Hello,
This can be done by creating TOP Network Controls on Type Properties of the HDA, from Node Properties tab, then you have to specify the node path to the topnet you want to expose. The node path can be relative to the HDA.
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Technical Discussion » Show "PDG infos" on a Sop hda node in network view
- ObeidaZakzak
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Technical Discussion » How to link Multiparms between HDA and its child nodes?
- ObeidaZakzak
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Hello,
From the Edit Type Properties window, you can set a list of paths to multiparm blocks.
Then, to link each channel to children channels, you can do it from the "Channels" tab on the appropriate parm of the HDA.
Make sur that you always use '#' in links created from this window, and that all multiparm blocks share the same start index, otherwise you will have an offset.
Here's an example with a subnet, using Edit Parameter Interafce window, should be the same for Type Properties on HDAs.
From the Edit Type Properties window, you can set a list of paths to multiparm blocks.
Then, to link each channel to children channels, you can do it from the "Channels" tab on the appropriate parm of the HDA.
Make sur that you always use '#' in links created from this window, and that all multiparm blocks share the same start index, otherwise you will have an offset.
Here's an example with a subnet, using Edit Parameter Interafce window, should be the same for Type Properties on HDAs.
Edited by ObeidaZakzak - Jan. 30, 2024 03:06:18
Houdini Indie and Apprentice » Group by @Cd
- ObeidaZakzak
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Hello @BenWWilson
Just wanted to answer your initial question :
Quick answer
Use Group Expression node, not Group Create
Long answer
In the Group Create node, you can provide string pattern to describe the desired selection, such as :
If you provide multiple space-separated patterns, this will give the union of these patterns. You can not do intersections with this method. But, you can still do exclusion by adding "^" before the pattern you want to exclude. In your example, you will need to exclude all values but zero for .g and .b components, this should look like this in Group Create node :
However, having an expression with "and/or" logical operators like "@Cd.r==1 && @Cd.g==0 && @Cd.b==0" can be much more intuitif, and the Group Expression node is more appropriate for this, as it expects that you provide an expression with a boolean result.
I built a hip file with examples on this, using Group Create and Group Expression nodes. I also did some examples with "distance between vectors" using the Group Expression node.
Hope this helps.
Cheers,
Just wanted to answer your initial question :
BenWWilson
Trying this in the group node but no luck with all 3, each one individually is working though. Can anyone tell me where I'm going wrong with all 3 together?
Quick answer
Use Group Expression node, not Group Create
Long answer
In the Group Create node, you can provide string pattern to describe the desired selection, such as :
-
0-18
piece_*
@Cd.r==1
If you provide multiple space-separated patterns, this will give the union of these patterns. You can not do intersections with this method. But, you can still do exclusion by adding "^" before the pattern you want to exclude. In your example, you will need to exclude all values but zero for .g and .b components, this should look like this in Group Create node :
@Cd.r==1 ^@Cd.g>0 ^@Cd.b>0
However, having an expression with "and/or" logical operators like "@Cd.r==1 && @Cd.g==0 && @Cd.b==0" can be much more intuitif, and the Group Expression node is more appropriate for this, as it expects that you provide an expression with a boolean result.
I built a hip file with examples on this, using Group Create and Group Expression nodes. I also did some examples with "distance between vectors" using the Group Expression node.
Hope this helps.
Cheers,
Technical Discussion » Problem with Feathers, how can i export them to c4d?
- ObeidaZakzak
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It's hard to tell, but based on your previous screenshot, did you uncondensed feathers before using the Feather Surface node ? This will not work.
Make sur that you use the original feathers as input to feather surface node.
EDIT : and based on the very first screenshot of this thread, you seem to already have the polygons out of vellum solver ? I believe that you can export them (if they still have UVs, and if their quality is enough for you)
Make sur that you use the original feathers as input to feather surface node.
EDIT : and based on the very first screenshot of this thread, you seem to already have the polygons out of vellum solver ? I believe that you can export them (if they still have UVs, and if their quality is enough for you)
Edited by ObeidaZakzak - Jan. 17, 2024 13:38:55
Technical Discussion » Problem with Feathers, how can i export them to c4d?
- ObeidaZakzak
- 93 posts
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Take a look at the Feather Surface node, it converts feathers to polygons, and make sur to use Feather Resample node before to reduce the number of points along the shaft.
Edited by ObeidaZakzak - Jan. 17, 2024 12:36:08
Technical Discussion » Subdivide a grid into random rectangles
- ObeidaZakzak
- 93 posts
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Hello,
There's a node for this, Labs Lot Subdivision SOP [www.sidefx.com]. You need to install Labs toolset to use it.
There's a node for this, Labs Lot Subdivision SOP [www.sidefx.com]. You need to install Labs toolset to use it.
