How do I load an environment map into the Env Light. I keed getting:
mantra: Unable to load texture
But the path to the texture is okay… I also tried the hip and permanent path. No luck.
Thank you
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Houdini Indie and Apprentice » Loading Environment Map
- firefly9000
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Houdini Indie and Apprentice » IF statement and WHILE loop in Vops
- firefly9000
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tjeeds
That's correct, you generally use a Compare node to get the boolean. Threre are also And and OR nodes.
Got it - thank you.
Houdini Indie and Apprentice » IF statement and WHILE loop in Vops
- firefly9000
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bonsak
if (POINT == 45)…
A single = is an assigmnet operator.
Cheers
Bonsak
Yeah, sorry, that was an oversight I've corrected it.
Houdini Indie and Apprentice » IF statement and WHILE loop in Vops
- firefly9000
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I'm trying to wrap my head around Vops IF and WHILE statements. Especially the ‘condition’ part.
Am I understanding it correctly when I say that you must reduce the condition on which these statements operate to a 0 or a 1?
So the condition must be either 0 or 1.
I CANNOT for example produce something like:
IF (POINT == 45) then execute code.
The only way I could do this is with something that looks at the numbers, and when it sees 45 it transforms it into a 1, which activates the IF statement?
So in this version it would be something like:
Value = 0.
When Point number == 45, then Value = 1
I pipe in Value into the IF statement condition and when it gets the 1, it executes the IF code.
Am I correct or am I missing something?
Am I understanding it correctly when I say that you must reduce the condition on which these statements operate to a 0 or a 1?
So the condition must be either 0 or 1.
I CANNOT for example produce something like:
IF (POINT == 45) then execute code.
The only way I could do this is with something that looks at the numbers, and when it sees 45 it transforms it into a 1, which activates the IF statement?
So in this version it would be something like:
Value = 0.
When Point number == 45, then Value = 1
I pipe in Value into the IF statement condition and when it gets the 1, it executes the IF code.
Am I correct or am I missing something?
Edited by - Feb. 23, 2015 16:26:26
Houdini Indie and Apprentice » MultiTile UV Shader
- firefly9000
- 169 posts
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Solitude
https://www.youtube.com/watch?v=cUtXI7NKgJc [youtube.com] Explains it all pretty clearly.
Thank you for the help - I must have missed that one.
But how exactly is this Not diving into VOPS to create a shader from scratch?
Houdini Indie and Apprentice » MultiTile UV Shader
- firefly9000
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Hi -
Are there any multi-tile UV shading options that are available in h14?
Right now I'm on h13 and all I've been able to find on the issue were complicated (at least for me) DIY methods that dive you into VOPs… and while I do know my way around a little in VOPs, it's not enough to construct a full fledged proper shader.
Is there an easier way of doing this?
Thank you
Are there any multi-tile UV shading options that are available in h14?
Right now I'm on h13 and all I've been able to find on the issue were complicated (at least for me) DIY methods that dive you into VOPs… and while I do know my way around a little in VOPs, it's not enough to construct a full fledged proper shader.
Is there an easier way of doing this?
Thank you
Houdini Indie and Apprentice » how to clear console using python
- firefly9000
- 169 posts
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Chronon
Not really in the Python shell (yet [sidefx.com]), but in the Textport you can use the word ‘clear’. Probably alias it to any shortcut you'd like, too.
Then is there any way to direct output to the console instead of the python shell? Things like print statements…
Houdini Indie and Apprentice » how to clear console using python
- firefly9000
- 169 posts
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Houdini Indie and Apprentice » SDF in Viewport
- firefly9000
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I'm starting to work with SDF and I've just plugged a teapot into the Isooffset SOP - set it to SDF > ray intersect… and I get THIS (see attach) in my viewport. The tutorial I'm following shows the same thing but the result in the viewport is something totally different.
What's the problem?
h13.509
What's the problem?
h13.509
Houdini Indie and Apprentice » Error In Scene
- firefly9000
- 169 posts
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For anybody that faces this, the workaround is to open a python shell which then stops the empty lines and allows you to close the console.
The answer was from this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28091&sid=422f9237d971f97be3816dffdbc0a036 [sidefx.com]
The answer was from this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28091&sid=422f9237d971f97be3816dffdbc0a036 [sidefx.com]
Houdini Indie and Apprentice » Error In Scene
- firefly9000
- 169 posts
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MartybNz
try setting this environmental variable when launching Houdini:
export HOUDINI_DISABLE_FILE_LOAD_WARNINGS=1
Hi -
I've set this in the houdini.env file but it doesn't seem to have any effect. I still get the same thing.
It happened when I created the custom Desktop for lighting. I've since deleted it and recreated it, but I get the same error.
BTW - I've updated to 13.582
Houdini Indie and Apprentice » Referenced Parameters Question
- firefly9000
- 169 posts
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PradeepBaruaA null references a non-existing SOP. For example the null ctrl_head has in its tx parameter ch(“../ctrl_head_tx”) whereby there is NO such SOP in the level.
It's looking one level up for “ctrl_head_tx” parameter.
If it is SOP in same level then it will be written as ch(“../ctrl_head_tx/channelName”) not ch(“../ctrl_head_tx”).
Hi - whew - I finally get it… Sorry for being so dense
Many thanks for clearing it up… I didn't know that parameters could be addressed like that. I always thought if you went a level up you had to address the node first then the parameter. eg: ../../head_and_neck/ctrl_head_tx
Houdini Indie and Apprentice » Referenced Parameters Question
- firefly9000
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I'm trying to figure out the AutoRig and how to modify it. I came across something that kind of baffles me and I see it a lot in the created animation rig. Maybe it's a simple thing but what does it mean:
A null references a non-existing SOP. For example the null ctrl_head has in its tx parameter ch(“../ctrl_head_tx”) whereby there is NO such SOP in the level.
