Found 147 posts.
Search results Show results as topic list.
Work in Progress » Local Stable Diffusion Houdini integration
- sascha
- 158 posts
- Offline
Technical Discussion » cv2 DLL load failing
- sascha
- 158 posts
- Offline
OK, I found a solution that worked well. Simply set os.add_dll_directory pointing to the $env:CONDAENV/Library/bin directory. I did it in the 123 and 456 hsite scripts with an env var I set in the Conda environment's activate.d/env_vars.ps1 script. You can also use a Houdini environment script instead, but that way Houdini might have conflicts with other packages in the Conda environment like NumPy (Houdini would look at those instead of its own sitepackages).
Edited by sascha - Nov. 7, 2022 03:55:34
Technical Discussion » cv2 DLL load failing
- sascha
- 158 posts
- Offline
Any idea how I can get past that error when importing cv2?
File "C:\Program Files\Side Effects Software\Houdini 19.5.303\python39\lib\site-packages-forced\shiboken2\files.dir\shibokensupport\__feature__.py", line 142, in _import return original_import(name, *args, **kwargs) ImportError: DLL load failed while importing cv2: The specified module could not be found.
Technical Discussion » ZeroMQ (ZMQ) Client in Houdini ?
- sascha
- 158 posts
- Offline
Technical Discussion » Python import lib instand crashes Houdini
- sascha
- 158 posts
- Offline
Not yet, but I'm having a similar issue with importing cv2 in Houdini. Do you have a solution?
Edited by sascha - Nov. 6, 2022 11:07:16
Technical Discussion » Applying Normal Maps (texture) in Material X...
- sascha
- 158 posts
- Offline
Did you find a solution?
I see normal texture issues as well when switching to an MtlX Standard Surface material, but the same surface looks totally fine with a USD Preview Surface material and the good old principal one.
I see normal texture issues as well when switching to an MtlX Standard Surface material, but the same surface looks totally fine with a USD Preview Surface material and the good old principal one.
PDG/TOPs » Anaconda Environments in PDG / run external .py file in env
- sascha
- 158 posts
- Offline
Technical Discussion » How to use a virtual environment's python instead of the one that ships with houdini?
- sascha
- 158 posts
- Offline
vinyvince
Hi there
Has someone fount out a TOP template to setup a launch a custom anaconda env using PDG TOP?
Like :
Step 1. Initialisation :: launch anaconda with a custom env loaded. ini the env once
Step 2. In the previously created shell, run generate and send commands to that shell using some PDG wedges variants.
Please let's me know... Here is some additional information below how we could possibly do that
Cheers,
Vincent*
""You set Python execution to the external environment with PythonBin.
To prevent accidents, temporarily change PYTHONHOME to the external environment upstream. However, since ImageMagick is processed in an external environment, it will be reset after processing. There are many cases where this works even without it, so it's just a charm...""
Have you figured it out? I need that as well but just started looking into it.
Houdini Engine for Unity » New Houdini Engine for Unity feature: Attributes Store
- sascha
- 158 posts
- Offline
seelan
Apologies, I should have check out your sample code. I see what you're trying to do now. Unfortunately, there are 2 problems with it.
First, I believe when transitioning to play mode, the internal attribute data is stored as a Dictionary which is likely being cleared during the code domain reload. So don't use play mode for getting the attributes.
Second, the HEU_HoudiniAsset.GetAttributesStores() function returns the attribute store on the HDA. This is different from the output attribute store (HEU_OutputAttributesStore) which is for each output geometry. To get those, you need to get the output GameObjects, and get the HEU_OutputAttributesStore component on them. See below code. The rootGO is your HDA root gameobject.HEU_HoudiniAsset houdiniAsset = QueryHoudiniAsset(rootGO); List<GameObject> outputGOs = new List<GameObject>(); houdiniAsset.GetOutputGameObjects(outputGOs); HEU_OutputAttributesStore attrStore = outputGOs[0].GetComponent<HEU_OutputAttributesStore>(); if (attrStore == null) { Debug.LogWarning("No HEU_OutputAttributesStore component found!"); return; }
Check HEU_ExampleInstanceCustomAttribute.cs which has more example code.
Thanks for the detailed reply!
Actually the dictionary doesn't seem to get cleared in play mode, at least not my my project right now. Though I'm not pursuing that route.
By the way, does the HEU_OutputAttribute support vector values? I guess not but floats work just fine…
Edited by sascha - May 19, 2020 00:16:51
Houdini Engine for Unity » New Houdini Engine for Unity feature: Attributes Store
- sascha
- 158 posts
- Offline
seelanThe HDA I used is one that ships with HEU examples: HEUInstanceAttributesStore.hda
Attach your HDA if you are still having a problem.
Edited by sascha - May 15, 2020 22:59:12
Houdini for Realtime » Labs' Substance Archive COP Fatal Error
- sascha
- 158 posts
- Offline
Houdini Engine for Unity » New Houdini Engine for Unity feature: Attributes Store
- sascha
- 158 posts
- Offline
Is the attribute store only accessible from the attached detail unity_script? I'm trying to access the HDA's OutputAttributesStore in a script on another game object (just an empty) but I guess I'm missing something:
So far I only got:
How do I get access to the OutputAttributesStore?