H20 Tech Art Challenge » Best Houdini Utility Entries
- ObeidaZakzak
- 93 posts
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Attribute Combine Vector SOP
This is similar to Attribute Combine SOP, but it only combines vectors, and it has specific operations, such as Cross product, Projection, and Rotation.
In a typical Houdini workflow, you will be manipulating attributes, adjusting and combining them. There's so many helpful nodes to make this easy. And the Attribute Combine Vector SOP is an addition to the user-friendly nodes that help quickly combine vector attributes, with spherical interpolation.
It can be used in many workflows, whenever it involves vector attributes. Hope you find helpful in your setups !
Check out the HDA's help card for some explanation of combine operations, and the attached hip file for examples shown in the video.
P.S : in this gold release, I added a second input to select attributes from a second geometry.
This is similar to Attribute Combine SOP, but it only combines vectors, and it has specific operations, such as Cross product, Projection, and Rotation.
In a typical Houdini workflow, you will be manipulating attributes, adjusting and combining them. There's so many helpful nodes to make this easy. And the Attribute Combine Vector SOP is an addition to the user-friendly nodes that help quickly combine vector attributes, with spherical interpolation.
It can be used in many workflows, whenever it involves vector attributes. Hope you find helpful in your setups !
Check out the HDA's help card for some explanation of combine operations, and the attached hip file for examples shown in the video.
P.S : in this gold release, I added a second input to select attributes from a second geometry.
Technical Discussion » How to accces prim intrinsic "bounds" values? [{SOLVED}]
- ObeidaZakzak
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Hello,
Acessing intrinsic attributes requires using some functions, such as primintrinsic() or detailintrinsic() in VEX.
In your case, accessing bounds at index 3 looks like this in an attribute wrangle :
Acessing intrinsic attributes requires using some functions, such as primintrinsic() or detailintrinsic() in VEX.
In your case, accessing bounds at index 3 looks like this in an attribute wrangle :
float bounds[] = primintrinsic(0, "bounds", @primnum); f@bound3 = bounds[3];
Edited by ObeidaZakzak - Jan. 13, 2024 07:28:14
Technical Discussion » Problem with Feathers, how can i export them to c4d?
- ObeidaZakzak
- 93 posts
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Hello,
You need to uncondense them before exporting to another software, using the Feather Uncondense SOP. This will convert feathers to curves (shaft+barbs) with attributes.
You need to uncondense them before exporting to another software, using the Feather Uncondense SOP. This will convert feathers to curves (shaft+barbs) with attributes.
Edited by ObeidaZakzak - Jan. 13, 2024 05:48:50
Technical Discussion » Is there a quick way to embed HDA(s)?
- ObeidaZakzak
- 93 posts
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Embedding an asset in a HIP file [www.sidefx.com]
You can save a copy of your HDA in the HIP (RMB > Digital Asset > Save Copy As > Location:Embedded), this allows users to create new instances of the HDA in this HIP if needed. Make sure to remove the '_copy' suffix to match operator name and update all instances of the HDA with the embedded one.
You can save a copy of your HDA in the HIP (RMB > Digital Asset > Save Copy As > Location:Embedded), this allows users to create new instances of the HDA in this HIP if needed. Make sure to remove the '_copy' suffix to match operator name and update all instances of the HDA with the embedded one.
Edited by ObeidaZakzak - Jan. 7, 2024 04:29:33
Technical Discussion » [H20] Language selection menu for expressions
- ObeidaZakzak
- 93 posts
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Don't know the reason why this menu was removed (couldn't find any info on the changelog), but there's a HOM function to do so :
hou.OpNode.setExpressionLanguage() [www.sidefx.com]
My workaround for this is to add script items to the parm gear menu Customize menus [www.sidefx.com]
hou.OpNode.setExpressionLanguage() [www.sidefx.com]
My workaround for this is to add script items to the parm gear menu Customize menus [www.sidefx.com]
H20 Tech Art Challenge » WIP - Attribute Combine Vector SOP - [Houdini Utility]
- ObeidaZakzak
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v0.6
And here's a hip to demonstrate vector operations by visualizing three vectors (operands and result).
- Added a blend mode to select between spherical (houdini 20) [www.sidefx.com] and linear [www.sidefx.com] interpolation
- Added a toggle to keep magnitude when performing "Project" or "Reject" operation.
And here's a hip to demonstrate vector operations by visualizing three vectors (operands and result).
H20 Tech Art Challenge » WIP - Attribute Combine Vector SOP - [Houdini Utility]
- ObeidaZakzak
- 93 posts
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v0.5 : available to dwonload and test
Attached a hip file demonstrating how to bend and twist curves using this tool.
- Fixed a couple of bugs and performance issues, and reworked the structure of the VEX script so it's easier to maintain
- Added a menu to select an adjustment operation on the combine vector (normalize or scale)
- Added group parm so the combine operations apply only on selected group
Attached a hip file demonstrating how to bend and twist curves using this tool.
