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?
thank You
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Solaris and Karma » Instances and lights, how to control the individual lights
- sanostol
- 575 posts
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Solaris and Karma » render delegate selection in husk
- sanostol
- 575 posts
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Solaris and Karma » render delegate selection in husk
- sanostol
- 575 posts
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Hi Michal,
thank You a lot for Your help.
I completely forgot the houdini.env file. I switched to packages some time ago.
With the houdini.env file it works now, with two errors, do You get them as well?
I will have to check how to reproduce that with a batch file, but it helps a lot.
Martin
thank You a lot for Your help.
I completely forgot the houdini.env file. I switched to packages some time ago.
With the houdini.env file it works now, with two errors, do You get them as well?
- Can't open dophints.cmd
- Unable to find procedural invoking script: python3.7libs/husd/runprocedurals.py
I will have to check how to reproduce that with a batch file, but it helps a lot.
Martin
Solaris and Karma » render delegate selection in husk
- sanostol
- 575 posts
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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
thanks a lot
Martin
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
thanks a lot
Martin
Technical Discussion » Submit job from different HoudiniFX version to the farm
- sanostol
- 575 posts
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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
Technical Discussion » Hide static object in dopnet from rendering
- sanostol
- 575 posts
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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.
Technical Discussion » Objects Fractured to Its Own Pieces
- sanostol
- 575 posts
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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
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
Technical Discussion » How do I know what frame to start and end of alembic?
- sanostol
- 575 posts
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You can middele click on the node in the networkview
or if You need it automated:
the values are the actual samples, so if You have motion samples they have a additional step
or if You need it automated:
import _alembic_hom_extensions as abc time_range = abc.alembicTimeRange(archive_path) start_frame = timerange[0]*hou.fps() end_frame = timerange[1]*hou.fps()
Edited by sanostol - Nov. 30, 2022 05:12:10
Houdini Lounge » AMD GPU owners, what has been your experience?
- sanostol
- 575 posts
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I wonder if the new cards with their chiplet design still count as one gpu unit in opencl context
Technical Discussion » Directly rendering .usd file with USD Render ROP
- sanostol
- 575 posts
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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
Technical Discussion » Python inside locked HDA that create chop nodes doesn't work
- sanostol
- 575 posts
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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
Technical Discussion » Trying to create trails through particles
- sanostol
- 575 posts
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in the trailSop change the result type to "preserve original". the addSop connects the points later by id
Technical Discussion » digital assets and its inputs
- sanostol
- 575 posts
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@SWest
I was really only interested in this one specific behavior and Tomas addressed it.
I was really only interested in this one specific behavior and Tomas addressed it.
Technical Discussion » digital assets and its inputs
- sanostol
- 575 posts
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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.
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.
Edited by sanostol - Oct. 9, 2022 12:11:31
Technical Discussion » digital assets and its inputs
- sanostol
- 575 posts
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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.
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.
Technical Discussion » digital assets and its inputs
- sanostol
- 575 posts
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@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
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
Technical Discussion » digital assets and its inputs
- sanostol
- 575 posts
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@Tomas
Thanks Tomas, I guessed it it hdk territory, good to know.
@SWest
I don't want to recreate the reference lop, just the functionality of the inputs for a completely different node
Thanks Tomas, I guessed it it hdk territory, good to know.
@SWest
I don't want to recreate the reference lop, just the functionality of the inputs for a completely different node
Technical Discussion » digital assets and its inputs
- sanostol
- 575 posts
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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.
thanks
Martin
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.
thanks
Martin
Technical Discussion » Open Gl ROP: Fatal Error
- sanostol
- 575 posts
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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
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
Technical Discussion » Wood RBD sim Unstable with Constraints
- sanostol
- 575 posts
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just had a quick look into Your file, and the rbd cluster node has "fuse cluster pieces" on. this results in bad collision geometry. there are no separate packed pieces anymore per cluster so the packed object creates a convex shape for all elements of a cluster resulting in intersecting geometry, this might cause the problems.
to see the problem use the exploded view node as source of the rbd packed to separate the clusters and turn on show guide geometry
for the wood constraints You also could try the soft constraints, as they allow the wood to bend before it breaks.
to see the problem use the exploded view node as source of the rbd packed to separate the clusters and turn on show guide geometry
for the wood constraints You also could try the soft constraints, as they allow the wood to bend before it breaks.
Edited by sanostol - Sept. 13, 2022 10:42:50
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