hello,
first, is it possible to create inputs for a own digital assets that look like the inputs of the reference lop,
one input for a single node and a input for multiple connections?
and what does the "is reference" check box in the type properties page under inputs/outputs mean? I can not tell the difference.
thanks
Martin
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Technical Discussion » digital assets and its inputs
- sanostol
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Technical Discussion » Open Gl ROP: Fatal Error
- sanostol
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hi, not sure if this is might be You problem as well, but I had to start the dispatcher service on the local system account, as windows does not allow access to the gpu otherwise. they changed this behavior in windows some time ago.
You can try it by stopping the service in the service manager and the start it manual on Your machine, so it runs with Your user rights. it is not optimal but there for us there was no way to run opengl captures with on the renderclient running as a service
maybe it works for You as well
You can try it by stopping the service in the service manager and the start it manual on Your machine, so it runs with Your user rights. it is not optimal but there for us there was no way to run opengl captures with on the renderclient running as a service
maybe it works for You as well
Technical Discussion » Wood RBD sim Unstable with Constraints
- sanostol
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just had a quick look into Your file, and the rbd cluster node has "fuse cluster pieces" on. this results in bad collision geometry. there are no separate packed pieces anymore per cluster so the packed object creates a convex shape for all elements of a cluster resulting in intersecting geometry, this might cause the problems.
to see the problem use the exploded view node as source of the rbd packed to separate the clusters and turn on show guide geometry
for the wood constraints You also could try the soft constraints, as they allow the wood to bend before it breaks.
to see the problem use the exploded view node as source of the rbd packed to separate the clusters and turn on show guide geometry
for the wood constraints You also could try the soft constraints, as they allow the wood to bend before it breaks.
Edited by sanostol - Sept. 13, 2022 10:42:50
Solaris and Karma » Volumes and Volumevisualisation
- sanostol
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Is there a way to display volumes in solaris/houdiniogl with the same fidelity as in obj/sop view
When importing from sops the volvis attributes get transferred as well, but when loading from file every thing is lost.
In sops at least the volvis data is loaded form file.
I try to shift all to lops from dops, even preview playblasts, but a decent viewport/playblast is very important, as the houdini viewport delivers amazing quality with volumes and pyro fx
thanks
Martin
When importing from sops the volvis attributes get transferred as well, but when loading from file every thing is lost.
In sops at least the volvis data is loaded form file.
I try to shift all to lops from dops, even preview playblasts, but a decent viewport/playblast is very important, as the houdini viewport delivers amazing quality with volumes and pyro fx
thanks
Martin
Technical Discussion » Karma as a "normal" renderer
- sanostol
- 577 posts
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where to start....
- a clean and elegant way to build Your render setups
- nodes for render setups, so You can easily test different settings
- usd advantages when writing usd. no more bottlenecks in ifd generation, prior to rendering
- much faster startup on rendering
just to name some
- a clean and elegant way to build Your render setups
- nodes for render setups, so You can easily test different settings
- usd advantages when writing usd. no more bottlenecks in ifd generation, prior to rendering
- much faster startup on rendering
just to name some
Edited by sanostol - Oct. 22, 2021 06:45:16
Technical Discussion » Karma as a "normal" renderer
- sanostol
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as far as I know karma is bound to usd. give it a try, You can dive very deep, but You also can stay in shallow waters and it still will benefit You greatly.
Solaris and Karma » Solaris/usd and vdbs, slow to write out
- sanostol
- 577 posts
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Solaris and Karma » Solaris/usd and vdbs, slow to write out
- sanostol
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Thank You Michal, that would be my next step, but the departments, that use our stuff need vdbs as well. we are kind of sitting between to chairs . maybe it makes sense to run both exports on the farm.
much appreciated
Martin
much appreciated
Martin
Solaris and Karma » Solaris/usd and vdbs, slow to write out
- sanostol
- 577 posts
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Solaris and Karma » Solaris/usd and vdbs, slow to write out
- sanostol
- 577 posts
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Hello,
I want to write usds that have volumes and this takes quite some time, compared to abc references.
There is not any additional data in the resulting usda file, for example bounds. just the samples and the file path.
is there any way to speed this up. the rest is more or less immediately written to disk
thank You
Martin
I want to write usds that have volumes and this takes quite some time, compared to abc references.
There is not any additional data in the resulting usda file, for example bounds. just the samples and the file path.
is there any way to speed this up. the rest is more or less immediately written to disk
thank You
Martin
Houdini Lounge » (de)activating nodes via parameter interface
- sanostol
- 577 posts
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Maybe something like this, drag'n'drop nodes into the node string parameter field and press on or off
it is a hdanc otl, so it will turn Your session into a non commercial one. But it should not take long to rewrite it as normal hda
it is a hdanc otl, so it will turn Your session into a non commercial one. But it should not take long to rewrite it as normal hda
Edited by sanostol - Feb. 21, 2021 05:56:53
Houdini Lounge » (de)activating nodes via parameter interface
- sanostol
- 577 posts
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Hi
the function to bypass a node in python is:
hou.node("/obj/geo/node").bypass(1) to set it inactive and hou.node("/obj/geo/node").bypass(0) to activate it again.