Technical Discussion » Feather Orientation
- ObeidaZakzak
- 93 posts
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Hello,
Based on your screenshot, you use Guide Tangent Space node after the Guide Groom node.
It can set an orient attribute procedurally, so if you are outputing the barborient attribute with guide tangent space node, it will override your bursh work in guide groom node.
EDIT : So when you want to create barborient attribute procedurally before starting brush work, you can add guide tangent space node before guide groom node, not after it. Here's an example hip file.
Based on your screenshot, you use Guide Tangent Space node after the Guide Groom node.
It can set an orient attribute procedurally, so if you are outputing the barborient attribute with guide tangent space node, it will override your bursh work in guide groom node.
EDIT : So when you want to create barborient attribute procedurally before starting brush work, you can add guide tangent space node before guide groom node, not after it. Here's an example hip file.
Edited by ObeidaZakzak - Dec. 21, 2023 15:29:20
Technical Discussion » Faster launch times?
- ObeidaZakzak
- 93 posts
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wlvl_gv
2. Is there a way to print out each step houdini is executing during lauch?
When loading your plugins from a server, you can use Wireshark to monitor the file requests sent by Houdini.
When loading plugins on the same machine, you can use ProcessMonitor (I know this one for Windows at least).
I had (still having ^^) a similar issue with launch time for Houdini in general from a NAS/server containing plugins, and got help from IT/SysAdmins to analyze data provided with these tools, and noticed that Houdini requests many files (like about 80k file requests) that do not exist.
Technical Discussion » Labs Maps Baker does not output files via TOPS
- ObeidaZakzak
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Hello,
You need to tell ROP Fetch TOP the name of the parameter containing the output filename in the Maps Baker node.
It can recognize it automatically for ROPs built in Houdini, but when you work with HDAs (like the Labs Maps Baker), you have to tell the exact name of this parm (as well as the parm/button that runs the render operation, usally called "execute").
In your scene, you need to set "Output Parm Name" to "sOutputFile" in the ropfetch node.
You need to tell ROP Fetch TOP the name of the parameter containing the output filename in the Maps Baker node.
It can recognize it automatically for ROPs built in Houdini, but when you work with HDAs (like the Labs Maps Baker), you have to tell the exact name of this parm (as well as the parm/button that runs the render operation, usally called "execute").
In your scene, you need to set "Output Parm Name" to "sOutputFile" in the ropfetch node.
Houdini Lounge » How to make a string parameter show as multiple lines
- ObeidaZakzak
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You can open a text editor to edit the expression. Right click on the parm, in the Expression tab, select Edit Expression/string (or hit Alt+E)
Technical Discussion » Houdini 20 new texture mask paint node limitations?
- ObeidaZakzak
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Hello @FoamFX
Glad to help ^^
Indeed, quickshade node gives feedback on texture modifications. Thanks for pointing this out !
Glad to help ^^
FoamFX
Btw I think (based on your latest setup)there's a simple workaround to be able to view modification to the texture, which is using UVquickshade node reading from cops.
Indeed, quickshade node gives feedback on texture modifications. Thanks for pointing this out !
Technical Discussion » Houdini 20 new texture mask paint node limitations?
- ObeidaZakzak
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Indeed, you will not be able to visualize the mask data from the geometry, as the texture data lives inside a 2D volume, not inside the geo.
You can add another Texture Mask Paint after modifications on the texture volume and enter the node state to visualize what happend.
However, I was playing around to find another way to visualize this volume, I found a way by importing texture volume into COPs, then coloring it with a ramp and sending it to a principaled shader, and assigning this shader to the geometry.
For some reason, any modification to the texture volume doesn't show on the shader interactively, to see modifications you should undisplay then display the texture_mask_shade node, or trigger a change in the color ramp.
Here's a hip file to see how to do it.
You can add another Texture Mask Paint after modifications on the texture volume and enter the node state to visualize what happend.
However, I was playing around to find another way to visualize this volume, I found a way by importing texture volume into COPs, then coloring it with a ramp and sending it to a principaled shader, and assigning this shader to the geometry.
For some reason, any modification to the texture volume doesn't show on the shader interactively, to see modifications you should undisplay then display the texture_mask_shade node, or trigger a change in the color ramp.
Here's a hip file to see how to do it.
Technical Discussion » Houdini 20 new texture mask paint node limitations?
- ObeidaZakzak
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Hello @mleff,
You need to sample the 3D position of the geo having the uv attrib.
In the texture primitive/volume, the voxel position is the uv position of the input geo.
So in the uvsample function, you will need to sample the P attrib of the geo in it's uv space, using the position of the voxel (also called P in volume wrangle).
Here's a hip file with an example.
You need to sample the 3D position of the geo having the uv attrib.
In the texture primitive/volume, the voxel position is the uv position of the input geo.
So in the uvsample function, you will need to sample the P attrib of the geo in it's uv space, using the position of the voxel (also called P in volume wrangle).
Here's a hip file with an example.
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