if(@name ~= "sphere*"){ s@path = concat("/shop/assets/Sphere/",s@name); }
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Technical Discussion » Adding Objects in Path using Primwrangle
- Mohanpugaz
- 146 posts
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to avoid merging, you would need to add the existing @name to the path
Edited by Mohanpugaz - July 6, 2023 03:53:57
Technical Discussion » Solaris - Layout Node with different Variants
- Mohanpugaz
- 146 posts
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If anyone trying to do this and couldnt find a way, here is what i figured out.
write you USD files with variants to disk(use the component builder for your advantage), then
- Create new asset database in the Layout Asset Gallery
- select a directory and give a name for your asset database
- you will get a fresh and empty gallery now
- click on the folder icon here to add your asset from disk
- in the directory input, select the parent directory of your asset you have written earlier, this should contain the .usd file inside of the dir in the same name as this dir, for example here i have my_assets_path/rock inside this rock dir i have a usd file called "rock.usd" if you use the component builder as i suggested it will write out in correct structure as needed.
- in the variant sets input, type the variant set name most cases you will need to type "geo" here
- hit ok. then your process begin, once done you will get each variant imported here in your database.
Hope that helps!
write you USD files with variants to disk(use the component builder for your advantage), then
- Create new asset database in the Layout Asset Gallery
- select a directory and give a name for your asset database
- you will get a fresh and empty gallery now
- click on the folder icon here to add your asset from disk
- in the directory input, select the parent directory of your asset you have written earlier, this should contain the .usd file inside of the dir in the same name as this dir, for example here i have my_assets_path/rock inside this rock dir i have a usd file called "rock.usd" if you use the component builder as i suggested it will write out in correct structure as needed.
- in the variant sets input, type the variant set name most cases you will need to type "geo" here
- hit ok. then your process begin, once done you will get each variant imported here in your database.
Hope that helps!
Edited by Mohanpugaz - July 6, 2023 03:17:58
Houdini Indie and Apprentice » Accessing PDG inputs in Python expression
- Mohanpugaz
- 146 posts
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And to get other attribute this is working well for me
result = work_item.attribValues() for key, value in result.items(): print(key, ' : ', value)
Houdini Indie and Apprentice » Accessing PDG inputs in Python expression
- Mohanpugaz
- 146 posts
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This helped me to access the output files of the upstream network. hope that might help someone.
results = parent_item.outputFiles for i in results: print(i)
PDG/TOPs » PDG - Python list to work items
- Mohanpugaz
- 146 posts
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mestela
import hou
paths = [
'$HFS/houdini/pic/butterfly1.pic',
'$HFS/houdini/pic/butterfly2.pic',
'$HFS/houdini/pic/butterfly3.pic',
'$HFS/houdini/pic/butterfly4.pic'
]
for p in paths:
new_item = item_holder.addWorkItem()
new_item.setStringAttrib('texpath', hou.text.expandString(p))
This works perfect, the mistake I did was using the partitioner instead of the processor. silly me.
Thanks a lot for your valuable time!
PDG/TOPs » PDG - Python list to work items
- Mohanpugaz
- 146 posts
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Wow, Thanks a lot Matt. I was so close,and not aware of this function hou.text.expandString()
. I will try and get back.
. I will try and get back.
PDG/TOPs » PDG - Python list to work items
- Mohanpugaz
- 146 posts
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PDG beginner here, I have a list of files in my python script, i want to create workitem or output them as attribute to process them further, please help.
Thanks!
Thanks!
Houdini Indie and Apprentice » Accessing PDG inputs in Python expression
- Mohanpugaz
- 146 posts
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Any ideas on how to do it. im facing the same roadblock right now. searching for solutions.
Technical Discussion » How to change viewport color, disable grid from Python
- Mohanpugaz
- 146 posts
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A quick snippet which can be added to shelf tool
this cycles between dark,light,and grey viewport bgs.
