Hello, as in the attached gif. (I have set Blue color as an active window)
I am on Windows 11. I don't remember this happening before. What might be wrong, please?
Found 145 posts.
Search results Show results as topic list.
Technical Discussion » Main window losing focus, when selecting from Ordered Menu
- ikoon
- 146 posts
- Offline
Solaris and Karma » Custom Sopmodify, using obj/geo instead of inner Subnet
- ikoon
- 146 posts
- Offline
I don't work in any pipeline, I do motion graphics, and I like many aspects of Solaris
I have a plan to create custom Sopmodify HDA, which will dive into "its" obj/geo.
My plan is to:
- import USD assets made in other software, into Solaris
- modify and animate those imported assets in /obj/geo (instead of the inner subnet)
- create another effects in another obj/geo nodes (and sopimport them into Solaris)
- preview all the objects and animations in the /obj context
- do the lighting and rendering in Solaris
Please, is there any technical problem about it?
I realize this is not how USD and Solaris was meant to be used.
But for my "one man, mainly SOPs and DOPs and fast viewport preview of animations", this feels like a way to go.
I have a plan to create custom Sopmodify HDA, which will dive into "its" obj/geo.
My plan is to:
- import USD assets made in other software, into Solaris
- modify and animate those imported assets in /obj/geo (instead of the inner subnet)
- create another effects in another obj/geo nodes (and sopimport them into Solaris)
- preview all the objects and animations in the /obj context
- do the lighting and rendering in Solaris
Please, is there any technical problem about it?
I realize this is not how USD and Solaris was meant to be used.
But for my "one man, mainly SOPs and DOPs and fast viewport preview of animations", this feels like a way to go.
Edited by ikoon - Oct. 14, 2022 13:25:38
Solaris and Karma » Use wildcards to merge (fetch) multiple LOP paths
- ikoon
- 146 posts
- Offline
Thank you! I am sorry I was unclear. I wanted to say that I have to find another way to organize and filter my (quite simple, freelancer's) scenes. I still have some idea of "folders" or "tags". Those primitive patterns should help. USD feels like learning Houdini once again but I like it, thank you for the great work on Solaris!
Solaris and Karma » Edit LOP: Add / remove prims to selection while in Edit mode
- ikoon
- 146 posts
- Offline
Houdini Lounge » New Object - or not?
- ikoon
- 146 posts
- Offline
Excuse me for hijacking the thread, but in case of Solaris being the rendering stage of a project, shouldn't we completely avoid /obj/geo and do the /stage/sopcreate for all the geo instead?
Solaris and Karma » Use wildcards to merge (fetch) multiple LOP paths
- ikoon
- 146 posts
- Offline
Thank you very much for clarification! I believe this lack of wildcards in Fetch LOP is on purpose.
I will continue to study here:
https://www.sidefx.com/docs/houdini/solaris/pattern.html [www.sidefx.com]
I will continue to study here:
https://www.sidefx.com/docs/houdini/solaris/pattern.html [www.sidefx.com]
Solaris and Karma » Edit LOP: Add / remove prims to selection while in Edit mode
- ikoon
- 146 posts
- Offline
Here is the scene file. It is possible to alter the selection in the Parm editor, if the Edit was initiated on all of the prims, and "Show all prims" is toggled on.
I would like to alter the selection in the viewport. Should I RFE it?
I would like to alter the selection in the viewport. Should I RFE it?
Solaris and Karma » Edit LOP: Add / remove prims to selection while in Edit mode
- ikoon
- 146 posts
- Offline
Please, is it possible to alter the selection, while in the Edit mode?
As in the attached gif
- select two primitives
- enter the edit mode, scale them
- now, I try to select one more object
- tldr: I would like to continue scaling, with the third prim
Am I doing something wrong? Or is this feature not implemented?
----------------------------
As in the attached gif
- select two primitives
- enter the edit mode, scale them
- now, I try to select one more object
- tldr: I would like to continue scaling, with the third prim
Am I doing something wrong? Or is this feature not implemented?
----------------------------
Solaris and Karma » Use wildcards to merge (fetch) multiple LOP paths
- ikoon
- 146 posts
- Offline
Please, is there a way to use wildcards to Fetch (merge) multiple LOP paths?
Lets say I have these Nulls:
What is the right way to Merge all of those nulls, but without wiring them manually into the Merge LOP?
Lets say I have these Nulls:
- /stage/asset_0
- /stage/asset_1
- ...
- /stage/asset_15
What is the right way to Merge all of those nulls, but without wiring them manually into the Merge LOP?