PS: The script above should work in any vanilla Unity project with HEU installed, just attach it to an empty and hit play. I used Unity 2019.3.13f and Houdini 18.0.463.
using System.Collections; using System.Collections.Generic; using UnityEngine; using HoudiniEngineUnity; public class HEU_AttributesStore : MonoBehaviour { void Start() { string attributesStoreAssetPath = "Assets/Plugins/HoudiniEngineUnity/HDAs/HEUInstanceAttributesStore.hda"; string attributesStoreFullPath = HEU_AssetDatabase.GetAssetFullPath(attributesStoreAssetPath); if (string.IsNullOrEmpty(attributesStoreFullPath)) { Debug.LogErrorFormat("Unable to load asset at path: {0}", attributesStoreAssetPath); return; } HEU_SessionBase session = HEU_SessionManager.GetOrCreateDefaultSession(); GameObject rootGO = HEU_HAPIUtility.InstantiateHDA(attributesStoreFullPath, Vector3.zero, session, true); if (rootGO != null) { HEU_EditorUtility.SelectObject(rootGO); } HEU_HoudiniAsset houdiniAsset = QueryHoudiniAsset(rootGO); if (houdiniAsset == null) { return; } CookAsset(houdiniAsset); HEU_OutputAttributesStore attrStore = houdiniAsset.GetComponent<HEU_OutputAttributesStore>(); if (attrStore == null) { Debug.LogWarning("No HEU_OutputAttributesStore component found!"); return; } } // Update is called once per frame void Update() { } public static HEU_HoudiniAsset QueryHoudiniAsset(GameObject rootGO) { HEU_HoudiniAssetRoot heuRoot = rootGO.GetComponent<HEU_HoudiniAssetRoot>(); if (heuRoot == null) { Debug.LogWarningFormat("Unable to get the HEU_HoudiniAssetRoot from gameobject: {0}. Not a valid HDA.", rootGO.name); return null; } if (heuRoot._houdiniAsset == null) { Debug.LogWarningFormat("Unable to get the HEU_HoudiniAsset in root gameobject: {0}. Not a valid HDA.", rootGO.name); return null; } return heuRoot._houdiniAsset; } public static void CookAsset(HEU_HoudiniAsset houdiniAsset) { houdiniAsset.RequestCook(bCheckParametersChanged: true, bAsync: false, bSkipCookCheck: true, bUploadParameters: true); } }
So far I only got:
No HEU_OutputAttributesStore component found!
How do I get access to the OutputAttributesStore?
PS: The script above should work in any vanilla Unity project with HEU installed, just attach it to an empty and hit play. I used Unity 2019.3.13f and Houdini 18.0.463.
Edited by sascha - May 15, 2020 13:21:33
Houdini for Realtime » Labs' Substance Archive COP Fatal Error
- sascha
- 158 posts
- Offline
I'm having an issue with the Substance COP (v463). As soon as I plug in one a file or merge op, I get a segmentation fault. It happens with the .sbsar posted on sidefx.com/tutorials/sci-fi-core and with any other Substance Designer (2020.1.2) file I export and tried in Houdini (18.0.460 and 463) with the Labs Substance Archive node. Is this working for you guys?
Houdini for Realtime » Houdini Engine 3.3.5 cannot load results in Unity 2019.3.13f
- sascha
- 158 posts
- Offline
Maybe I get a hint here: https://youtu.be/N9zyg25MV9k [youtu.be]
Edited by sascha - May 12, 2020 23:44:40
Houdini for Realtime » Houdini Engine 3.3.5 cannot load results in Unity 2019.3.13f
- sascha
- 158 posts
- Offline
I have trouble to load PDG results with Unity 2019.3.13f and Houdini Engine 3.3.5.
The PDG Link cooks the outputs but can't load the terrain. The processes succeeds but I get a warning: “Part with id 1 is missing. Unable to generate instance!”
I followed this tutorial: sidefx.com/tutorials/pdg-for-indie-gamedev-section-3-creating-terrains/
Any idea what has changed since then?
The PDG Link cooks the outputs but can't load the terrain. The processes succeeds but I get a warning: “Part with id 1 is missing. Unable to generate instance!”
I followed this tutorial: sidefx.com/tutorials/pdg-for-indie-gamedev-section-3-creating-terrains/
Any idea what has changed since then?
Edited by sascha - May 12, 2020 23:44:10
Technical Discussion » H16 Node
- sascha
- 158 posts
- Offline
So “Show Shelf Tool Names” is gone for good? I was just looking for it in 17…
Edited by sascha - Jan. 7, 2019 03:39:23
Technical Discussion » Accept action in Network Editor
- sascha
- 158 posts
- Offline
Houdini Lounge » ATI Radeon™ HD 3400
- sascha
- 158 posts
- Offline
I heard the nVidia GeForce 8 cards also have big driver problems under Linux but I want to have a newer card. I don't need a great performance at home, I have that already in my company. I just can't live with viewport and UI artifacts.
Houdini Indie and Apprentice » Houdini and onboard Intel graphics
- sascha
- 158 posts
- Offline
I had also problems with Intel's X3100 after I installed the latest drivers from this year. After installed old ones from 2007 it's working fine again. Of course it's still slow but at least I don't have any OpenGL bugs.
Houdini Lounge » ATI Radeon™ HD 3400
- sascha
- 158 posts
- Offline
-
- Quick Links