which is great!
Along with it when zooming out using Ctr+Right Click (wide camera angle) there is grey area shows up indicating 2d mode, I'm not sure…
So the question is how to rid of that grey zone? I was trying to find it in display settings but didn't find anything.
Edited by mikhail s - Nov. 10, 2020 21:13:42
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