Please, as in the attached picture ... Display, Image Resolution: Viewport Size. Is there a way to set it with Python, or HScript?
I haven't found it here or anywhere else:
https://www.sidefx.com/docs/houdini/hom/hou/SceneViewer.html [www.sidefx.com]
Found 145 posts.
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Solaris and Karma » Display, Image Resolution: Viewport Size, set it with Python
- ikoon
- 146 posts
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Technical Discussion » Selection lost when renaming node with a hotkey
- ikoon
- 146 posts
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Now I noticed that it is probably related to the Houdini window being maximized or not being maximized to whole screen.
I am on windows 11 and when Houdini is maximized, everything works as it should.
Excuse me for rambling, I am going to RFE it.
I am on windows 11 and when Houdini is maximized, everything works as it should.
Excuse me for rambling, I am going to RFE it.
Technical Discussion » Selection lost when renaming node with a hotkey
- ikoon
- 146 posts
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As in the attached gif. Has it ever happened to you?
- even though the string is selected, typing does not overwrite the name
- sometimes the text cursor appears in the middle of the name (above or below the mouse)
I have tried to delete the whole preference directory, it SOLVES the problem but ... I loose all my settings. And it is probably not a bug.
I have tried to disable all of my packages, which does not help.
I will keep looking. I will be thankful for any clues.
- even though the string is selected, typing does not overwrite the name
- sometimes the text cursor appears in the middle of the name (above or below the mouse)
I have tried to delete the whole preference directory, it SOLVES the problem but ... I loose all my settings. And it is probably not a bug.
I have tried to disable all of my packages, which does not help.
I will keep looking. I will be thankful for any clues.
PDG/TOPs » Create intermediate directory & Overwrite existing .usd file
- ikoon
- 146 posts
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Thank you very much Petrick! Now I understand the logic behind it. Also I finally installed the new Daily Build, everything is clear and directories are created (with the default settings).
Thanks a lot again for explaining it to me.
Thanks a lot again for explaining it to me.
PDG/TOPs » Create intermediate directory & Overwrite existing .usd file
- ikoon
- 146 posts
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As regards creating intermediate directories with USD Render TOP node, I stumbled upon this solution:
https://www.sidefx.com/docs/houdini/ref/utils/husk.html [www.sidefx.com]
--make-output-path
https://www.sidefx.com/docs/houdini/ref/utils/husk.html [www.sidefx.com]
--make-output-path
PDG/TOPs » Create intermediate directory & Overwrite existing .usd file
- ikoon
- 146 posts
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Please, I am new to the TOPs and I have four questions about file and directory permissions.
Overwriting existing .usd files:
ROP USD Output TOP node - does NOT overwrite an existing .usd file (after I "Dirty and Cook This Node")
USD ROP LOP node - DOES overwrite an existing .usd file (after I manually press the "Save to Disk" button)
1. Should I use the "File Remove TOP node" to delete the .usd file first?
2. Or should I set the permissions somewhere?
Creating intermediate directories:
USD Render TOP node - does NOT create missing intermediate directories (after I "Dirty and Cook This Node")
Karma LOP node - DOES create missing directories (after I manually press the "Save to Disk" button)
3. Should I use the "Make Directory TOP node"?
4. Or should I set the permissions somewhere?
Best regards,
J.
Overwriting existing .usd files:
ROP USD Output TOP node - does NOT overwrite an existing .usd file (after I "Dirty and Cook This Node")
USD ROP LOP node - DOES overwrite an existing .usd file (after I manually press the "Save to Disk" button)
1. Should I use the "File Remove TOP node" to delete the .usd file first?
2. Or should I set the permissions somewhere?
Creating intermediate directories:
USD Render TOP node - does NOT create missing intermediate directories (after I "Dirty and Cook This Node")
Karma LOP node - DOES create missing directories (after I manually press the "Save to Disk" button)
3. Should I use the "Make Directory TOP node"?
4. Or should I set the permissions somewhere?
Best regards,
J.
