Ah, your guess is correct. The assets that you create from Houdini Apprentice are “non-commercial” assets. At the moment, they are not allowed to be loaded into Houdini Engine, which is for commercial use.
However, there is a way to convert them into commercial assets! If you upload and share your non-commercial assets onto Orbolt (www.orbolt.com), our online asset store, then you can download them back as commercial assets. You can then load those assets into Houdini Engine!
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Houdini Engine for Maya » beginners question generating otl for maya
- awong
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Houdini Engine for Maya » Material naming by the Houdini engine
- awong
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grayOlorin
This is phenomenal Andrew! going to for sure pick up this update. Thank you!
BTW I imagine this is in 14 as well right?
Yup, it'll be in 14.0.221. The daily builds for 14.0 aren't available yet though, but they should be available soon.
Houdini Engine for Maya » Material naming by the Houdini engine
- awong
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I've put in a change for naming the Maya materials after the SHOP node. It should be in tomorrow's build (13.0.664).
I was able to reproduce the add/remove material problem. We've put in a temporary fix for now. This means sync'ing should correctly assign/unassign the Maya material. It'll be in tomorrow's build (13.0.664). The proper fix would be more efficient, but it's going to take more time to get done. The proper fix shouldn't have any impact on the user anyway.
grayOlorin
That would be great! Is it possible for it to also sync properly? ideally materials would behave just like meshes
thank you!
I was able to reproduce the add/remove material problem. We've put in a temporary fix for now. This means sync'ing should correctly assign/unassign the Maya material. It'll be in tomorrow's build (13.0.664). The proper fix would be more efficient, but it's going to take more time to get done. The proper fix shouldn't have any impact on the user anyway.
Houdini Engine for Maya » normals when wrangled through
- awong
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Houdini Engine for Maya » Reloading of nodes used inside of an asset
- awong
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Right now the reload is implemented using a trick: delete the asset and re-create the asset. So there may be cases where it doesn't work. But I did a quick test and it seems to refresh the internal assets as well. I created asset A in one OTL, and asset B uses asset A in another OTL. Then I loaded asset B into Maya. If I make a change to asset A in Houdini, simply reloading asset B in Maya will get the updated asset A. So the reloading seems to be working. What is your setup? Maybe the reload is failing in a more complicated setup.
Houdini Engine for Maya » normals when wrangled through
- awong
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In the input case, the normals are read from the input mesh, and then written into the N attribute in Houdini Engine. This is always done. So the normals that the asset sees should be the same as how it is in Maya. Tangents and bitangents aren't passed in though.
In the output case, normals are only set in Maya if the output geometry has the N attribute. If the attribute doesn't exist, Maya will compute some default.
In the output case, normals are only set in Maya if the output geometry has the N attribute. If the attribute doesn't exist, Maya will compute some default.
Houdini Engine for Maya » Material naming by the Houdini engine
- awong
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grayOlorin
When going in maya, the material assigned to my object is still called phong#
Does the houdini engine handle the material naming like it does the object naming? and if not, is it possible to add it?
The Maya plugin doesn't name the materials in any way. It should be possible to name the phong materials according to the Houdini material name though. There'll probably still be a number appended to the end.
Houdini Engine for Maya » $FSTART and $FEND
- awong
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At the moment, FSTART and FEND always at the default values. I'm aware of the problem though. My plan is to have them match Maya's frame range.
Houdini Engine for Maya » Executing in mayapy/batch
- awong
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Ah, the reason why setAttr returns immediately is because the asset wasn't actually evaluated, and so the callback wasn't actually executed. You can manually trigger an evaluation after the setAttr by:
getAttr Sop_mesh_asset_test.output
The reason is that the button callbacks are executed when the asset is evaluated. This is not necessarily when you call setAttr. Normally the asset is shown Maya's viewport, so after a parameter change (setAttr), Maya will evaluate the asset. However, when you're running in batch, nothing is pulling on the asset, so no evaluation happens. So you'd have to manually do something that'll trigger an evaluation. And the easiest way is to just do a getAttr on the output attribute.
getAttr Sop_mesh_asset_test.output
The reason is that the button callbacks are executed when the asset is evaluated. This is not necessarily when you call setAttr. Normally the asset is shown Maya's viewport, so after a parameter change (setAttr), Maya will evaluate the asset. However, when you're running in batch, nothing is pulling on the asset, so no evaluation happens. So you'd have to manually do something that'll trigger an evaluation. And the easiest way is to just do a getAttr on the output attribute.
Houdini Engine for Maya » yet another view volumes in maya thread
- awong
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Just to clarify, the asset doesn't have to manually convert the VDB volume to a normal volume. The Maya plugin will do the conversion. So you should be able to simply output VDB volumes from the asset.
Houdini Engine for Maya » yet another view volumes in maya thread
- awong
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Houdini Engine for Maya » use instancer node checkbox
- awong
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Hm, what you describe sounds like the right steps. I've created a simple instance test. Can you try this out and see if it works for you?