/stage/asset_*
Solaris and Karma » Manipulating individual USD Instances (TRS, with animation)
- ikoon
- 146 posts
- Offline
Thank you so much Rob! Here is a sample wrangle for animated TRS:
// animate a quaternion float angle = float(@elemnum) * 0.00001 * @Frame; vector axis = {0,1,0}; matrix3 m = ident(); rotate(m, angle, axis); vector4 orient = quaternion(m); // animate scales vector scales = set(1, 1, 1 + sin( float(@elemnum) + @Frame * 0.1)); // animate pos vector pos = set(0, 0.5 * sin( float(@elemnum) + @Frame * 0.15), 0); // apply to individual instances: p@orientations = orient; v@scales = scales; v@positions += pos;
Solaris and Karma » Manipulating individual USD Instances (TRS, with animation)
- ikoon
- 146 posts
- Offline
Please, what would be the fastest (performance-wise) way to manipulate many individual instances in Solaris, the same way that we can manipulate PackedGeometry primitives inside SOPs (animated translate, rotate, scale)?
I have tried few methods, and I am probably doing it wrong, I am not able to access the Point Instancer with SOP Modify, unless I enable the unpacktopolygons. So far the fastest (with my limited knowledge) is the Modify Point Instances but still it is way slower then working with packed primitives in sops. Is this syntax the fastest way to access Point Instances with the Modify Point Instances LOP please?
I have also tried the Attribute Wrangle LOP which is faster then going into sops and back again (but I managed to make it work only with Instanceable Reference) ... how can I access each individual Point Instance with Attribute Wrangle LOP please?
Attached is the file with my tests (tests _4 and _5 and _6 are with the Point Instancer)
I have tried few methods, and I am probably doing it wrong, I am not able to access the Point Instancer with SOP Modify, unless I enable the unpacktopolygons. So far the fastest (with my limited knowledge) is the Modify Point Instances but still it is way slower then working with packed primitives in sops. Is this syntax the fastest way to access Point Instances with the Modify Point Instances LOP please?
/instancer4[*]
I have also tried the Attribute Wrangle LOP which is faster then going into sops and back again (but I managed to make it work only with Instanceable Reference) ... how can I access each individual Point Instance with Attribute Wrangle LOP please?
Attached is the file with my tests (tests _4 and _5 and _6 are with the Point Instancer)
Edited by ikoon - Sept. 23, 2022 04:37:16
Technical Discussion » Search text in all the wrangles in the file
- ikoon
- 146 posts
- Offline
Thank you Tomas! I have requested the Dashbox functionality as RFE #124165
Many parameters that accept VEX code are not called "snippets" (for example, many VEXpression parameters on POP nodes have different names), so if anybody needs to search all such parameters, it might look like this. There is a star in the parameter name:
Many parameters that accept VEX code are not called "snippets" (for example, many VEXpression parameters on POP nodes have different names), so if anybody needs to search all such parameters, it might look like this. There is a star in the parameter name:
Edited by ikoon - Sept. 20, 2022 10:32:45
Technical Discussion » Search text in all the wrangles in the file
- ikoon
- 146 posts
- Offline
(Now that we have chramp() clamping the input position (this changed in 19.5) ... I will be searching in wrangles a lot. Please, is there any option that I did not mention?)
Technical Discussion » Banking in straight areas of a path
- ikoon
- 146 posts
- Offline
I have a path, which is perfectly straight in some segments. In those straight segments, my calculation of banking fails (I use the Measure node - Principal Curvature).
I solve it by "post-processing" the values (propagating a and blurring the curvature attribute).
Please, is there any common way to solve this without post processing?
I solve it by "post-processing" the values (propagating a and blurring the curvature attribute).
Please, is there any common way to solve this without post processing?
Technical Discussion » Search text in all the wrangles in the file
- ikoon
- 146 posts
- Offline
The filter in the Operator tree (network editor) used to search text in all the sources in wrangles in the file (if memory serves me right). That was really useful. Do we have to search with Find Node > Raw Parameter now? Or can it be enabled in 19.5? Or can the Dashbox search in values of the string parameters?
Technical Discussion » No module named sidefx_stroke or kinefx.stateutils
- ikoon
- 146 posts
- Offline
Hello Grant,
I had no problem with 19.0, but now I had both the problems with 19.5
- First (the "sidefx_stroke" and "kinefx.stateutils") is fixed by adding paths as you suggested. Thank you very much for it!
- The second ('ParseExrMetadata' and 'register_pystate_embedded') persists, same as you said
But both problems can be "fixed" if I don't have the .hiplc file in a specific path (a root of Q:/ drive in my case). If I run the same .hiplc from a subfolder, I get no errors.
I am not sure if I can help to debug it further, but I can send my files and settings to SideFX, if it helps.
I had no problem with 19.0, but now I had both the problems with 19.5
- First (the "sidefx_stroke" and "kinefx.stateutils") is fixed by adding paths as you suggested. Thank you very much for it!