Just create a new shelf tool and add this code in the scripts section and don't forgot to set it to python.
Thanks!
this cycles between dark,light,and grey viewport bgs.
Just create a new shelf tool and add this code in the scripts section and don't forgot to set it to python.
## python snippet
def cycle_display_bg():
# init available schemes
light = hou.viewportColorScheme.Light
dark = hou.viewportColorScheme.Dark
grey = hou.viewportColorScheme.Grey
# add them to a list
schemes = [light,dark,grey]
# find the viewport display settings
viewport = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer)
display_settings = viewport.curViewport().settings()
# apply the sceme
current_scheme = display_settings.colorScheme()
for s in schemes:
if s == current_scheme:
next_id = schemes.index(s)+1
next_id = next_id % len(schemes)
next_scheme = schemes[next_id]
display_settings.setColorScheme(next_scheme)
msg = f"viewport background set to {next_scheme.name()}"
hou.ui.setStatusMessage(msg)
return
cycle_display_bg()
### follow me on instagram @movfx
Thanks!
PDG/TOPs » creating multiple mp4 files from flipbooks with ffmpeg top
- Mohanpugaz
- 146 posts
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Technical Discussion » PDG Output is missing when Fetching a LOP - [SOLVED]
- Mohanpugaz
- 146 posts
- Offline
Solved it myself
Here is the solution
when rendering in LOPS using karma there is two nodes when you drop a karma render
### Im assigning some variables here to use later
A = Karma Render Settings LOP
B = USD Render ROP LOP
When you set the output file path on A and fetch B into TOP network then the output attribute is lost, i think this is because that Fetch TOP is just searching for a `output` parm in B which is empty by default.
So to solve this I just added the output image path in the `Override Output Image` parameter and my fetch TOP was able to generate the Output attribute then the downstream TOP nodes can make use of it.
Hope it might help someone who might face the same problem, or alteast for future version of myself.
Thanks.
Here is the solution
when rendering in LOPS using karma there is two nodes when you drop a karma render
### Im assigning some variables here to use later
A = Karma Render Settings LOP
B = USD Render ROP LOP
When you set the output file path on A and fetch B into TOP network then the output attribute is lost, i think this is because that Fetch TOP is just searching for a `output` parm in B which is empty by default.
So to solve this I just added the output image path in the `Override Output Image` parameter and my fetch TOP was able to generate the Output attribute then the downstream TOP nodes can make use of it.
Hope it might help someone who might face the same problem, or alteast for future version of myself.
Thanks.
Technical Discussion » PDG Output is missing when Fetching a LOP - [SOLVED]
- Mohanpugaz
- 146 posts
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Hi guys,
I try to fetch my `usdrender_rop` LOP from my stage to a TOP network, to make wedges and montage, I have done the same without using the LOPs but this time its bit more confusing. i can see my wedges work fine it gets rendered but after the `fetch TOP` which is fetching the `usdrender` the output attribute is gone missing so its failing to generate the montage. I can do it after the render by using file pattern but i want this do be done automatically once the render is done.
without me doing one more step after render completes, after all that is why im using TOPs here.
Any help please
Thanks
I try to fetch my `usdrender_rop` LOP from my stage to a TOP network, to make wedges and montage, I have done the same without using the LOPs but this time its bit more confusing. i can see my wedges work fine it gets rendered but after the `fetch TOP` which is fetching the `usdrender` the output attribute is gone missing so its failing to generate the montage. I can do it after the render by using file pattern but i want this do be done automatically once the render is done.
without me doing one more step after render completes, after all that is why im using TOPs here.
Any help please
Thanks
Edited by Mohanpugaz - June 27, 2023 08:12:30
Technical Discussion » How to copy only peripheral polygons?
- Mohanpugaz
- 146 posts
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Technical Discussion » Vellum Glue - Rotations
- Mohanpugaz
- 146 posts
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Hi guys,
Im trying to glue the end points of a bunch of curves to another curve.
the vellum glue constraint pins the point position well, but rotations are not constrained, it is rotating freely, how do I glue the rotations so that it keeps the initial angle.
