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Houdini Lounge » 3D Connextion space mouse with Houdini
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- mandrake0
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Technical Discussion » H19.5 slow performances?
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- mandrake0
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Sounds like a challange for the SESI support. Hard to tell what it could be.
I would try this:
Please check the drivers specially GPU, close other program's specially MICROSOFT TEAMS and then start houdini.
Rename the houdini user folder.
I would try this:
Please check the drivers specially GPU, close other program's specially MICROSOFT TEAMS and then start houdini.
Rename the houdini user folder.
Houdini Lounge » SideFX Adobe Substance Plugin - Houdini FX 19.5
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- mandrake0
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it should be in the COMP Network and there is also under SOP one.
shelf function creates mostly a node network or just a node. that means every labs functionality is a node in a specific context (obj, sop, mat, comp..).
in the github repo the code is still in so it should be available in houdini.
https://github.com/sideeffects/SideFXLabs/tree/Development/otls/substance_material.hda [github.com]
shelf function creates mostly a node network or just a node. that means every labs functionality is a node in a specific context (obj, sop, mat, comp..).
in the github repo the code is still in so it should be available in houdini.
https://github.com/sideeffects/SideFXLabs/tree/Development/otls/substance_material.hda [github.com]
Technical Discussion » set attribute in vex
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- mandrake0
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Dougie0047
@mandrake0
I'm sorry, I'm a bit confused by your reply. It looks to me like you think that I started the thread, which I didn't. I read damonmaster's original question, and the code snippet he then posted above (that is where my a = rand(a+seed*123.6) comes from, more or less). And then I posted a possible answer. My question was addressed to damonmaster to check if it was what he was looking for/something he could use. Sorry again, but I must have overlooked Andr's answer, which is really similar, before I added my own.
Cheers,
Dag
Sorry Dag it was just confusing

damonmaster
My situation is that each time the value of @a is the result obtained from the last loop, how can I copy the result of the loop to other points in the same wrangle? I know this would be very simple just using two wrangle nodes!
it is okey to use 2 Wrangler nodes when the attribute can't be accessed or there is a special situation
this is a test script where you can check if you can get the attribute value.
https://www.sidefx.com/docs/houdini/vex/attrib_suite.html#checked [www.sidefx.com]
int success = 0; f@value = pointattrib(0,"a",0,success); i@success = success;
Technical Discussion » set attribute in vex
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- mandrake0
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// user parameters int seed = chi("seed"); // Getting a seed Value float a = point(0, "a", 0); // fetch the "a" attribute from point 0 a = rand(a+seed*123.6); // Creating a random value from 0 to 1 with a seed value from a + seed + 123.6 @a = a;
why do you want to get one point attribute value for just add to a random seed value that returns a random value?
Andr made a post exactly what i was thinking you have mean.
i think we/i misunderstand your question.
made a example file
Technical Discussion » Importing USD and alembic cameras from Maya in Houdini
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- mandrake0
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When you Load the Alembic or USD in Maya does the wrong aperture mismatch show up?
In the USD File does the aperture looks correct? when the exported file is wrong it could be a maya export problem.
i don't use Arnold so i can't give a solid answer but it could be that the Arnold plugin doesn't recognize imported alembic cameras or the parameters are not exported in the alembic file.
https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_for_maya_shapes_am_USD_html [help.autodesk.com]
In the USD File does the aperture looks correct? when the exported file is wrong it could be a maya export problem.
i don't use Arnold so i can't give a solid answer but it could be that the Arnold plugin doesn't recognize imported alembic cameras or the parameters are not exported in the alembic file.
https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_for_maya_shapes_am_USD_html [help.autodesk.com]
Technical Discussion » HDA Python Bridge to Plasticity
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- mandrake0
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It works or better at least one Message Type (ADD with SOLID) is Working more or less. 
Plasticity uses Websocket and Multiple Type of Messages to Handle Add, Update, Delete of Objects(Solid,Wire,Groups,Sheet)
currently i have a small concept problem of how to build the plasticity scene structure inside python so that it will fit houdini. i would say the upcoming SOP 2.0 will have a solution that solves my problem in a elegant way.

Plasticity uses Websocket and Multiple Type of Messages to Handle Add, Update, Delete of Objects(Solid,Wire,Groups,Sheet)
currently i have a small concept problem of how to build the plasticity scene structure inside python so that it will fit houdini. i would say the upcoming SOP 2.0 will have a solution that solves my problem in a elegant way.
