Hi – if I understand correctly, you want a node for every piece of the fractured object?
This is possible using packed primitives. After your Voronoi fracture node, you will want to use a Pack node with the “Name Attribute” parameter enabled and the “Create Packed Fragments” parameter disabled.
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Houdini Engine for 3ds Max » Outputting Individual objects out of a Fracture HDA
- BrookeA
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PDG/TOPs » Noob question: Chaining HDA Processors
- BrookeA
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For chains of HDAs where you don't need the intermediate steps to be written out to disk, my current recommendation would be to use the ROP Geometry Output node. You can place a SOP network, chain all of your HDAs together, and then point the ROP Geometry Output to that SOP network and only output from the final node in the chain will be written to disk.
Let me know if you have any more questions about this setup!
Let me know if you have any more questions about this setup!
PDG/TOPs » Multi-threading: Single work Item
- BrookeA
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No problem! When a job is scheduled by the local scheduler, it will set the job's HOUDINI_MAXTHREADS environment variable to the value of its Houdini Max Thread parameter. If something in your environment was overwriting that value, that may be a potential culprit.
Glad that it's working now!
Glad that it's working now!
PDG/TOPs » Multi-threading: Single work Item
- BrookeA
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Hmmm, I'm not able to reproduce the problem. I'm seeing max utilization across all of my cores when I run the ROP Fetch. A couple questions:
- Which Houdini build are you on?
- Which operating system are you using?
- Which Houdini build are you on?
- Which operating system are you using?
Houdini Engine for 3ds Max » Remove object from HDA input through maxscript
- BrookeA
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Indeed, a method for clearing the input is missing – I will add a new method for clearing inputs to the API and update this thread once it's been added.
PDG/TOPs » Multi-threading: Single work Item
- BrookeA
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PDG/TOPs » Multi-threading: Single work Item
- BrookeA
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PDG/TOPs » PDG Render Farm - Geo Gen - Save each step?
- BrookeA
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Hi JP,
I think that I need a bit more information to understand clearly. Do you have multiple HDAs that produce output in a row and each processes the result of the previous HDA? And then you want to run this chain in parallel?
I think that I need a bit more information to understand clearly. Do you have multiple HDAs that produce output in a row and each processes the result of the previous HDA? And then you want to run this chain in parallel?
PDG/TOPs » Filtering by tag
- BrookeA
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The pdginput function returns the input file, but the Filter Expression parameter is expecting an integer.
You will need to use the strcmp function:
You will need to use the strcmp function:
strcmp(pdginput(0, "file/geo/terrain", 0), "")
Edited by BrookeA - Oct. 23, 2019 10:58:28
Houdini Engine for 3ds Max » 3dsmax Space to Houdini Space
- BrookeA
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Geometry inputs will now have 3 new detail attributes attached – hemax_quaternion, hemax_transform_world, and hemax_transform_local.
hemax_quaternion: this is the rotation (in Houdini's coordinate system) before it gets converted to Euler angles and placed in hemax_rotation.
hemax_transform_world: This is the raw world space transformation matrix of the 3ds Max node.
hemax_transform_local: This is the raw local space transformation matrix of the 3ds Max node.
This will be available in tomorrow's daily build.
hemax_quaternion: this is the rotation (in Houdini's coordinate system) before it gets converted to Euler angles and placed in hemax_rotation.
hemax_transform_world: This is the raw world space transformation matrix of the 3ds Max node.
hemax_transform_local: This is the raw local space transformation matrix of the 3ds Max node.
This will be available in tomorrow's daily build.
Edited by BrookeA - Sept. 4, 2019 14:07:50
PDG/TOPs » Issue with HDA Processors not updating
- BrookeA
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I would check your “Cache Mode” setting on HDA Processor. If it's set to ‘Automatic’, it will look for its output file on disk and if it already exists, the work item will be marked as cooked (therefore skipping the job execution).
Are you able to attach a .hip file?
Are you able to attach a .hip file?
