Hi,
I'm facing something strange. I'm creating nodes using Python, but when I try to get the isDisabled to check if the parameter is disabled or not after creation, it always return false even if it's disabled by default. The stranger part is that if I selected that node in the network view then I tried to get the isDisabled, it returns the correct value. For example
import hou
geo = hou.node('obj/geo1')
geo.createNode('box')
node = geo.children()
parm_tuples = node.parmTuples()
parm = parm_tuples # divs parameter
print(f"parm {parm.name()} - {parm.isDisabled()}")
it returns false even though the divs parameter is disabled, but if I selected the node in network view and tried to get the isDisabled then it will print True. Am I doing it wrong or is this a bug?
Found 77 posts.
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Technical Discussion » Parameter's (isDisabled) of nodes created using Python
- Raytracing6478
- 7 posts
- Offline
Technical Discussion » Trim transparent pixel out of an image in COP
- olivierth
- 1007 posts
- Offline
hmmm...
My method would be to apply the original image onto a grid. Each primitive representing the pixel with the opacity value. From there, you could use some vex to get what resolution you need to fit the opaque section and forward those info into a COPs network.
Sorry for being super vague but I don't have the time to go into details...
My method would be to apply the original image onto a grid. Each primitive representing the pixel with the opacity value. From there, you could use some vex to get what resolution you need to fit the opaque section and forward those info into a COPs network.
Sorry for being super vague but I don't have the time to go into details...
Houdini Jobs » Houdini Generalist - Lockheed Martin in DFW Area
- jpdecristo
- 9 posts
- Offline
Hi i tried to apply but not sure what kind of degree they ask for,im a senior houdini artist with 7+years of experience. https://www.instagram.com/juanpablovfxart/. [www.instagram.com]
Technical Discussion » Parameter's (isDisabled) of nodes created using Python
- graham
- 1906 posts
- Offline
The issue is that such things as disabled/hidden are UI states and not guaranteed to be accurate at any given time. If the parameter interface hasn't had to display that node yet then its state is going to be unclear. You'll want to call hou.OpNode.updateParmStates() before checking the value which should give you your expected result.
https://www.sidefx.com/docs/houdini/hom/hou/OpNode.html#cooking [www.sidefx.com]
https://www.sidefx.com/docs/houdini/hom/hou/OpNode.html#cooking [www.sidefx.com]
Technical Discussion » Trim transparent pixel out of an image in COP
- AslakKS
- 160 posts
- Offline
There is a iautocrop [www.sidefx.com] command line tool you could try. I've not used it, so might not work as you want.
I would suggest trying something like
I would suggest trying something like
iautocrop -f -p "A" example.exr cropped.exr
Edited by AslakKS - yesterday 11:45:19
Technical Discussion » Heightfield filecache
- adamghering
- 4 posts
- Offline
Hello, doing a tutorial on heightfields (which is a houdini 18 tutorial) but im working in houdini 20
the tutorial is going over conversion and export of the heightfield as an obj
it is using a fileCache node to do so, however
when I put one of these down in houdini 20 everything is changed and the tabs are different and there is no option for exporting as obj
houdini 18 filecache image and 20 filecache image are attached
the tutorial is going over conversion and export of the heightfield as an obj
it is using a fileCache node to do so, however
when I put one of these down in houdini 20 everything is changed and the tabs are different and there is no option for exporting as obj
houdini 18 filecache image and 20 filecache image are attached
Technical Discussion » Karma LPE Problem With Treat As Light Source
- AAaronLi
- 6 posts
- Offline
dlee
Hi, if you enable "Treat as Light Source" the emissive material is treated as light and not emission, so it will only contribute to LPE AOVs that accumulate direct/indirect lighting (i.e. expressions that end with 'L' not 'O').
As for the render being darker without light source: It's because diffuse indirect ray hitting transmissive surface (which then hits emissive surface or anything for that matter) is a caustic path and true caustics is disabled by default. Fake caustic is automatically enabled on MaterialX-based transmissive materials, so the colour of shadow rays for the light source is adjusted and thus appears brighter. Otherwise you'd have to enable true caustics (via rendergeometrysettings LOP on the glass object, or globally).
