I created three different OTLs that are all functionally clones of each other, except one is a LOP, another a SOP, and another an OBJ node.
For all three, I have a view state that has a TextDrawable and a GeometryDrawable (all exactly the same).
In all three cases, the TextDrawable will show up as expected - but in /obj specifically, the GeometryDrawable doesn't get drawn.
The code is the same for all three, so I'm not sure what's happening here - is there something different I have to do for /obj?
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Technical Discussion » hou.GeometryDrawable not displaying in /obj
- chendryx
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Technical Discussion » Drawing Text/Widgets in the Viewport
- chendryx
- 86 posts
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Solaris and Karma » Make prim non-selectable?
- chendryx
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That's what I suspected (and makes sense given how USD is built). Decided to work around it for now by using view states and hou.GeometryDrawable() to get the results I need - works pretty well, minus some snags that I've hit and mentioned in other posts.
Edited by chendryx - June 10, 2020 19:26:53
Technical Discussion » Drawing Text/Widgets in the Viewport
- chendryx
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So in setting up a python view state, I've been running into a couple snags when it comes to drawing text using hou.TextDrawable:
So I was wondering, are there other methods of drawing text and simple shapes in the viewport? Is there a way to draw on top of everything else, like for example could I make an interface that looks and feels like the camera dropdown menu, or the select-by-group/name widget (see attached image).
- First, the text is not anti-aliased so scaling using the params gets ugly real fast.
- Secondly, when viewing through a camera, the text is drawn behind the View Mask, so if a user has the opacity real high, the text is hard to read or obscured entirely.
So I was wondering, are there other methods of drawing text and simple shapes in the viewport? Is there a way to draw on top of everything else, like for example could I make an interface that looks and feels like the camera dropdown menu, or the select-by-group/name widget (see attached image).
Technical Discussion » Get RAW Pixel color in COP?
- chendryx
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After playing around a bit more I was able to figure out how to get the integer values. I can take the incoming rgb value and do:
…and write that out to a new 32f plane. For context (2 ^ 31) - 1 is the limit of a 32b integer, and I have no idea why I have to divide by two but it works so I'm not gonna knock it.
$RGB * ((2 ^ 31) - 1) / 2
…and write that out to a new 32f plane. For context (2 ^ 31) - 1 is the limit of a 32b integer, and I have no idea why I have to divide by two but it works so I'm not gonna knock it.
Technical Discussion » use material with hou.GeometryDrawable?
- chendryx
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mabelzile
Not currently possible but we have an RFE to support it.
Would you happen to have that RFE # I could reference?
Technical Discussion » use material with hou.GeometryDrawable?
- chendryx
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I'm setting up a Python Viewport State, and one of the guides I would like to add is a grid with a texture applied (to use as a backplate - and before you ask I'm in LOPs, so I can't just use a background image).
After experimenting around a bit, the only way I could get that to work was to apply my texture as a point color using a vop, which means I had to increase the resolution of my grid in order to get any reasonable level of detail.
Looking at the performance monitor (see attached), the vop applying that texture to the point color takes nearly as much time as it does to render the guide in the viewport.
I was curious, would it be possible to instead apply the texture via material to my geometry? I don't think it's possible, as all the docs seem to indicate it's only reading pure SOP data, but I thought I'd ask…
After experimenting around a bit, the only way I could get that to work was to apply my texture as a point color using a vop, which means I had to increase the resolution of my grid in order to get any reasonable level of detail.
Looking at the performance monitor (see attached), the vop applying that texture to the point color takes nearly as much time as it does to render the guide in the viewport.
I was curious, would it be possible to instead apply the texture via material to my geometry? I don't think it's possible, as all the docs seem to indicate it's only reading pure SOP data, but I thought I'd ask…
Technical Discussion » Setting "Save Preset" Directory Options
- chendryx
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Yup that makes sense, just tested and that does seem to be the case, any path in HOUDINI_PATH that the user has write permissions for, and you can save them there.
Solaris and Karma » COP data not compatible with Solaris?
- chendryx
- 86 posts
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Thanks for the explanation @mtucker, and thanks for adding it to the next release @twod!
Solaris and Karma » COP data not compatible with Solaris?
