grahamyou save my life again, graham!! Thank you. Can I set a hot key for that? and HBD!!!
Are you thinking of the blue info (I) button that's on the Parameter pane?
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Houdini Lounge » Node information(middle mouse) window?
- laiwayne
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Houdini Lounge » Node information(middle mouse) window?
- laiwayne
- 58 posts
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tamteThanks for the respond. Extended information is not what I am looking for. I am looking for a small window contains the texts that is same as I middle mouse on a node.
not sure if there is a hotkey by default, but you can get the window through Right Click/Extended Infirmation…
if you want the hotkey, assign it in Hotkey Manager to /Houdini/Panes/Network Editor/Node Menu/Extended Information
Houdini Lounge » Node information(middle mouse) window?
- laiwayne
- 58 posts
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I remember there is a hot key that can open a window which contains the information just the same as if I middle mouse a op tile. What's the hot key?
Technical Discussion » Nuke always put float type image planes in "other"
- laiwayne
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I have some float type image planes output from Houdini with exr format. When I bring that image into Nuke, Nuke seems merge all of the float type layers into “others” channel. This causes some problems when I shuffle those float type AOVs.
It's the same problem as this discussion.
http://forums.odforce.net/topic/12518-use-whole-passes-in-nuke/ [forums.odforce.net]
I can't to change my float AOV output to vector because I need to reduce channel numbers in Nuke and reduce the file size.
I am wondering is there a way to tell nuke not to merge those float type AOVs into “other”
or
Can Houdini output image planes with channel groups, for example, I can put all my float AOVs in “my_mask” group and nuke will load them as “my_mask” instead of “other”
Attach a hip file and exr
It's the same problem as this discussion.
http://forums.odforce.net/topic/12518-use-whole-passes-in-nuke/ [forums.odforce.net]
I can't to change my float AOV output to vector because I need to reduce channel numbers in Nuke and reduce the file size.
I am wondering is there a way to tell nuke not to merge those float type AOVs into “other”
or
Can Houdini output image planes with channel groups, for example, I can put all my float AOVs in “my_mask” group and nuke will load them as “my_mask” instead of “other”
Attach a hip file and exr
Technical Discussion » hou.ui.getDragSourceData()?
- laiwayne
- 58 posts
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Any doc about this function or usage example?
http://www.sidefx.com/docs/houdini13.0/hom/hou/ui [sidefx.com]
http://www.sidefx.com/docs/houdini13.0/hom/hou/ui [sidefx.com]
Technical Discussion » Import parameters from a .ds file
- laiwayne
- 58 posts
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Technical Discussion » Import parameters from a .ds file
- laiwayne
- 58 posts
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How can I use a .ds file?
In the parameter editor window, the left side contains some preset parameters that you can add to your node. I remember there is a way to add a set of parameters in the parameter editor window. For example, in the “For rendering” tab I can add a folder which contains some of my custom parameters.
In the parameter editor window, the left side contains some preset parameters that you can add to your node. I remember there is a way to add a set of parameters in the parameter editor window. For example, in the “For rendering” tab I can add a folder which contains some of my custom parameters.
Houdini Lounge » Primary render object when 2 objects on top of each other
- laiwayne
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Thanks for reply. circusmonkey
Because of the current setting I have, I can't change the objects in the ROP now. They have to be forced objects and renderable objects.
Because of the current setting I have, I can't change the objects in the ROP now. They have to be forced objects and renderable objects.
Houdini Lounge » Primary render object when 2 objects on top of each other
- laiwayne
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I have 2 objects on top of each other, they are same shape at same position. I wonder if there is a way to tell Mantra which object is the primary one, so Mantra will render the primary one instead of the other. Something like render priority?
I have a simple example file. In my test render, it always renders the red one. I would expect there is a way to render just green, but I have to have them both in forced object, renderable, and no shader change because the setup I have now.
I have a simple example file. In my test render, it always renders the red one. I would expect there is a way to render just green, but I have to have them both in forced object, renderable, and no shader change because the setup I have now.
Technical Discussion » Add SOHO objests in objlist
- laiwayne
- 58 posts
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When patching SOHO, is there a way we can add SOHO objects to the objlist that being passed to render() function? the objlist seems a generator that I can't just add things into it.
Technical Discussion » Problem with emitting dust from RBD on Impact
- laiwayne
- 58 posts
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Technical Discussion » Problem with emitting dust from RBD on Impact
- laiwayne
- 58 posts
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Technical Discussion » Loading custom dll from Python startup script.
- laiwayne
- 58 posts
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set HOUDINI_DSO_PATH environment variable in your Houdini startup script.
http://www.sidefx.com/docs/hdk12.5/hdk_intro_creatingplugins.html#HDK_Intro_CreatingPlugins_HOUDINI_DSO_PATH [sidefx.com]
http://www.sidefx.com/docs/hdk12.5/hdk_intro_creatingplugins.html#HDK_Intro_CreatingPlugins_HOUDINI_DSO_PATH [sidefx.com]
Technical Discussion » How to get other particle attribute
- laiwayne
- 58 posts
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Technical Discussion » delayed load geometry offset sequences
- laiwayne
- 58 posts
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not sure I understand this correctly, but isn't point instance loading the geometry from disk at render? the IFD only saves the file path. :?:
Technical Discussion » How to get other particle attribute
- laiwayne
- 58 posts
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I guess you are talking about VOPSOP. if you only have one particle system and you want your point index remain consistent in VOP, use ID attriubte.
Technical Discussion » delayed load geometry offset sequences
- laiwayne
- 58 posts
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I think what you need is point instance. You can use instancefile attribute to control the file that being loaded during rander.
Technical Discussion » Rendering Sprites Issue
- laiwayne
- 58 posts
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Technical Discussion » Add message/Warning/Error to a OP via HDK
- laiwayne
- 58 posts
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and one more question,
ROP_Node* rop = OPgetDirector()->findROPNode(“/out/my_Mantra/”);
rop->appendError(“OP_CHANGED”, ROP_MESSAGE,“whatMessage”,UT_ERROR_MESSAGE);
the document says that the appendError() needs first argument “const char* type”, I don't quite understand what it needs here. :?:
ROP_Node* rop = OPgetDirector()->findROPNode(“/out/my_Mantra/”);
rop->appendError(“OP_CHANGED”, ROP_MESSAGE,“whatMessage”,UT_ERROR_MESSAGE);
the document says that the appendError() needs first argument “const char* type”, I don't quite understand what it needs here. :?:
Technical Discussion » Add message/Warning/Error to a OP via HDK
- laiwayne
- 58 posts
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Thank you, Edward.
So what I am trying to do is, I have a procedural shader hdk, when the procedural code hits an error, I wanna bring the error message to a ROP or a SOP. Is there a way to do so?
So what I am trying to do is, I have a procedural shader hdk, when the procedural code hits an error, I wanna bring the error message to a ROP or a SOP. Is there a way to do so?
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