Thanks in advance
Im trying to glue the end points of a bunch of curves to another curve.
the vellum glue constraint pins the point position well, but rotations are not constrained, it is rotating freely, how do I glue the rotations so that it keeps the initial angle.
Thanks in advance
Edited by Mohanpugaz - June 13, 2023 22:20:10
Houdini Indie and Apprentice » Vellum glue constraints rotation free
- Mohanpugaz
- 146 posts
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I have same problem and attached a sample scene to test
Does anyone know how to solve this, unable to restrict the rotation of the glue constraint.
glue just pins the point position.
Thanks in advance.
Does anyone know how to solve this, unable to restrict the rotation of the glue constraint.
glue just pins the point position.
Thanks in advance.
Technical Discussion » Remesh 2.0 - possible bug?
- Mohanpugaz
- 146 posts
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Technical Discussion » Problem with random scale of cubes using attrandomize
- Mohanpugaz
- 146 posts
- Offline
Pscale is a float attribute, looks like you are trying to set the scale in multiple axis, so thats why it is not working.
To set scale in multiple axis you will need to set "scale"(vector) attribute instead of "pscale"(float)
Hope that helps.
ps: you can just delete the attributecreate and attributepromote nodes in your scene.
To set scale in multiple axis you will need to set "scale"(vector) attribute instead of "pscale"(float)
Hope that helps.
ps: you can just delete the attributecreate and attributepromote nodes in your scene.
Edited by Mohanpugaz - June 9, 2023 10:40:48
Technical Discussion » Remesh 2.0 - possible bug?
- Mohanpugaz
- 146 posts
- Offline
Hi guys,
Looks like the new remesh sop doesn't carry the integer attributes of its input.
I does carries the vectors and floats, this is only an issue with integers(i havent tested rest of the types), I have attached a sample scene here.
"cluster" is my int attribute, you can see it is having unique value per piece before remesh and it becomes 0 after the remesh. however the old remesh does this well.
I have also included a workaround to use the remesh2.0 incase if anyone wants.
Anybody have faced the same problem?
Looks like the new remesh sop doesn't carry the integer attributes of its input.
I does carries the vectors and floats, this is only an issue with integers(i havent tested rest of the types), I have attached a sample scene here.
"cluster" is my int attribute, you can see it is having unique value per piece before remesh and it becomes 0 after the remesh. however the old remesh does this well.
Image Not Found
I have also included a workaround to use the remesh2.0 incase if anyone wants.
Anybody have faced the same problem?
Technical Discussion » How to connect point outlines into lines?
- Mohanpugaz
- 146 posts
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i think your values for the variables are too high so you got spiky lines, ive tried smaller numbers it worked perfectly fine
Edited by Mohanpugaz - June 3, 2023 07:16:42
Technical Discussion » Disable Digital Asset Input
- Mohanpugaz
- 146 posts
- Offline
Hello Masters of the Houdini forums.
I used the same technique which Thomas mentioned to get rid of the error. but however, there are few vanilla nodes in Houdini which has this error by default for example the Timeshift SOP
When I use such nodes in my HDA as shown in the images below then the HDA also inherits the same error since it is connected to the Sub-Network Input #
To Avoid this i have added a "null" between the input and the "timeshift".
Sharing this for someone who might wonder how to solve this.
Thanks!
I used the same technique which Thomas mentioned to get rid of the error. but however, there are few vanilla nodes in Houdini which has this error by default for example the Timeshift SOP
When I use such nodes in my HDA as shown in the images below then the HDA also inherits the same error since it is connected to the Sub-Network Input #
To Avoid this i have added a "null" between the input and the "timeshift".
Sharing this for someone who might wonder how to solve this.
Thanks!
Edited by Mohanpugaz - June 3, 2023 06:27:09
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