Edited by mandrake0 - Sept. 22, 2023 08:51:20
Technical Discussion » HDA Python Bridge to Plasticity
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- mandrake0
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SWest
Looks cool. Not sure about this link but maybe you find something useful here [ciesie.com].
Thank you.
Have found some Inspiration in the SideFxLab's Projects. they store values in the hou.session will try that out.
A good Video on Python Development in Houdini:
https://www.sidefx.com/tutorials/python-scripting/ [www.sidefx.com]
Technical Discussion » HDA Python Bridge to Plasticity
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- mandrake0
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I have made a Proof of Concept for a HDA that Connect's to Plasticity.
It uses the plasticity-blender-addon [github.com].
Currently i have multiple problems.
I don't know how to integrate the websocket data handler into the python code so i can pass the data from HDA Python Module to the child Python SOP node.
the connection to Plasticity works it is just how i can pass the message data to the right python node.
If somebody can give me some tips it would be nice.
also for the development i wanted to reload the code but it never worked with the external python file.
used the imp and the importlib with reload(modulename) and bot didn't worked.
It uses the plasticity-blender-addon [github.com].
Currently i have multiple problems.
I don't know how to integrate the websocket data handler into the python code so i can pass the data from HDA Python Module to the child Python SOP node.
the connection to Plasticity works it is just how i can pass the message data to the right python node.
If somebody can give me some tips it would be nice.
also for the development i wanted to reload the code but it never worked with the external python file.
used the imp and the importlib with reload(modulename) and bot didn't worked.
Houdini Lounge » Karma or Redshift
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- mandrake0
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habernir
(and don't ask me why in the year 2023 the developers still don't develop in advance for all devices, because hip (amd library) exists for along time now .)
Every development takes time karma XPU first target is surly to be production ready.
Porting is one task and the support is the important one that can take ressources. Customer demand is also important when just some customer request for it won't happen.
Houdini Lounge » Karma or Redshift
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- mandrake0
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CV
Apart from Cycles I have not seen a renderer is doing well in both CPU and GPU. Maybe Karma can go into similar places. Did I get it right that Karma can dynamically switch to CPU if GPU runs out of Ram?
XPU runs on both CPU and GPU so if there is less RAM it still can run on CPU. But i don't think there is a out of memory solution for the GPU.
Technical Discussion » Houdini Packages Folder Not Showing in Documents
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- mandrake0
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Just create the folder and name it packages. In the houdini folder as shown in your image.
https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]
Edited by mandrake0 - Sept. 12, 2023 07:27:24
Houdini Lounge » Houdini 20
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- mandrake0
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habernir
Do you mean that vulkan viewport won't be in Houdini 20? Or that is assumption
Vulkan should be in H20 was mentioned at the H19.5 event.
Houdini Lounge » Houdini 20
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- mandrake0
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oldteapot7
In other H20 rumours thred somone found that SideFX could be thinking of refreshing 2D nodes (i havnt even touched them yet so i could be completly wrong) i dont even remember how those nodes were called but i mean one that can do compositing like Nuke or AfterFX.
Do you guys think that some alpha or beta of those could be in H20? And how you imagine or wish it will look like and what feautures itll have?
personally i hope that it will push for some UI/UX changes. by this i mean UI more similar to cascadour. therefor working with animation or camera seqencer could be easier too. (a bit like AfterFX keys field right below 3D view with lots of options on organizing, filering, labeling keys. Great for animators as well)
another one is that i could import reference footage of lates say face. quicly edit it, retime, cut etc. then use AI similar to Nukes CopyCat and translate 2D animation into 3D model of face (2D drives 3D using AI ML) so.. any correction from client i will do in 2D part (like lipsync) will be automaticly translate into 3D model.
so i hope that any tools for manipulating video will come as one of the first. this include all 2D warps, morphs, streches, time manipulation, key inerpolation for generating inbetweans. Also 2D/3D tracking so i could connect lates say corner of mounth to courner of mounth in 3D object.