- chendryx
- 86 posts
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I used a file COP to read in an image that I want to use as a texture with the PrincipledShader, but using the op: syntax to get the image data from COPs doesn't seem to work.
I pointed to the image file on disk first, and that worked ok, so I'm not sure if I'm doing something wrong with COPs, or is this just not supported at the moment (using Houdini GL delegate FYI).
I pointed to the image file on disk first, and that worked ok, so I'm not sure if I'm doing something wrong with COPs, or is this just not supported at the moment (using Houdini GL delegate FYI).
Technical Discussion » Get RAW Pixel color in COP?
- chendryx
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Like I can see the integer values when I use the pixel inspector (hitting the ‘i’ key in the Composite view), but I can't get them in the vop node.
Technical Discussion » Get RAW Pixel color in COP?
- chendryx
- 86 posts
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mestela
You can see in the attached hip I make an image with arbitrary crazy rgb values, then in a point vop I can read that back in as rgb, and the full precision of the number is maintained.
I need to be able to get the color value inside of a COP VOP Generator (sorry should have been more specific). In the example scene you offered (thanks btw), the color depth is 16bit float, and the colors are accessible via the R -G - B outputs in the generator VOP's global node. There doesn't seem to be a global output for the integer color values.
Technical Discussion » Get RAW Pixel color in COP?
- chendryx
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Sorry more specifically, with a 32bit Integer image depth, I would like to get the integer color values.
Technical Discussion » Get RAW Pixel color in COP?
- chendryx
- 86 posts
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Is it possible to get the RAW pixel color inside of vops/vex for COPs? We have 32bit images where we encode an object's id in the raw rgb values, but I can't seem to find a variable that gives me access to those values (only the rgb float values seem to be available).
Solaris and Karma » Make prim non-selectable?
- chendryx
- 86 posts
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Is there a state or property I can set on a prim so that it's visible, but cannot be selected, in the viewport?
Technical Discussion » Setting "Save Preset" Directory Options
- chendryx
- 86 posts
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Where would I be able to set the directory options that are available in the Save Preset dialog? I checked the documentation for the dialog and it says there should be three options for directories to save to, $HIP, $HOME/houdinix.x, or $HFS/houdini | $HFS/bin.
However in our studio env I'm not seeing any of those options, but instead I am given the option of $HOUDINI_USER_PREFS_DIR and nothing else. This makes me think the available directories can be changed or set, but I can't find anything in the documentation…
However in our studio env I'm not seeing any of those options, but instead I am given the option of $HOUDINI_USER_PREFS_DIR and nothing else. This makes me think the available directories can be changed or set, but I can't find anything in the documentation…
Technical Discussion » HOM method for getting ObjNode geometry?
- chendryx
- 86 posts
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I notice that on some nodes, like ObjMerge or SopImport, I can point to an ObjNode (including sopnets), and it will figure out which child sop node to get the geometry from, somehow parsing between any output nodes and render/display flags are set in its the children.
Is this exposed through HOM at all? I checked the available methods for hou.ObjNode but this logic doesn't seem to be available…
Is this exposed through HOM at all? I checked the available methods for hou.ObjNode but this logic doesn't seem to be available…
Solaris and Karma » LOP Wrangle without incoming Prims
- chendryx
- 86 posts
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Solaris and Karma » LOP Wrangle without incoming Prims
- chendryx
- 86 posts
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jsmack
The problem is the wrangle runs for 0 iterations without a prim selection.
That's what I expected, which is why I referred to the “Detail” run mode on the SOP wrangle, which allows it to do a single operation without any incoming data. I'll submit an RFE, thanks.
Solaris and Karma » LOP Wrangle without incoming Prims
- chendryx
- 86 posts
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No, I mean the prim doesn't get created.
What I'm shooting for is to have a wrangle, by itself, no inputs, that can create prims.
The wrangle will error without an input (Not enough sources specified), and with a null as an input, with the above snippet I do not get any prims on the stage. This is in 14.0.423, if that makes a difference.
What I'm shooting for is to have a wrangle, by itself, no inputs, that can create prims.
The wrangle will error without an input (Not enough sources specified), and with a null as an input, with the above snippet I do not get any prims on the stage. This is in 14.0.423, if that makes a difference.
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