Ok here is the way I'm doing it now…not sure if there is a better way:
nod = hou.node('.')
childs = nod.children()
first = childs
first.setCurrent(True, True)
Found 143 posts.
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Houdini Indie and Apprentice » Python equivalent of diving into network
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- caesar
- 143 posts
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Houdini Indie and Apprentice » Python equivalent of diving into network
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- caesar
- 143 posts
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Hello,
Is there a way in python to “dive inside” a subnetwork. Basically the equivalent of double-clicking or hitting “enter” while on a node?
Thanks!
Is there a way in python to “dive inside” a subnetwork. Basically the equivalent of double-clicking or hitting “enter” while on a node?
Thanks!
Technical Discussion » noise $TX
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- caesar
- 143 posts
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Technical Discussion » noise $TX
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- caesar
- 143 posts
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Hi Guys,
I am struggling to understand what this is actually doing:
noise($TX,0,0)
The help says:
“The noise is calculated on a unit-spaced lattice and then internal
points are interpolated from lattice points. This means the noise
will be independent between points one unit distance apart. You can
scale the inputs to achieve different frequencies.”
Does this mean that “noise()” is the unit-spaced lattice and that $TX represents each point on the lattice, or does $TX represent the point position on the GEO node the noise is applied to? If so, does “noise()” iterate over each “x” coordinate?
I've been messing around with…
noise($TX * ch(“f”),0,0)
…where “f” is just a float slider. When I move it around I see the ribbons on the x coordinate changing, but I'm not sure what it's doing? Is this the frequency, if so, why is it the frequency?
Any input would be great.
Thank you,
Caesar
I am struggling to understand what this is actually doing:
noise($TX,0,0)
The help says:
“The noise is calculated on a unit-spaced lattice and then internal
points are interpolated from lattice points. This means the noise
will be independent between points one unit distance apart. You can
scale the inputs to achieve different frequencies.”
Does this mean that “noise()” is the unit-spaced lattice and that $TX represents each point on the lattice, or does $TX represent the point position on the GEO node the noise is applied to? If so, does “noise()” iterate over each “x” coordinate?
I've been messing around with…
noise($TX * ch(“f”),0,0)
…where “f” is just a float slider. When I move it around I see the ribbons on the x coordinate changing, but I'm not sure what it's doing? Is this the frequency, if so, why is it the frequency?
Any input would be great.
Thank you,
Caesar
Technical Discussion » How to create numeric label?
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- caesar
- 143 posts
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Technical Discussion » How to create numeric label?
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- caesar
- 143 posts
- Offline
Hello,
How do you create a read-only numeric label? I'm trying to put an expression inside Float type parameter inside of “Edit Parameter Interface” but without the slider. I've tried using String and Label types with surrounding back ticks, but is there something else I need to do to the expression to make it evaluate?
Thanks,
Caesar
How do you create a read-only numeric label? I'm trying to put an expression inside Float type parameter inside of “Edit Parameter Interface” but without the slider. I've tried using String and Label types with surrounding back ticks, but is there something else I need to do to the expression to make it evaluate?
Thanks,
Caesar
Houdini Engine for Unity » totally confused about licensing and HDAs
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- caesar
- 143 posts
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Ok it is working now. I have reclaimed my Houdini Limited Commercial license and created a DA from it, and it loads into Unity.
Thank you
Thank you
Houdini Engine for Unity » totally confused about licensing and HDAs
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- caesar
- 143 posts
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I have referenced this:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=43634 [sidefx.com]
I will attempt to use my LC license and try again. Thank you
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=43634 [sidefx.com]
I will attempt to use my LC license and try again. Thank you
Houdini Engine for Unity » totally confused about licensing and HDAs
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- caesar
- 143 posts
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Hello,
I am very confused on the HDA to unity licensing methods. Should I be able to create a digital asset in Houdini Apprentice and load it into Unity Personal edition? I keep getting errors like:
“Asset not loaded: HAPI Error: Non-commercial (Apprentice) assets not allowed with limited commerical (Indie) licenses.”
I am using Houdini Apprentice Non-Commercial 15.0.416 and Unity Personal 5.3.4f1 (64-bit).
I do have a limited commercial license, but I am attempting to make a tutorial using the non-commercial version of Houdini. I've uninstalled my Houdini Limited commercial and re-downloaded Houdini apprentice without activating my limited commercial license.
I've tried returning my limited commercial license but that did not work. I keep receiving the above error.