- The second ('ParseExrMetadata' and 'register_pystate_embedded') persists, same as you said
But both problems can be "fixed" if I don't have the .hiplc file in a specific path (a root of Q:/ drive in my case). If I run the same .hiplc from a subfolder, I get no errors.
I am not sure if I can help to debug it further, but I can send my files and settings to SideFX, if it helps.
Technical Discussion » primarclen() on NURBS surface
- ikoon
- 146 posts
- Offline
Please, is it possible to calculate arclenght for imported NURBS surfaces (in real units) along the U and V with the primarclen() function? I could convert the NURBS to rows and columns and calculate on those curves. Do I have to?
My initial code for the surface.
(I have a UV Texture node before this wrangle, set to rows&columns)
My initial code for the surface.
(I have a UV Texture node before this wrangle, set to rows&columns)
int divs = chi("divs"); int primuvmode = chi("primuvmode"); vector2 uv_start, uv_surface; float u, v; uv_surface = set(v@uv[0], v@uv[1]); // U uv_start = uv_surface * {0,1}; u = primarclen(0, uv_start, uv_surface, @primnum, divs, primuvmode); // V uv_start = uv_surface * {1,0}; v = primarclen(0, uv_start, uv_surface, @primnum, divs, primuvmode); v@arclen = set(u, v, 0);
Houdini Lounge » is it possible to render everything in UE5?
- ikoon
- 146 posts
- Offline
Matt Estela has nice tricks and summary on this topic written here:
https://www.tokeru.com/cgwiki/index.php?title=Unreal#USD [www.tokeru.com]
Here is an example of a scene transferred from Solaris to UE:
https://www.reddit.com/r/Houdini/comments/uc6hph/solaris_to_ue5_via_usd_running_on_gtx_1070_laptop/ [www.reddit.com]
I will do tests asap and post any findings here. Still, I am completely new in this area. Any links or tips are highly appreciated, so I don't reinvent a wheel. Thanks a lot!
https://www.tokeru.com/cgwiki/index.php?title=Unreal#USD [www.tokeru.com]
Here is an example of a scene transferred from Solaris to UE:
https://www.reddit.com/r/Houdini/comments/uc6hph/solaris_to_ue5_via_usd_running_on_gtx_1070_laptop/ [www.reddit.com]
I will do tests asap and post any findings here. Still, I am completely new in this area. Any links or tips are highly appreciated, so I don't reinvent a wheel. Thanks a lot!
Houdini Lounge » is it possible to render everything in UE5?
- ikoon
- 146 posts
- Offline
After few weeks of learning USD and Solaris and working on my freelancers Karma pipeline, I am also curious: can "Mograph" Houdinist or "Virtual production" Houdinist profit from USD? Does the learning of proper USD practices help me transfer the scene to Unreal?
What can I expect now from USD, as regards transferring data from Houdini to Unreal Engine? (Or in the near future, please?)
I know that the needs and rules of proper Game development are different. I work in the Event industry, so, many sequences can be prerendered (the opening animations and the jingles and wipes don't have to be real-time).
- can I export USD geometry from Houdini to UE (animated, changing topology)?
- including instances (animated)?
- lights and cameras (animated)?
- does MaterialX get translated, at least basic attributes and textures?
- what about vdb or volume sequences?
- or, do you transfer Nulls from Houdini to UE and then bind lights, cam, or geo, niagara positions etc. in UE?
Thank you very much for any tips or insights.
What can I expect now from USD, as regards transferring data from Houdini to Unreal Engine? (Or in the near future, please?)
I know that the needs and rules of proper Game development are different. I work in the Event industry, so, many sequences can be prerendered (the opening animations and the jingles and wipes don't have to be real-time).
- can I export USD geometry from Houdini to UE (animated, changing topology)?
- including instances (animated)?
- lights and cameras (animated)?
- does MaterialX get translated, at least basic attributes and textures?
- what about vdb or volume sequences?
- or, do you transfer Nulls from Houdini to UE and then bind lights, cam, or geo, niagara positions etc. in UE?
Thank you very much for any tips or insights.
Solaris and Karma » Display, Image Resolution: Viewport Size, set it with Python
- ikoon
- 146 posts
- Offline
I got this answer from the Support
Support
I am told there is no HOM command but the hscript command is:
`sceneviewopts -R <fixed_res_x> <fixed_res_y> -S <res_scale> -V on|off -F on|off <viewport_path>`
-V is "use viewport size"
-F is "use fixed size"
FWIW, none of the render options on the Render tab are saved in the display options. Those options almost belong in another dialog altogether (as they aren't display options), but it seemed easier to keep them all in one spot.
-
- Quick Links