Houdini Lounge » How to set up RSS app to follow a Section of this forum?
- ikoon
- 146 posts
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There is a nice feature on the forums.odforce.net, to follow whole section of the forum (Houdini Lounge, Technical Discussion, Solaris, ...)
I like the "An email when new content is posted" the most. It helped me to be active there, and answer to some questions. Now, this forum is more active, but somehow I miss that feature to have "passive", pushed, notifications about new questions. Only those first posts in a Topic, not the replies (I can subscribe to Topic).
I tried to setup few mobile RSS apps in said manner, but I am not able to replicate the odforce's way. Do you know any app which could do that, please? It can be paid.
Best regards,
J.
I like the "An email when new content is posted" the most. It helped me to be active there, and answer to some questions. Now, this forum is more active, but somehow I miss that feature to have "passive", pushed, notifications about new questions. Only those first posts in a Topic, not the replies (I can subscribe to Topic).
I tried to setup few mobile RSS apps in said manner, but I am not able to replicate the odforce's way. Do you know any app which could do that, please? It can be paid.
Best regards,
J.
PDG/TOPs » PDG and HQueue for faster distributed Karma XPU renders
- ikoon
- 146 posts
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Hello, back in 2018, I had two computers and HQueue set up for distributed rendering. I used the HQueue Render ROP. A lot of things have changed since then and now I'm lost, what the possibilities are today. I am an Indie user.
I am aiming for fast preview lowres renders of an animation(few seconds/frame), quite simple motion graphics, no heavy geo or textures. I don't need to distribute one frame to multiple machines, there are many frames.
Thanks a lot for any answers, tips or links.
Best regards,
J.
I am aiming for fast preview lowres renders of an animation(few seconds/frame), quite simple motion graphics, no heavy geo or textures. I don't need to distribute one frame to multiple machines, there are many frames.
- even though I don't need variants of render, PDG is the way to go, am I right?
- can I have a "running and ready" instance of Houdini/Husk on the second computer, to eliminate the time needed for it to start?
- how should I optimize the creation of USD file? I believe that only one computer should generate the USD?
Thanks a lot for any answers, tips or links.
Best regards,
J.
Technical Discussion » How can I increase more and more details in a pyro sim?
- ikoon
- 146 posts
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Here is great article by Jeff Wagner about the shaping:
https://forums.odforce.net/topic/18397-get-rid-of-mushroom-effect-in-explosion-and-add-details-in-the-opening/ [forums.odforce.net]
(edit: it is ~10th post and further on that page)
https://forums.odforce.net/topic/18397-get-rid-of-mushroom-effect-in-explosion-and-add-details-in-the-opening/ [forums.odforce.net]
(edit: it is ~10th post and further on that page)
Edited by ikoon - April 26, 2022 07:46:51
Technical Discussion » Choosing GPU for Karma XPU (performance/price)
- ikoon
- 146 posts
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Thanks a lot for the info! Fortunately I am creating quite simple motion graphics, so hopefully memory should not be a problem.
I found the XPU diagnostics in the display setting (attached), so I will test some of my scenes and their memory requirements.
I found the XPU diagnostics in the display setting (attached), so I will test some of my scenes and their memory requirements.
Technical Discussion » Choosing GPU for Karma XPU (performance/price)
- ikoon
- 146 posts
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Please, when trying to find best Karma XPU performance for a certain price:
- can I rely on any other benchmarks of the cards, that are available online? (redshift, octane)
- second GPU of the same kind doubles the performance? Or is it something like 90% of linear increase?
- more GPUs probably increase the time needed to load the scene onto the GPU and can slow down the viewport time to first pixel?
Houdini Lounge » What holds yourself/studio from adopting Houdini more?
- ikoon
- 146 posts
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I like Houdini as it is (including the way SideFX is evolving it and here I would like to thank!).