I retrieved my free houdini engine indie license but that did not work either.
Thank you
Caesar
I am very confused on the HDA to unity licensing methods. Should I be able to create a digital asset in Houdini Apprentice and load it into Unity Personal edition? I keep getting errors like:
“Asset not loaded: HAPI Error: Non-commercial (Apprentice) assets not allowed with limited commerical (Indie) licenses.”
I am using Houdini Apprentice Non-Commercial 15.0.416 and Unity Personal 5.3.4f1 (64-bit).
I do have a limited commercial license, but I am attempting to make a tutorial using the non-commercial version of Houdini. I've uninstalled my Houdini Limited commercial and re-downloaded Houdini apprentice without activating my limited commercial license.
I've tried returning my limited commercial license but that did not work. I keep receiving the above error.
I retrieved my free houdini engine indie license but that did not work either.
Thank you
Caesar
Houdini Indie and Apprentice » copy material to each primitive
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- caesar
- 143 posts
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Style sheets - very cool. Here's an elementary test randomly overriding the diffuse, opacity, emission and metallic-osity.
Houdini Indie and Apprentice » copy material to each primitive
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- caesar
- 143 posts
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Houdini Indie and Apprentice » copy material to each primitive
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- caesar
- 143 posts
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Hi all,
What is the best way to assign a different material to each primitive on a mesh and then randomize a few different parameters? Basically I want to “copy stamp” a material and have a few different parameters be randomized for each primitive - like change the color for each primitive, or change the specularity for each primitive. Is possible without doing some arcane vex or python programming?
~Caesar
What is the best way to assign a different material to each primitive on a mesh and then randomize a few different parameters? Basically I want to “copy stamp” a material and have a few different parameters be randomized for each primitive - like change the color for each primitive, or change the specularity for each primitive. Is possible without doing some arcane vex or python programming?
~Caesar
Technical Discussion » Renderman non-commercial for H15
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- caesar
- 143 posts
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Thank you rafal.
I have downloaded and installed 20.7 and the error is gone, yet now there is a new license error.
I looked at the license and it looks like it is indeed a non-commercial license.
I have downloaded and installed 20.7 and the error is gone, yet now there is a new license error.
I looked at the license and it looks like it is indeed a non-commercial license.
Technical Discussion » Renderman non-commercial for H15
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- caesar
- 143 posts
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Ok when I click the little film real in the lower left of the Scene View I get the error in the attached image.
Also, in this setup directions:
http://www.sidefx.com/docs/houdini15.0/render/renderman#setting-up-the-display-driver [sidefx.com]
It says to setup these environment variables:
ensure the RMANTREE is set to the installed version of RenderMan, for example:
export RMANTREE=/opt/pixar/RenderManProServer-20.0
ensure the search path includes the bin subdirectory of RenderMan, for example:
export PATH=$PATH:$RMANTREE/bin
set the HOUDINI_DEFAULT_RIB_RENDERER to the desired version, for example:
export HOUDINI_DEFAULT_RIB_RENDERER=prman20.0
…so is that how it is supposed to look in the houdini.env file like this:??
#
# Houdini Environment Settings
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
export RMANTREE=“c
Program Files/Pixar/RenderManProServer-20.1”
export PATH=$PATH:$RMANTREE/bin
export HOUDINI_DEFAULT_RIB_RENDERER=prman20.1
I looked up the three errors (in the screenshot below) but I don't know how to fix them or what they mean really:
TgPathDLOpen: Bad DSO found: %s (%s)
RenderMan found the specified DSO (dynamic shared object), but it was an invalid file. The file was probably built for the wrong architecture or has undefined symbols in it.
DspyName: couldn't find requested driver: %s (%s)
You have specified a display driver which could not be located.
Can't open display image %s
The requested display image could not be initialized.
Any help would be great! thank you.
Caesar
Also, in this setup directions:
http://www.sidefx.com/docs/houdini15.0/render/renderman#setting-up-the-display-driver [sidefx.com]
It says to setup these environment variables:
ensure the RMANTREE is set to the installed version of RenderMan, for example:
export RMANTREE=/opt/pixar/RenderManProServer-20.0
ensure the search path includes the bin subdirectory of RenderMan, for example:
export PATH=$PATH:$RMANTREE/bin
set the HOUDINI_DEFAULT_RIB_RENDERER to the desired version, for example:
export HOUDINI_DEFAULT_RIB_RENDERER=prman20.0
…so is that how it is supposed to look in the houdini.env file like this:??