Edited by BrookeA - Sept. 3, 2019 16:55:54
Houdini Engine for 3ds Max » 3dsmax Space to Houdini Space
- BrookeA
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The rotation values aren't as straightforward because the plugin converts the 3ds Max quaternion into Houdini's coordinate system and then converts it to Euler angles.
Would it help if it also attached the raw 3ds Max quaternion as a detail attribute? Something like hemax_quaternion. Then I believe you should be able to use the conversion in my previous post to create a quaternion in Houdini and also be able to convert it to Euler angles.
Would it help if it also attached the raw 3ds Max quaternion as a detail attribute? Something like hemax_quaternion. Then I believe you should be able to use the conversion in my previous post to create a quaternion in Houdini and also be able to convert it to Euler angles.
Edited by BrookeA - Aug. 30, 2019 15:25:11
Houdini Engine for 3ds Max » 3dsmax Space to Houdini Space
- BrookeA
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Listed below is some pseudocode for going from 3ds Max's coordinate system to Houdini's coordinate system. Just a note that 3ds Max represents the rotation as a quaternion internally:
If there's a difference in units (e.g. 3ds Max isn't set to use meters), then the translation would have to be multiplied by the conversion factor.
The reason for 2 nodes being created when supplying an input to an object HDA is for some future-proofing. If for example, 2 separate HDAs are using the same input from 3ds Max, the locked geometry node will only be created once, which can then be shared amongst instances of HDAs using that input. The extra object merge will allow for transforms of inputs to be manipulated independently from the source geometry's transform, and will also allow for merging multiple geometries into a single input (and prevent having to re-marshall the same data).
hou_position.x = hemax_translate.x
hou_position.y = hemax_translate.z
hou.position.z = -hemax_translate.y
hou_quaternion.x = hemax_quaternion.x
hou_quaternion.y = hemax_quaternion.z
hou_quaternion.z = -hemax_quaternion.y
hou_quaternion.w = -hemax_quaternion.w
hou_scale.x = hemax_scale.x
hou_scale.y = hemax_scale.z
hou_scale.z = hemax_scale.y
If there's a difference in units (e.g. 3ds Max isn't set to use meters), then the translation would have to be multiplied by the conversion factor.
The reason for 2 nodes being created when supplying an input to an object HDA is for some future-proofing. If for example, 2 separate HDAs are using the same input from 3ds Max, the locked geometry node will only be created once, which can then be shared amongst instances of HDAs using that input. The extra object merge will allow for transforms of inputs to be manipulated independently from the source geometry's transform, and will also allow for merging multiple geometries into a single input (and prevent having to re-marshall the same data).
Edited by BrookeA - Aug. 28, 2019 15:21:26
PDG/TOPs » PDG opancl cpu mode
- BrookeA
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PDG/TOPs » HDA processor stdout
- BrookeA
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The stdout from the HDA Processor gets written to the job's log file which will be located in $PDG_TEMP. Since the HDA Processor job is running in a different process, there's no direct way of printing the stdout to your terminal/Houdini console. You could, in a downstream node, retrieve the log (using @pdg_log), read in the file, and print it to the console.
Edited by BrookeA - Aug. 22, 2019 16:54:00
PDG/TOPs » PDG HQueue Scheduler is slow
- BrookeA
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Hi!
Would you be able to post an example .hip file that is experiencing the slowness with HQueue that you are describing?
Would you be able to post an example .hip file that is experiencing the slowness with HQueue that you are describing?
Edited by BrookeA - Aug. 22, 2019 17:07:43
PDG/TOPs » Python partitioner bug when save to Digital Asset
- BrookeA
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PDG/TOPs » HDA processor dependenci on move project to other directory
- BrookeA
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Houdini Engine for 3ds Max » Paint SOP in HDA used in 3dsMax
- BrookeA
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Unfortunately that work flow isn't supported. Technically you could use the Houdini Engine Debugger and do the painting in Houdini and press the “Recook” button on your asset in 3ds Max and you will have your paint strokes added in 3ds Max – but indeed there is no way to use this workflow directly in 3ds Max.
Houdini Engine for 3ds Max » Multisub passing through HDA
- BrookeA
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