I think that a broader library of curated help examples and "production" templates might help. I know it is very hard to create and maintain such library. I know it is controversial to promise "fruit without struggle". But even people who spent years in fair and honest sop&dop struggle can be lost in KineFX or LOPs land, or in any new context, or solver or amazing new tool. And time is so scarse.
It might be enough to extend the Content Library, promote the help files, add nice and clear animated previews. Add images of the network for the experienced users ... they might see if this is the right file without opening it. Also, aren't many of the help files obsolete?
Broader "production help files" might include:
Then, in Houdini, for the beginners... you might have a "step by step" guide, which will create ROPs, to render with AOVs, or export to unreal, or other sw? Is it possible to set up a small farm with a "step by step" guide?
I think that a broader library of curated help examples and "production" templates might help. I know it is very hard to create and maintain such library. I know it is controversial to promise "fruit without struggle". But even people who spent years in fair and honest sop&dop struggle can be lost in KineFX or LOPs land, or in any new context, or solver or amazing new tool. And time is so scarse.
It might be enough to extend the Content Library, promote the help files, add nice and clear animated previews. Add images of the network for the experienced users ... they might see if this is the right file without opening it. Also, aren't many of the help files obsolete?
Broader "production help files" might include:
- common simulations (different scales, conditions, also "creative", something you might see in commercial)
- motion graphics (to "magicaly" reveal a text, or a logo, or geo, something you see on the instagram)
- other examples (create nice terrain with a bridge, procedural house, add secondary motion to your animated character, ...)
- library of materials (also "fancy" mograph, procedural)
- library of nice studio lighting?
Then, in Houdini, for the beginners... you might have a "step by step" guide, which will create ROPs, to render with AOVs, or export to unreal, or other sw? Is it possible to set up a small farm with a "step by step" guide?
Edited by ikoon - April 22, 2022 03:53:46
Houdini Lounge » Quickly toggle Display flag between two nodes? (H19)
- ikoon
- 146 posts
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Maybe this might help?
https://lex.ikoon.cz/network-editor-remember-the-previously-flagged-node-and-unflag-to-it/ [lex.ikoon.cz]
It is poor man's script, but works for me.
https://lex.ikoon.cz/network-editor-remember-the-previously-flagged-node-and-unflag-to-it/ [lex.ikoon.cz]
It is poor man's script, but works for me.
Houdini Lounge » AMD Ryzen Cooling
- ikoon
- 146 posts
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citizen
I'm on a Ryzen 9 5950X with Cooling Liquid Freezer II - 420, Asus Dark Hero X570
I get 30k in Cinebench R23.
Thank you for sharing this. Very nice results! Single core is also better with OC? (Can you post result please?) Have you seen same results with the same hw, or you got a "lucky" chip?
I am waiting for the Intel 12900K, and then I have to decide, so any info is really valuable.
Solaris and Karma » Demystifying Light Transforms in the Viewer
- ikoon
- 146 posts
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I am not sure if this is a solution for a complex network, but the RMB menu from the attached image works for me.
Probably there is a way to access this functionality with Python, so we could write a script and assign a hotkey.
I found the menu definition here:
C:\Program Files\Side Effects Software\Houdini 18.5.408\houdini\UsdStagePrimMenu.xml
With my limited knowledge, I found out that for the "inplace" transform, without creating new nodes, you can call:
l = hou.node('/stage/subnet1/light2')
l.setSelected('True','True')
For the other modes, there are functions in the loputils.py:
createEditorNode()
getPrimEditorNode()
Probably there is a way to access this functionality with Python, so we could write a script and assign a hotkey.
I found the menu definition here:
C:\Program Files\Side Effects Software\Houdini 18.5.408\houdini\UsdStagePrimMenu.xml
With my limited knowledge, I found out that for the "inplace" transform, without creating new nodes, you can call:
l = hou.node('/stage/subnet1/light2')
l.setSelected('True','True')
For the other modes, there are functions in the loputils.py:
createEditorNode()
getPrimEditorNode()
Technical Discussion » Python modify Keyframe (vs. delete old and create new one)
- ikoon
- 146 posts
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Thank you so much tamte and krueger.