#
# Houdini Environment Settings
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
export RMANTREE=“c

export PATH=$PATH:$RMANTREE/bin
export HOUDINI_DEFAULT_RIB_RENDERER=prman20.1
I looked up the three errors (in the screenshot below) but I don't know how to fix them or what they mean really:
TgPathDLOpen: Bad DSO found: %s (%s)
RenderMan found the specified DSO (dynamic shared object), but it was an invalid file. The file was probably built for the wrong architecture or has undefined symbols in it.
DspyName: couldn't find requested driver: %s (%s)
You have specified a display driver which could not be located.
Can't open display image %s
The requested display image could not be initialized.
Any help would be great! thank you.
Caesar
Technical Discussion » Renderman non-commercial for H15
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- caesar
- 143 posts
- Offline
Work in Progress » Junkie Turtle character
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- caesar
- 143 posts
- Offline
HI!
Skugos looks extremely interesting! How much of the work is being done inside of Houdini? It looks like some other tool is being used for the modeling and compositing?
Thank you!
Skugos looks extremely interesting! How much of the work is being done inside of Houdini? It looks like some other tool is being used for the modeling and compositing?
Thank you!
Technical Discussion » Renderman non-commercial for H15
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- caesar
- 143 posts
- Offline
Hello,
Has anyone achieved success with the new Pixar release for RfH? I have performed these steps but I keep getting errors:
1- create out/ris1 node
2- create shop/risnet1/pxrpathtracer1
getting this error when adding integrators:
Warning: flipbook rendering with no output specified, using ‘ip’.
Could not open file scripts/vop/risnet.py
3- assign pxrpathtracer1 to ris1 integrator
4- create obj/pxrstdarealight
5- create obj/cam1
6- When I click “render” in a render view, it just says “generating image” and nothing happens - it remains black and no errors are shown in the console.
When I click “Render to MPlay” off of the renderman ris1 node, I get:
“Warning: flipbook rendering with no output specified, using ‘ip’.” and nothing happens.
I've added the following to my houdini.env:
RMANTREE=“c
Program Files/Pixar/RenderManProServer-20.1”
PATH=$PATH;$RMANTREE/bin
HOUDINI_DEFAULT_RIB_RENDERER=prman20.1
and the RMANTREE path definitely exists.
Any help would great…
Thanks,
Caesar
Has anyone achieved success with the new Pixar release for RfH? I have performed these steps but I keep getting errors:
1- create out/ris1 node
2- create shop/risnet1/pxrpathtracer1
getting this error when adding integrators:
Warning: flipbook rendering with no output specified, using ‘ip’.
Could not open file scripts/vop/risnet.py
3- assign pxrpathtracer1 to ris1 integrator
4- create obj/pxrstdarealight
5- create obj/cam1
6- When I click “render” in a render view, it just says “generating image” and nothing happens - it remains black and no errors are shown in the console.
When I click “Render to MPlay” off of the renderman ris1 node, I get:
“Warning: flipbook rendering with no output specified, using ‘ip’.” and nothing happens.
I've added the following to my houdini.env:
RMANTREE=“c

PATH=$PATH;$RMANTREE/bin
HOUDINI_DEFAULT_RIB_RENDERER=prman20.1
and the RMANTREE path definitely exists.
Any help would great…
Thanks,
Caesar
Technical Discussion » Maya SOuP
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- caesar
- 143 posts
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Technical Discussion » Maya SOuP
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- caesar
- 143 posts
- Offline
Hey all,
Does anyone have any experience with Maya SOuP plugin? I swear I JUST heard about it here http://www.tokeru.com/cgwiki/index.php?title=Soup [tokeru.com]
~Caesar
Does anyone have any experience with Maya SOuP plugin? I swear I JUST heard about it here http://www.tokeru.com/cgwiki/index.php?title=Soup [tokeru.com]
~Caesar
Houdini Indie and Apprentice » Integrating different software into pipeline
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- caesar
- 143 posts
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One more question baldwithglasses….
Did you composite the mantra renders with the maya (assuming mental ray) renders? When you did the simulations in houdini with the maya exported assets, how did you insure the look of the renders matched the same assets rendered in Maya?
Thanks again for your generous info!
~Caesar
Did you composite the mantra renders with the maya (assuming mental ray) renders? When you did the simulations in houdini with the maya exported assets, how did you insure the look of the renders matched the same assets rendered in Maya?
Thanks again for your generous info!
~Caesar
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