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Houdini Engine for Unreal » Houdini engine not working properly in Unreal
- Jikian
- 131 posts
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If you're using Houdini Indie then you need the Indie Engine license. If you're on FX or Core then you need the non-Indie Engine license. HDAs created with Indie are hiplc and need the Indie Engine license to work. Converters are available and you can contact Support for batch-conversion, I think it's a one-time thing.
Houdini Engine for Unreal » Houdini Engine runtime generation support?
- Jikian
- 131 posts
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Technical Discussion » Sorting primitives
- Jikian
- 131 posts
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You could sort by position - first sort by X, then save the primnum to an attribute, then sort by Y, save primnum to another attribute, and combining the two attributes to get a final attribute value that you can Sort by attribute.
Technical Discussion » How do you display a point attribute in an HDA's parameters?
- Jikian
- 131 posts
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Technical Discussion » Objet level geometry name, get or set
- Jikian
- 131 posts
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You can use Python to rename nodes, although using that number at the end is not entirely safe since you have to ensure that names are unique.
Technical Discussion » Combine Polybevel Groups
- Jikian
- 131 posts
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svevlad
those are both the primitive groups acording to the help file
You might have misread the help. "pointfilletedges" is an edge group, while "edgefilletpolys" is a primitive group.
Technical Discussion » Adjust texture repeat tiling in Principled Shader?
- Jikian
- 131 posts
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Houdini Indie and Apprentice » Inset with PolyExtrude - overlapping polygons
- Jikian
- 131 posts
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Houdini Indie and Apprentice » How to export texture from a Lidar
- Jikian
- 131 posts
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Have you tried the Bake node? https://www.sidefx.com/docs/houdini/nodes/out/baketexture.html [www.sidefx.com]
Houdini Indie and Apprentice » Seed all parameters in one
- Jikian
- 131 posts
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use the rand() function in all your parameters, use fit to change 0-1 range to whatever you need, have your control parameter be the seed. add some offset value to the seed for each parameter for slight difference if you want.
Houdini Indie and Apprentice » Voronoi patterns
Technical Discussion » route to a specific output based on attribute value
- Jikian
- 131 posts
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Use a Switch before each Output and have the one you don't want to display switch to a Null. Not sure why you would use this workflow, though.
Houdini Indie and Apprentice » centroid relative to node before
- Jikian
- 131 posts
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Houdini Indie and Apprentice » Lab Tree Tools
- Jikian
- 131 posts
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Since you're using Apprentice, your export options are a little limited. You can export OBJ using RMB on node > Save > Geometry...
Separate geometry using Group and Blast/Delete nodes, then export each group. If you know how to use Python you may be able to automate the export process down to 1-click, or even write your own exporter for custom file formats.
Separate geometry using Group and Blast/Delete nodes, then export each group. If you know how to use Python you may be able to automate the export process down to 1-click, or even write your own exporter for custom file formats.
Technical Discussion » adding info to the null / a extra node
- Jikian
- 131 posts
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Houdini Lounge » Node info window - like parameter - is it possible?
- Jikian
- 131 posts
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Houdini Lounge » Slider range
- Jikian
- 131 posts
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Yader
In this context, is it possible to change the default range of parameters? Let's say I want the peak parameter go from -.1 to .1 as a default.
Gear Icon > Edit Parameter Interface
Create a parameter of the same type as the one you want to control - now you can set range to whatever you want.
Link the existing parameter to the one you made with ch() reference.
Make original parameter Invisible.
Save as Preset optional.
Technical Discussion » Divide>Bricker .. switch if ODDS/PAIRS
- Jikian
- 131 posts
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You can use a bbox expression and a spare parameter in the Divide SOP's Size parameter to center the divisions.
Edited by Jikian - Jan. 15, 2023 21:34:56
Houdini Indie and Apprentice » HDA Asset Workflow
- Jikian
- 131 posts
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You can create a button in the Toolbar that compiles which nodes are using outdated definitions:
e.g. a node named "namespace::myHDA::1"
...then filter node.path()'s result to convert the nodes you want.
e.g. a node named "namespace::myHDA::1"
import hou customNodes = [x for x in hou.node("/").allSubChildren() if x.type().nameComponents()[1] == "namespace"] for node in customNodes: definition = node.type().definition() if definition.nodeType().name() != hou.nodeType(definition.nodeTypeCategory(), definition.nodeTypeName()).namespaceOrder()[0]: print("Warning... Node instance is using older definition: ", node.path())
...then filter node.path()'s result to convert the nodes you want.
Houdini Indie and Apprentice » Operator path via python
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