I didn't understand it very well yesterday, but now the system makes sense.
I have sent RFE to SideFX, to consider adding a little notice to the hou.Keyframe docs and adding the examples which you posted here.
I didn't understand it very well yesterday, but now the system makes sense.
I have sent RFE to SideFX, to consider adding a little notice to the hou.Keyframe docs and adding the examples which you posted here.
Technical Discussion » Python modify Keyframe (vs. delete old and create new one)
- ikoon
- 146 posts
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Hello Krueger, thank you very much.
You are right, as long as you don't change the setFrame()
The code below creates a duplicate Keyframe. I assume that we have to delete the original Keyframe.
You are right, as long as you don't change the setFrame()
The code below creates a duplicate Keyframe. I assume that we have to delete the original Keyframe.
p = hou.parm( "/obj/null1/scale" ) keys = p.keyframesInRange( 48, 48 ) # Find the keyframe on frame 48 k = keys[0] # Get the first entry from the keys list k.setFrame( 24 ) p.setKeyframe( k )
Technical Discussion » Python modify Keyframe (vs. delete old and create new one)
- ikoon
- 146 posts
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Please, I tried to use these methods to update certain Keyframe value and frame:
setValue()
setFrame()
But it seems, that it cannot be done directly like this. Do we have to delete the old one and create a new one in order to "modify" a Keyframe?
deleteKeyframeAtFrame()
setKeyframe()
setValue()
setFrame()
But it seems, that it cannot be done directly like this. Do we have to delete the old one and create a new one in order to "modify" a Keyframe?
deleteKeyframeAtFrame()
setKeyframe()
Technical Discussion » Usage Statistics, custom HDAs (way to best Parm Interface?)
- ikoon
- 146 posts
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I could also develop my custom statistics:
- check which parms are not isAtDefault()
- or add an event callback to the parms (hou.nodeEventType.ParmTupleChanged)
- write to a file, after each successful usecase of the HDA (probably manually with a button)
- collect and evaluate those files after few months
I am facing such a big challenge for the first time.
I don't feel like all those usecases will fit into my head :S
- check which parms are not isAtDefault()
- or add an event callback to the parms (hou.nodeEventType.ParmTupleChanged)
- write to a file, after each successful usecase of the HDA (probably manually with a button)
- collect and evaluate those files after few months
I am facing such a big challenge for the first time.
I don't feel like all those usecases will fit into my head :S
Technical Discussion » Usage Statistics, custom HDAs (way to best Parm Interface?)
- ikoon
- 146 posts
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I have a task ahead of me to create 70-100 HDAs, that should together create a toolset.
I will work on it for about a year or two.
One of the biggest challenges for me will be creating a suitable Parm Interface.
I was wondering if the Usage Statistics could be used. I would approach it like this:
- Use the toolset with unlocked HDAs (just me as a developer)
- Edit the parameters inside the HDAs to achieve desired results
- Track (several months) which parameters were most often changed (possibly the range of values too)
- According to that, promote the most frequently used parameters
- Release the toolset
Is there such a system built in Houdini? Is it accessible for us? I am referring to this:
Usage information for different Houdini node types
https://www.sidefx.com/legal/houdini-anonymous-usage-statistics/ [www.sidefx.com]
I will work on it for about a year or two.
One of the biggest challenges for me will be creating a suitable Parm Interface.
I was wondering if the Usage Statistics could be used. I would approach it like this:
- Use the toolset with unlocked HDAs (just me as a developer)
- Edit the parameters inside the HDAs to achieve desired results
- Track (several months) which parameters were most often changed (possibly the range of values too)
- According to that, promote the most frequently used parameters
- Release the toolset
Is there such a system built in Houdini? Is it accessible for us? I am referring to this:
Usage information for different Houdini node types
https://www.sidefx.com/legal/houdini-anonymous-usage-statistics/ [www.sidefx.com]
Edited by ikoon - May 5, 2021 07:50:49
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