Also all 2D AI models like Meta's (Facebook) segmentation, facial landmarks and all others
But i could understand it all wrong so this could be not that what i thought (Somethink like Nukes and AfterFX in Houdini) That would be cool anyway
there was noted that the viewport will be Vulkan alone that task is big for the UX Team. next year the VFX Platform [vfxplatform.com] will be updated to QT 6.5.X that could bring some UX improvement.
there was Rumors for 2D Compositing that could come to H20 and some talks years ago. Video Editing NLE would be a nice but it would be a task for a later release.
all the beta's (tissue, kineFX, Karma XPU, ...) should be production ready!
what i like more is that the SOP's 2.0 / invoke compile graph could change how the houdini HScript core can be removed and maybe a good bye HIP?
AI is a nice topic and with MLOPS [github.com] we have got at least a playground for experiments and understand how it could be used by Artist's.
we are 2 Month's way for H20 we need to wait, everything will be fine

Houdini Lounge » Why doesn't houdini offer a Chinese version?
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- mandrake0
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Sidefx has a new office in Singapore that will give more support for the asian market.
Houdini Lounge » Houdini 20
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- mandrake0
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d3dworldosongthanks for the answer , but i dont want to go that deep and wont go for vex , will that be enough for a career opportunity ?
the answer is yes. and complex simulations too afterwards
VEX is not that hard and mostly it is just some lines. You also can use VOP and when you use expressions you have got the base knowlege for vex / coding. For working with houdini you can make many projects with no VEX. But it is like driving a car with handbrakes on you can reach your target but you are limiting the capabilitys.
Carrer wise in VFX it wouldn't be easy with no coding skills. But when you have got a good eye for scene setup, animation then you are in.
Houdini Lounge » Houdini x Blender workflow advice
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- mandrake0
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GCharb
Okay, this is bugging me, the only reference to NanoVDB in the manual is about the real time Pyro stuff, nothing on NanoVDB in the manual for Karma XPU beta, could you share a link to where you read that Karma XPU uses NanoVDB? Thanks!
Karma XPU talk it is noted: https://youtu.be/yY1m8NeryaI?si=cWc_Xe4rjIt6PQ1Y&t=995 [youtu.be]
Houdini Lounge » When the siggraph 2023 videos will be online?
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- mandrake0
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Sygnummandrake0
In the houdini H19.5 presentation it was noted that H20 will get a Vulkan viewport. That would also mean a vulkan realtime rendering would be possible.
Oh damn...something comparable to Blender`s Eevee would be effin awesome!! For people like me who also do 3D mograph this could mean we won`t need "regular" rendering for certain instances!
Blender eevee used i think openGL 4.3 with the shift to Vulkan in Houdini with MaterialX (GLSL) it looks like a state of the art solution. but we need to wait.
Houdini Lounge » When the siggraph 2023 videos will be online?
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- mandrake0
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In the houdini H19.5 presentation it was noted that H20 will get a Vulkan viewport. That would also mean a vulkan realtime rendering would be possible.
There is a new karma xpu highlight video:
https://youtu.be/iBFY09MFhpQ [youtu.be]
My guess for the delay is the Sidefx team had too much fun/party at siggraph and now they needed a short rest.
There is a new karma xpu highlight video:
https://youtu.be/iBFY09MFhpQ [youtu.be]
My guess for the delay is the Sidefx team had too much fun/party at siggraph and now they needed a short rest.

Solaris and Karma » Render instances in karma render.
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- mandrake0
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I am not e expert in LOP's Instance but i have made a Example that works.
There are 2 ways how to instance in USD and more then one way how to load the the data in to LOP's.
Documentation
About Instancing in LOP's (Solaris):
https://www.sidefx.com/docs/houdini/solaris/usd.html#instancing [www.sidefx.com]
LOP Instancer:
https://www.sidefx.com/docs/houdini/nodes/lop/instancer.html [www.sidefx.com]
LOP Translator plugin (expert level):
https://www.sidefx.com/docs/houdini/hom/sceneimport_object_translator.html [www.sidefx.com]
There are 2 ways how to instance in USD and more then one way how to load the the data in to LOP's.
Documentation
About Instancing in LOP's (Solaris):
https://www.sidefx.com/docs/houdini/solaris/usd.html#instancing [www.sidefx.com]
LOP Instancer:
https://www.sidefx.com/docs/houdini/nodes/lop/instancer.html [www.sidefx.com]
LOP Translator plugin (expert level):
https://www.sidefx.com/docs/houdini/hom/sceneimport_object_translator.html [www.sidefx.com]
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