hou_parent = hou.node("/stage/materiallibrary1")
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Solaris and Karma » Solaris does not recognize Python-made Karma materials
- Enivob
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Wouldn't you need to create the materials inside a material library instead of the /mat context? Perhaps alter your hou.parent path to point to a Solaris-based node?
Edited by Enivob - May 13, 2024 10:05:39
Houdini Engine for Unreal » Alembic and FBX Render Operator not exporting anything.
- Enivob
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3rd Party » Houdini Alembic doesn't render in Blender
- Enivob
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No geometry nodes are needed. It's part of Blender's Data block processing. Blender can natively extrude any curve.
Edited by Enivob - May 9, 2024 13:23:38
Houdini Indie and Apprentice » Print statements not showing in Wrangle
- Enivob
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Sometimes, it's easier to assign your debug into to an attribute instead of printing it. Then you can examine the value per-point inside the geometry spreadsheet.
s@debug = sprintf("%f",999);
Houdini Engine for Unreal » Alembic and FBX Render Operator not exporting anything.
- Enivob
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I generally perform Alembic exports from the /out context. Try adding an AlembicROP. Generally speaking, you may want to add s@name or s@path to the primitives you're exporting and then choose build hierarchy from that attribute.
Solaris and Karma » Fur Density mask as multiplier in MaterialX material network
- Enivob
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Houdini Indie and Apprentice » FLIP Flat Tank Surface Bumpy
- Enivob
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Houdini Indie and Apprentice » Black mesh instead of regular White when trying to Voxelize
- Enivob
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The problem is using that RemeshGrid node. I'm not sure why you need to remesh, but don't use that one. Try the new Quad Remesh (Beata)node available with the H20 release.
Solaris and Karma » Karma PNG bit depth
- Enivob
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The comper could use After Effects 3D tools to extract the depth pass, and write it out as a PNG sequence. Not sure what the point is, however. That would be downgrading your depth value from 16 bit to 8 bit, losing precision in the process.
Houdini Indie and Apprentice » Black mesh instead of regular White when trying to Voxelize
- Enivob
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One thing to try, is to assign a default material. Then make sure the viewport Material button is turned on (it is by default), and activate the lighting with shadows button. You may want to add an area light or environment light as well.
Animation » Point tranformation
- Enivob
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Try using a particle system instead, then you can add the box as a collision object the points will avoid. There are a bunch of tutorials on shape changing points, look one up.
Edited by Enivob - April 25, 2024 08:23:38
Technical Discussion » How to find all references to a specific special variable
- Enivob
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Use python to navigate the node tree, examining every parm value. Use the expression() method for each parm to return the expression value as a string, and compare that to $FSTART.
https://www.sidefx.com/docs/houdini/hom/hou/Parm.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/hom/hou/Parm.html [www.sidefx.com]
Edited by Enivob - April 24, 2024 08:02:57
Solaris and Karma » Karma PNG bit depth
- Enivob
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I think that is all you're going to get out of the venerable old PNG format. If you need more than 8 bits per-channel, try using .EXR or .TIF.
Technical Discussion » Flipsolver SOP bug in Houdini 20.0.547
- Enivob
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It's a known issue with Houdini. I think H20 is better, but there are viewport bugs holding onto "stale" data which produce the anomaly. It's not just FLIP related, other simulation systems using visualizer can cause the problem as well. Click the X to destroy that copy of the viewport and use the + icon to add another. That typically fixes it for me. Otherwise, you have to restart Houdini.
Edited by Enivob - April 24, 2024 07:56:48
Technical Discussion » Mask based displacement issues
- Enivob
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Try restoring the ramp on maskbygeoemtry node back to the default. It affects downstream nodes.
Houdini Lounge » I need help with crowd simulation.
- Enivob
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You do have some setup issues on the crowd solver. Your SOP path for the terrain points to the out for your agents. Try pointing it to the /out for your leg/bridge. Change the mode from Direction vector to UP Attribute.
Edited by Enivob - April 20, 2024 07:36:11
Technical Discussion » getting the lowest node from the highest one in python
- Enivob
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Maybe try node.children instead of node.dependents?
This is what I use to return children of a node.
And a usage case...
This is what I use to return children of a node.
def childrenOfNode(node, filter): # Return nodes of type matching the filter (i.e. geo etc...). result = [] if node != None: for n in node.children(): t = str(n.type()) if t != None: for filter_item in filter: if (t.find(filter_item) != -1): # Filter nodes based upon passed list of strings. result.append('%s~%s' % (n.name(), t)) result += childrenOfNode(n, filter) return result
And a usage case...
# Export geo based objects as OBJ files. lst_geo_objs = [] #nodes = childrenOfNode(hou.node(node_path),["envlight"]) #nodes = childrenOfNode(hou.node(node_path),["hlight", "ambient"]) nodes = childrenOfNode(hou.node(node_path),["Object geo"]) #Other valid filters are Sop, Object, cam. for node in nodes: ary = node.split("~") if len(ary) > 0: node_candidate = "%s/%s" % (node_path, ary[0]) n = hou.node(node_candidate) if n !=None: if n.isDisplayFlagSet(): exportAsRIB(node_candidate, geo_dir) lst_geo_objs.append(node_candidate)
Edited by Enivob - April 19, 2024 08:05:14
Animation » How to export to Alembic file? With animated origins/pivots in blender
- Enivob
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Check the hip file for the technique I use. You do have to route the Cd attribute to a material and chose one of the Blender render modes which displays color information. You have to promote Cd to vertex inside Houdini for it to show up in Blender.
Edited by Enivob - April 17, 2024 18:00:09
Houdini Indie and Apprentice » Split Objects after a Dopnet ?
- Enivob
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Try dropping down a split node. Click the Group dropdown to select what will appear on the left output. Everything else will appear on the right output.
Animation » Re-simulating a timeline without having to scrub it by hand?
- Enivob
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What I do is rewind, then type the exact frame number I want to land on. This will simulate up to the frame, leaving you a blue bar. By typing the frame number, Houdini simulates a little faster. It doesn't update the viewport until it reaches the landing frame. This is faster than just playing the timeline to reach your landing frame.
Edited by Enivob - April 16, 2024 11:42:42
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