I understand. I've always understood it wrong before. Thank you so much. I tried to add an LPE Tag to this object, then write a custom LPE, only retain this object as the influence of the light, and then get the final result. The LPE tag of this object is `pemiss` and the LPE Expression is `C.*<L.'pemiss'>`
Houdini Lounge » Changed Normal SOP behaviour?
- Tanto
- 388 posts
- Offline
I was thinking the same thing, but seems like the Normal SOP will behave this way even if you override the attribute name to something else, as long as it's the same name for both classes.
Edited by Tanto - yesterday 11:55:03
Technical Discussion » Karma LPE Problem With Treat As Light Source
- dyts
- 105 posts
- Online
AAaronLiCan you provide you hip file please, I'd like to test toodlee
Hi, if you enable "Treat as Light Source" the emissive material is treated as light and not emission, so it will only contribute to LPE AOVs that accumulate direct/indirect lighting (i.e. expressions that end with 'L' not 'O').
As for the render being darker without light source: It's because diffuse indirect ray hitting transmissive surface (which then hits emissive surface or anything for that matter) is a caustic path and true caustics is disabled by default. Fake caustic is automatically enabled on MaterialX-based transmissive materials, so the colour of shadow rays for the light source is adjusted and thus appears brighter. Otherwise you'd have to enable true caustics (via rendergeometrysettings LOP on the glass object, or globally).
I understand. I've always understood it wrong before. Thank you so much. I tried to add an LPE Tag to this object, then write a custom LPE, only retain this object as the influence of the light, and then get the final result. The LPE tag of this object is `pemiss` and the LPE Expression is `C.*<L.'pemiss'>`
Thanks
Technical Discussion » Vex: Fix Backslashes into Frontslashes
- jsmack
- 7759 posts
- Offline
backslash is the 'escape character' in several languages. if you want a literal backslash, it needs to itself be escaped with another backslash. depending on how many layers if indirection, it could take more than one extra backslash to get a literal backslash. I tend to start at two and use trial and error to find out how many it needs. wrangles need to put at least three or four in place of one to work, but it depends on how they get in the code.
Technical Discussion » Vellum solver visualize problem
- hign
- 21 posts
- Offline
Using vellum.
When connecting a collision obj, and switch on the ground in vellum solver node,
The view seems normal.
When diving in the vellum solver,
The collision obj and the ground turn white, from wireframe to shaded,
I think that's "normal"??????
(still want to know, how to turn the collision and ground "back" to the SOP appearance ????)
but,but,but
When back to the SOP level again, from the solver's DOP.
The collision, the ground, will always show as shaded geometry.
No matter what I do, they will always be there.
this is never happens in old version of houdini.
The only thing now I can do is to close houdini, and open again.
It really kills me when working.
Thanks for your help.
When connecting a collision obj, and switch on the ground in vellum solver node,
The view seems normal.
When diving in the vellum solver,
The collision obj and the ground turn white, from wireframe to shaded,
I think that's "normal"??????
(still want to know, how to turn the collision and ground "back" to the SOP appearance ????)
but,but,but
When back to the SOP level again, from the solver's DOP.
The collision, the ground, will always show as shaded geometry.
No matter what I do, they will always be there.
this is never happens in old version of houdini.
The only thing now I can do is to close houdini, and open again.
It really kills me when working.
Thanks for your help.
Edited by hign - yesterday 12:32:59
Technical Discussion » Karma LPE Problem With Treat As Light Source
- AAaronLi
- 6 posts
- Offline
Technical Discussion » Karma LPE Problem With Treat As Light Source
- dyts
- 105 posts
- Online
Technical Discussion » Parameter's (isDisabled) of nodes created using Python
- Raytracing6478
- 7 posts
- Offline
graham
The issue is that such things as disabled/hidden are UI states and not guaranteed to be accurate at any given time. If the parameter interface hasn't had to display that node yet then its state is going to be unclear. You'll want to call hou.OpNode.updateParmStates() before checking the value which should give you your expected result.
https://www.sidefx.com/docs/houdini/hom/hou/OpNode.html#cooking [www.sidefx.com]
Thank you so much, it worked perfectly.
