hello, is it possible to instance lights (references) and control the light properties per instance? I tried light filters, but I hit the wall when I tried to import primvars in the lightfilterlibrary context For one part the usd primvar node is not available in that context and a copied node has no effect. Should it work at all?
hello Michal, how did You setup the environment variables for Your cmd? I tried to do it the same way as I start Houdini to use Arnold. I use a batch to set $PATH and $HOUDINI_PATH and start Houdini, but this does not work with Husk for me, either Arnold is not found by Husk or the $HOUDINI_PATH seems to be not correct, as some other tools are not loaded correctly. Would be great if You could tell me more about how You set up the environment to get Arnold with Husk in a cmd
rhe farm needs the correct version, I guess. You can open files with created by a lower version, but most of the time there are some error messages, probably these will break the process
It is a good idea to import the dop objects back into sop level to render. there You can apply materials and You have finer control what You want to render.
Hello, every object part, You decide to be independent in a bullet sim, You have to put a unique name attribute on it. easy example for a input geometry that has some unconnected parts would be
- connectivity SOP connectivity type = primitive,attribute = "name", attribute type = string and prefix = something like "pie this creates a unique name name attribute for all independent islands
- assembly SOP create name attribute = off, create packed primitives = on this packs all primitives with the same name attribute in one packed geometry, and promotes the name attribute to the point level
now You have a valid geometry for simulation in bullet solver ( most of the time You want to use this one) very small or very thin elements will give You troubles so better avoid them, so Your geometry is not ideal for this one better give them a thickness as well, not only flat prims
Hello, You can write a usd that has all the rendersettings and targets definded and then You can use husk to render this usd directly. If You want to speed up the process to write out the usd file You can split up the usd, for example one contains a vdb sequence, this will take some time or instances. all this geometry sequences get their own usd files and in the render usd all the usd files get loaded instead of the geometries. no when You write the render usd it is super fast, as all the heavy work is already done
Hello, You could create a subnet inside Your hda and set this node to be editable in the hda settings. even if the asst is locked,the user can jump into this node and can create nodes or edit. A python script also can modify this network
Have You ever opened the type properties of the reference lop and the rig pose sop? Or even tried to dive into the reference Lop?
There are different ways to create digital assets. You can use the tools sidefx provides with their tools inside houdini or You can create them by hdk. the houdini tools are easy to use and very good, but hdk gives You more control and it is more challenging to create them. You have to write them in c++ and compile them for Your target system.
okay, well, there is no option to convert a node in the right click menu, just to change type and well, it changes the type. That's it. the image You showed earlier is show just to reference nodes. one has a additional parameter, that's it. I doubt You get a new hda with Your content and functionality, but the interface of the other one. That's not how hdas work, You define then in the type properties and every functionality that You want to have must be available there.
@SWest Mh, can You describe the workflow. The reference LOP is a closed hdk build asset, so You can not dive into into it. And You mentioned "converting" a subnet to a reference LOP, what do You mean by this? Martin
hello, first, is it possible to create inputs for a own digital assets that look like the inputs of the reference lop, one input for a single node and a input for multiple connections?
and what does the "is reference" check box in the type properties page under inputs/outputs mean? I can not tell the difference.
hi, not sure if this is might be You problem as well, but I had to start the dispatcher service on the local system account, as windows does not allow access to the gpu otherwise. they changed this behavior in windows some time ago. You can try it by stopping the service in the service manager and the start it manual on Your machine, so it runs with Your user rights. it is not optimal but there for us there was no way to run opengl captures with on the renderclient running as a service maybe it works for You as well