Houdini Engine for Maya » Houdini Engine will not load Maya 2015 sp5 Windows 8.1
- awong
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ReddMann7Here are a good list of steps for setting the environment variables at the system level:
Where exactly would I go to place $HFS/bin could you please give me a step by step to do that.
http://www.computerhope.com/issues/ch000549.htm [computerhope.com]
You would want to edit the PATH environment variable to include the Houdini bin directory to the beginning of the list. The Houdini bin directory is something like:
C:\Program Files\Side Effects Software\Houdini 13.0.xxx\bin
Remember to put a semicolon( ; ) between what you add, and what was already in PATH.
You can also try setting it from inside Maya by running this MEL command:
putenv PATH (“CProgram Files/Side Effects Software/Houdini 13.0.xxx/bin; ” + `getenv PATH`)
This solves the conflict in most cases.
ReddMann7One way to check is take a look inside the directory:
And how would I know if I had Open CL installed and if so can I just go to the control panel and un-install it.
C:\Windows\System32
There would be a DLL called: OpenCL.dll
It might be listed in the Add/Remove Programs in control panel too.
Houdini Engine for Maya » Houdini Engine will not load Maya 2015 sp5 Windows 8.1
- awong
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The plugin should be able to load on Windows 8 as well. Have you tried placing $HFS/bin in the beginning of the PATH environment variable (before you run Maya)? There might be something installed on your Windows 8 machine that's conflicting with some Houdini's DLLs. For example, do you happen to have OpenCL installed on the Windows 8 machine?
Houdini Engine for Maya » Exporting Asset into maya
- awong
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When you create an asset from a subnet, only the contents of that subnet gets stored inside the asset. So if the subnet is referencing nodes outside of the subnet, those nodes likely won't be available when you instantiate your asset (for example, in a new scene), and your asset might not behave properly. That's what the warning message is about.
The /FLUID_ATTRIBS ones can be ignored. The ones that you want to take care of are: /shop/fireball and /obj/grid_object1
/shop/fireball is a shader that's created in /shop by the shelf tool. And it's being used as a shader in /obj/subnet1/import_pyro_build. Typically, you would move this shader inside /obj/subnet1 by creating a SHOP Network inside /obj/subnet1.
/obj/grid_object1 looks like a collision object that you've setup. This seems to be used by a RBD simulation inside /obj/subnet1. If the RBD simulation is part of the asset, you would want to move the grid inside /obj/subnet1 as well.
Hope that helps!
The /FLUID_ATTRIBS ones can be ignored. The ones that you want to take care of are: /shop/fireball and /obj/grid_object1
/shop/fireball is a shader that's created in /shop by the shelf tool. And it's being used as a shader in /obj/subnet1/import_pyro_build. Typically, you would move this shader inside /obj/subnet1 by creating a SHOP Network inside /obj/subnet1.
/obj/grid_object1 looks like a collision object that you've setup. This seems to be used by a RBD simulation inside /obj/subnet1. If the RBD simulation is part of the asset, you would want to move the grid inside /obj/subnet1 as well.
Hope that helps!
Houdini Engine for Maya » How can I know the input geo shape is visible or not ??
- awong
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Yeah, unfortunately, there isn't a good way right now.
Maybe you could take advantage of the fact that Houdini Engine has access to Maya's Python. This means you can access the maya.cmds Python module from inside Houdini Engine, and you can actually query various Maya states. However, accessing the Python module this way isn't an intended feature so I wouldn't recommend it unless you absolutely have to.
Maybe you could take advantage of the fact that Houdini Engine has access to Maya's Python. This means you can access the maya.cmds Python module from inside Houdini Engine, and you can actually query various Maya states. However, accessing the Python module this way isn't an intended feature so I wouldn't recommend it unless you absolutely have to.
Houdini Engine for Maya » How can I know the input geo shape is visible or not ??
- awong
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rtarantino
So some how to get visibility value inside OTL is not possible is it?
Object visibility in Maya is simply an attribute on the node. And an asset parameter is also represented as an attribute on the asset node. So you could try connecting the visibility attribute from your object to a parameter on the asset node. This will let you access the visibility inside the asset.
Houdini Engine for Maya » How can I know the input geo shape is visible or not ??
- awong
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Object visibility in Maya is simply an attribute on the node. So you could try connecting the visibility attribute from your object to a parameter on the asset node, which will then drive your switch node.
The visibility of the input geometry shouldn't have an effect on what gets inputted into the asset though. It's true that Maya doesn't calculate invisible objects in some cases. However, if the object is being used (i.e. as input for an asset, and the asset is computed), it'll be computed regardless of the object's visibility.
The visibility of the input geometry shouldn't have an effect on what gets inputted into the asset though. It's true that Maya doesn't calculate invisible objects in some cases. However, if the object is being used (i.e. as input for an asset, and the asset is computed), it'll be computed regardless of the object's visibility.
Houdini Engine for Maya » MAYA 2014/15 and Houdini Engine
- awong
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Hm, which OS are you on? Do you see a texture file node attached to the material created in the scene? The asset node will write out texture files into the sourceimage directory in the project directory. Do you see the texture file there?
Houdini Engine for Maya » nParticle/Engine workflow
- awong
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Yeah, from Maya's point of view, the particles are cached, so you won't be able to further simulate those particles in Maya. One way might be to use imported particles to emit new particles in Maya. You'd then be able to further simulate those new particles in Maya. For a long time, I've actually wanted to include something like this into the Maya plugin, but I haven't had the chance to try it yet. :?
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