Rigging » Houdini 20 Rigging Pipeline and Tools
- sanaldeep1996
- 3 posts
- Online
Hello,
I have point out few thing's which can add value to houdini rigging tools and can be improved for future version as well.
1) In houdini, skinning weight's painting tools can be improved, for example like we have in (maya,blender) and now in unreal engine as well.
2) without using editgraph node can we simply add an option in the autorig component graph node to edit the graph.
3) In autorig component node (Spine), this node should work on end number of spine joint's not just four spine joint, if we have six spine joint's it should with that as well.
4) In autorig component node (Spine), if possible can we add options like (only IK, only FK or ik/fk both), with this option it will help the user to build the rig more quickly with APEX.
5) In Houdini, if possible can we get a basic biped APEX rigged character as a test geometry, like we have in unreal engine called mannequin, this will help the user to learn and understand the APEX rig much better way's.
6) In autorig component node, if possible can we add dynamics section, for example to make the joint's dynamic for tails, tentacle, or make the fk controller's should behave dynamically.
Will add more point's later, which can help to make and improve houdini rigging alot.
please do let me know you suggestion's as well
Thank you!
Sanal deep
I have point out few thing's which can add value to houdini rigging tools and can be improved for future version as well.
1) In houdini, skinning weight's painting tools can be improved, for example like we have in (maya,blender) and now in unreal engine as well.
2) without using editgraph node can we simply add an option in the autorig component graph node to edit the graph.
3) In autorig component node (Spine), this node should work on end number of spine joint's not just four spine joint, if we have six spine joint's it should with that as well.
4) In autorig component node (Spine), if possible can we add options like (only IK, only FK or ik/fk both), with this option it will help the user to build the rig more quickly with APEX.
5) In Houdini, if possible can we get a basic biped APEX rigged character as a test geometry, like we have in unreal engine called mannequin, this will help the user to learn and understand the APEX rig much better way's.
6) In autorig component node, if possible can we add dynamics section, for example to make the joint's dynamic for tails, tentacle, or make the fk controller's should behave dynamically.
Will add more point's later, which can help to make and improve houdini rigging alot.
please do let me know you suggestion's as well
Thank you!
Sanal deep
Edited by sanaldeep1996 - yesterday 13:02:20
Technical Discussion » Vellum solver visualize problem
- Tanto
- 388 posts
- Offline
I see you have the Labs installed, so when that happens, in the menu bar, go to Labs and try "Reset viewport".
Edited by Tanto - yesterday 13:35:58
Technical Discussion » Vellum solver visualize problem
- hign
- 21 posts
- Offline
Tanto
I see you have the Labs installed, so when that happens, in the menu bar, go to Labs and try "Reset viewport".
wooooooow
it really works!!!!
thanks a loooot.
Houdini Lounge » Changed Normal SOP behaviour?
- Jonathan de Blok
- 253 posts
- Offline
I can't find any documentation about this, only:
When two components in the same geometry have an attribute with the same name, the attribute on the “lower level” of geometry is used:
Vertex attributes override:
Point attributes, which override:
Primitive attributes, which override:
Detail (whole geometry) attributes
No mention about P or N being special? It's also not very Houdini style to have special cases like this.. strange!
When two components in the same geometry have an attribute with the same name, the attribute on the “lower level” of geometry is used:
Vertex attributes override:
Point attributes, which override:
Primitive attributes, which override:
Detail (whole geometry) attributes
No mention about P or N being special? It's also not very Houdini style to have special cases like this.. strange!
Edited by Jonathan de Blok - yesterday 13:49:21
Work in Progress » Export and import node sets (help wanted)
- NicTanghe
- 193 posts
- Offline
Houdini Indie and Apprentice » How to use distance for effect fall off ?
- Tanto
- 388 posts
- Offline
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