Can anyone give me a heads up what this does? The doc for ch() says it Returns the value of a parameter. But in this case there is NO ctrl_head_tx SOP.
I see this a lot in the Autorig. For example something like Null1 would have the following in its tx: ch(“../Null1_tx”)
What does this do?
Thank you
A null references a non-existing SOP. For example the null ctrl_head has in its tx parameter ch(“../ctrl_head_tx”) whereby there is NO such SOP in the level.
Can anyone give me a heads up what this does? The doc for ch() says it Returns the value of a parameter. But in this case there is NO ctrl_head_tx SOP.
I see this a lot in the Autorig. For example something like Null1 would have the following in its tx: ch(“../Null1_tx”)
What does this do?
Thank you
Houdini Indie and Apprentice » Automated Parameter Doesn't Work
- firefly9000
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I've created a digital asset and a custom parameter that runs a python script. Basically if the toggle box is checked it moves a bone (located outside the DA), when unchecked it returns is to original position.
All nice and good if I check the box live it does what it's supposed to. However, IF I keyframe it, nothing happens. I see the box itself being checked and then unchecked (at the proper frames) but the script never runs.
Is there something I need to do in order to have the python script run when the keyframes turn the toggle box on or off?
Thank you!
All nice and good if I check the box live it does what it's supposed to. However, IF I keyframe it, nothing happens. I see the box itself being checked and then unchecked (at the proper frames) but the script never runs.
Is there something I need to do in order to have the python script run when the keyframes turn the toggle box on or off?
Thank you!
Houdini Indie and Apprentice » Selecting Digital Asset in Viewport
- firefly9000
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I loaded a python script that selects the DA from the Select Script parameter but as soon as I lock and match properties the selection doesn't work.
hou.node('/obj/subnet1').setSelected(True,clear_all_selected=True)
hou.node('/obj/subnet1').setSelected(True,clear_all_selected=True)
Houdini Indie and Apprentice » Selecting Digital Asset in Viewport
- firefly9000
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edward
Weird, yeah, I don't know then. Check out the .gif I attached. Maybe it really is video card related. I'm on Windows 7, nVidia 340.52 driver, using the GL 3.3 viewport.
I definitely don't get that. But I have Radeon hd5770. It does say that this is not fully supported.
I'd buy a new card (Nvidia) that's approved but it's a lot of dough and I wonder if I won't get it and still have the same problems… :cry:
BTW - Thanks for all the help - now and other times….. and a Happy Thanksgiving.
PS: any idea how to load a PYTHON script into the Select Script onto a null so when its selected it can then select the digital asset. Thanks
Houdini Indie and Apprentice » Selecting Digital Asset in Viewport
- firefly9000
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edward
Are you selecting it at the /obj level in the Scene Viewer? I wouldn't expect this to be a video card issue. So if you select either the circles or the box in at the /obj level, you don't see both object becoming yellow?
Another thing to try is to rename your houdini13.0 directory to reset your preferences. Make sure you quit Houdini first.
I do it at the obj level. I have the asset locked and select the null, but the DA doesn't get selected. By “selected” I mean doesn't highlight in yellow in the network viewer as would any other node.
If I go inside it, the null inside is highlighted yellow.
I have exited and deleted my houdini folder, but it still doesn't work. See attached screenshot of the file you've sent with null selected but my DA is not selected in the network viewer.
Thanks
Houdini Indie and Apprentice » Selecting Digital Asset in Viewport
- firefly9000
- 169 posts
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edward
Here's a test I did in Houdini 13.0.606 that seems to work for me. I recall now that there was a bug in earlier 13.0 builds so if this file doesn't work for you, try getting the lastest H13 daily build.
Tried your file. Doesn't work - even in 606. Could this be a video card issue?
Thanks
Houdini Indie and Apprentice » Selecting Digital Asset in Viewport
- firefly9000
- 169 posts
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edward
Try saving it and then do Match Current Definition first.
I did Save Operator Type and Match Current definition then selected. Doesn't work.
I even created a new empty file where I created a DA on the fly with just the null inside, saved and matched but still… I select the null and the DA doesn't get selected. I stay at the obj level, but inside my DA the Null itself is selected even though the select flag is off. See my screenshots below.
What am I missing? Is there something else that needs setting? In the tutorial that's all he did.
Thanks
Houdini Indie and Apprentice » Selecting Digital Asset in Viewport
- firefly9000
- 169 posts
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I'm following this tutorial where the guy creates a null-control inside of a digital asset and then disables the selectability of it.
He then selects the null-control, while in the viewport, and boom, the digital asset gets selected.
So the null-control is used to enable selectability (in the viewport) of the digital asset node.
However, this doesn't work for me. If I select the null-control, the digital asset is not selected… I stay at the obj level, but if I dive into the asset the null-control is highlighted.
The tutorial is in ver. 9.5. Is there something I'm missing or is there another way of doing this in 13?
Or how do you enable selecting a digital asset in the viewport via a control handle?
Sorry for the babbling…. hope this makes sense.
Thank you!
He then selects the null-control, while in the viewport, and boom, the digital asset gets selected.
So the null-control is used to enable selectability (in the viewport) of the digital asset node.
However, this doesn't work for me. If I select the null-control, the digital asset is not selected… I stay at the obj level, but if I dive into the asset the null-control is highlighted.
The tutorial is in ver. 9.5. Is there something I'm missing or is there another way of doing this in 13?
Or how do you enable selecting a digital asset in the viewport via a control handle?
Sorry for the babbling…. hope this makes sense.
Thank you!
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