What You would need is basically a list of nodes that You can iterate over to activate/deactivate.
You can create for example shelf scripts in houdini and use this here, but to create a tool, that does not need more work all the time to adjust it, it does need some more effort.
- How do You want to maintain that list ( picking, typing )?
- Where does the list live? ( global, on a node in a network )?
- What happens if You delete or copy a node that is in the list?
- Does the tool manage nodes in one network or do You want to control other networks as well?
When You interest stays in one network, the group window in the network editor is probably Your best option.
After all this You have to ask: Is it worth it If You need a just a quick tool to get it done I guess the node group window is Your friend. If You want to get into Python and the hou thing. Go for it, this is a good exercise. There are a some places where You can place Your tools. You can create a Node that holds the functionality or the shelf.
The advantage of a node is You get a parameter interface, where You could store Your list as a string attribute and it is a perfect place for code and buttons as well.
I hope I could help
the function to bypass a node in python is:
hou.node("/obj/geo/node").bypass(1) to set it inactive and hou.node("/obj/geo/node").bypass(0) to activate it again.
What You would need is basically a list of nodes that You can iterate over to activate/deactivate.
You can create for example shelf scripts in houdini and use this here, but to create a tool, that does not need more work all the time to adjust it, it does need some more effort.
- How do You want to maintain that list ( picking, typing )?
- Where does the list live? ( global, on a node in a network )?
- What happens if You delete or copy a node that is in the list?
- Does the tool manage nodes in one network or do You want to control other networks as well?
When You interest stays in one network, the group window in the network editor is probably Your best option.
After all this You have to ask: Is it worth it If You need a just a quick tool to get it done I guess the node group window is Your friend. If You want to get into Python and the hou thing. Go for it, this is a good exercise. There are a some places where You can place Your tools. You can create a Node that holds the functionality or the shelf.
The advantage of a node is You get a parameter interface, where You could store Your list as a string attribute and it is a perfect place for code and buttons as well.
I hope I could help
Technical Discussion » Python States: Dynamic Parameters?
- sanostol
- 577 posts
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Technical Discussion » Python States: Dynamic Parameters?
- sanostol
- 577 posts
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Thank You.
.
Edit: Maybe I'm missing this, but I can not see a way to build menu entries from scratch in the onMenuPreOpen method.
.
Edit: Maybe I'm missing this, but I can not see a way to build menu entries from scratch in the onMenuPreOpen method.
Edited by sanostol - Jan. 13, 2021 09:13:43
Technical Discussion » Python States: Dynamic Parameters?
- sanostol
- 577 posts
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Hi I want to change a menu parameter of a state, depending on the input geometry. similar to the weight paint tool, that shows all the bones that are available to paint.
How can I achieve this. The menu gets defined in the createViewerStateTemplate method, but there I have no access to the object that invokes the state.
I also guess, that this is not the right place to define a dynamic behavior of the menu
is there a way to modify the content of a menu parameter in relation to the input geometry, for example?
thanks You for Your time
How can I achieve this. The menu gets defined in the createViewerStateTemplate method, but there I have no access to the object that invokes the state.
I also guess, that this is not the right place to define a dynamic behavior of the menu
is there a way to modify the content of a menu parameter in relation to the input geometry, for example?
thanks You for Your time
Technical Discussion » Python States and Handles
- sanostol
- 577 posts
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Technical Discussion » Python States and Handles
- sanostol
- 577 posts
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thank You, but does not work here, I still have to touch the handle to run the OnStateToHandle
Technical Discussion » Python States and Handles
- sanostol
- 577 posts
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Hello, is there a way to position a dynamic handle as soon as the state is entered? It seems to be not possible. I hope I'm wrong, but the "onEnter" method does not have access to the parms of the handle and the handle itself
kwargs only contains 'node', 'state_flags', state_parms' and 'state_name', state_parms is empty
so there is no way to position the handle correctly as soon as one enters the state
thanks for Your time
kwargs only contains 'node', 'state_flags', state_parms' and 'state_name', state_parms is empty
so there is no way to position the handle correctly as soon as one enters the state
thanks for Your time
Technical Discussion » Material asset: how to add ouputs?
- sanostol
- 577 posts
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Hi, I have no Arnold at home, will try it at work. not sure if this is a limitation. I tried a simple mantra shader otl,not sure if Arnold has a different behavior here.
Technical Discussion » Material asset: how to add ouputs?
- sanostol
- 577 posts
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Hi,
the outputs are defined by the ./suboutputs node inside, plugin a new output, save the assets and eventually the new output will show up in the list
the outputs are defined by the ./suboutputs node inside, plugin a new output, save the assets and eventually the new output will show up in the list
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