I am able to use start up scripts for Houdini Master (both cmd and py, 123 and 456), but Houdini Escape doesn't see them. Both escape and master share the same paths.
Does escape not support start up scripts?
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Technical Discussion » Start up scripts for escape
- zdimaria
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Technical Discussion » Available node types
- zdimaria
- 390 posts
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Not sure of any built in way to check this, but you can get a list of what wont work in a certain node
bad =
for nt in hou.vopNodeTypeCategory().nodeTypes():
try:
hou.node('/obj/geo1/attribvop1').createNode(nt)
except:
bad.append(nt)
print bad
bad =
for nt in hou.vopNodeTypeCategory().nodeTypes():
try:
hou.node('/obj/geo1/attribvop1').createNode(nt)
except:
bad.append(nt)
print bad
Technical Discussion » Set Geometry Selection in Viewport (Python)
- zdimaria
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Technical Discussion » Set Geometry Selection in Viewport (Python)
- zdimaria
- 390 posts
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In addition to this, what type is the argument initial_selection of hou.SceneViewer.selectGeometry() looking for?
I have tried both GeometrySelection and but it returns a TypeError.
I have tried both GeometrySelection and but it returns a TypeError.
Technical Discussion » Set Geometry Selection in Viewport (Python)
- zdimaria
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I can't seem to figure out how to take a hou.GeometrySelection, and set it as selected in a SceneViewer.
I was expecting something along the lines of sceneViewer.setSelectedGeometry(hou.GeometrySelection) but can't find anything to that end in the docs.
What is the correct way to do this?
I was expecting something along the lines of sceneViewer.setSelectedGeometry(hou.GeometrySelection) but can't find anything to that end in the docs.
What is the correct way to do this?
Technical Discussion » OpenGL Quad Buffer Stereo
- zdimaria
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Sorry to bump this, I've just tried again in todays build, and quad buffer stereo still isn't workaing in the viewport for any kind of geometry besides the home grid and handles.
Mplay still runs it perfectly.
Any tips to get it working?
Mplay still runs it perfectly.
Any tips to get it working?
Technical Discussion » OpenGL Quad Buffer Stereo
- zdimaria
- 390 posts
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Thanks! mplay works perfectly, and the viewport almost works, but doesn't show any geometry when in quad buffer mode. The handles and home grid show up fine, just not geometry.
Any fix for this?
Any fix for this?
Technical Discussion » OpenGL Quad Buffer Stereo
- zdimaria
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The Quad Buffer Stereo option for both the viewport and mplay is disabled for us in 14.0.305
We running K4000s with Nvidia 3D Vision 2 ir emitter and wireless glasses, on an ASUS VG248 (Nvidia 3d Vision ready).
Testing the glasses and display with glxgears -stereo shows that both are working fantastically.
How can we get houdini and mplay to allow us to select quad buffer stereo?
We running K4000s with Nvidia 3D Vision 2 ir emitter and wireless glasses, on an ASUS VG248 (Nvidia 3d Vision ready).
Testing the glasses and display with glxgears -stereo shows that both are working fantastically.
How can we get houdini and mplay to allow us to select quad buffer stereo?
Technical Discussion » FEM MATERIALS PRESETS
- zdimaria
- 390 posts
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Work in Progress » houdini fx demo reel
- zdimaria
- 390 posts
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hi everyone!
i just finished an fx demo reel, please check it out!
www.vimeo.com/zacharydimaria/demoreel
zak
i just finished an fx demo reel, please check it out!
www.vimeo.com/zacharydimaria/demoreel
zak
Technical Discussion » How to drive flip sim by hot velocity? help~~
- zdimaria
- 390 posts
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havent gotten to try 12.5 yet so i dont know if this is changed, but i believe the standard approach is to run the sim normally and then displace the cached out points.
Technical Discussion » Mantra Renderer Hanging, Mplay won't open
- zdimaria
- 390 posts
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cant look at the file, but sometimes mantra does that for me too. when it happens make sure you look at the terminal to see if it is telling you anything. if its not throwing any errors sometimes manually opening mplay and selecting listen for renders fixes it.
Technical Discussion » Low cost CPU: Xeon E3-1230v2 - Any one experiences/opinions?
- zdimaria
- 390 posts
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@trice, i believe you have this backwards. tmk i7s do not support dual cpus on one board while xeons do
Technical Discussion » Exporting camera from Maya to Houdini
- zdimaria
- 390 posts
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ive been using alembic from maya to houdini and agree it works very well. one thing to note however though, is that if the camera doesnt import the way you expect, make sure the transform and rot values on the camera in houdini are 0. there is a bug that sometimes throws random values into these that shouldnt be there
Technical Discussion » sdf representation dop
- zdimaria
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is there anyway to pad the bounds on a sdf representation dop when not using volume sample?
Technical Discussion » constant shading in PBR
- zdimaria
- 390 posts
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yeah, for constant shader in pbr just connect the bsdf from a surface model to the bsdf of the output and use emissino like eetu said. you can uncheck emission lights other objects if you want to stop it from ‘emitting’
Houdini Indie and Apprentice » Vector from Two Objects
- zdimaria
- 390 posts
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if you want to get a vector that points from point a to point b, you just need to subtract point b from point a. you can further normalize this if you want it to point in the direction but want it to have the length of 1.
the ray direction can take any point attribute, by default i believe it uses the normals. you could store the vector as a normal and it should ray along those.
the ray direction can take any point attribute, by default i believe it uses the normals. you could store the vector as a normal and it should ray along those.
Technical Discussion » "lock" viewport on specific node
- zdimaria
- 390 posts
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have you tried using the thumb pin? its in the top right hand corner of the viewport. it will lock the viewport to the currently displayed nodes. you can also hold it down and select a link number so you can have it follow a certain group of panels.
Houdini Lounge » alembic export not working
- zdimaria
- 390 posts
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Houdini Indie and Apprentice » question about simdata, flip resolution and initial state
- zdimaria
- 390 posts
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you can to some degree depending on what fields youve cached out. with just points, you can make a surface field from them and then scatter points inside and transfer the vel from the old points to the new points. if you have a surface field already this is easier. if you have a vel field you can resample that and use it, or just use it to init the vel on your points. the sim will take a bit to start behaving correctly and developing hi res detail, but itl work.
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