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Houdini Engine for Maya » Closed curve surface
- awong
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We've put in a fix for the issue, which is in 15.5.511 or later. Give it a try when you have a chance.
Houdini Engine for Maya » Closed curve surface
- awong
- 818 posts
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I was able to reproduce the issue, and have a fix. However, it seems there's another issue inside Houdini as well. So I'm looking into having that fixed too.
Houdini Engine for Maya » Maya 2016 Extension 2 plugin?
- awong
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Houdini Engine for Maya 2016 Ext 2 (2016.5) is now available in the Houdini 15.5 daily builds! Give it a try!
Houdini Engine for Maya » Setting Asynchronous mode programmatically before running maya
- awong
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One way is to use the userSetup.mel. For example, you can add:
The same can be done using Python with userSetup.py.
if(size(`getenv FOO`))
{
optionVar -iv houdiniEngineAsynchronousMode ((int)`getenv FOO`);
}
The same can be done using Python with userSetup.py.
Houdini Engine for Maya » Importing a Maya Rig in to Houdini
- awong
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The Maya plugin doesn't support using rigs as input at the moment.
If you are looking for a general Houdini workflow, you'd probably have better luck at the Technical Discussion forum.
If you are looking for a general Houdini workflow, you'd probably have better luck at the Technical Discussion forum.
Houdini Engine for Maya » Licence Problems /Indie none-commercial
- awong
- 818 posts
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Yeah, non-commercial licenses can't run the Houdini Engine plugins. That's why you got the prompt saying there's no license.
I'm not sure what the issue is for installing the licenses. Please contact support regarding the issue with installing the Indie license.
Also, note that non-commercial assets (.hdanc) won't load inside Indie or Commercial products.
I'm not sure what the issue is for installing the licenses. Please contact support regarding the issue with installing the Indie license.
Also, note that non-commercial assets (.hdanc) won't load inside Indie or Commercial products.
Houdini Engine for Maya » Detail attributes to control the output names of UV Sets
- awong
- 818 posts
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Houdini Engine for Maya » Maya 2016 Extension 2 plugin?
- awong
- 818 posts
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Maya 2016.5 is high on my to-do list. I don't have an ETA, but I do hope to get to it as soon as possible.
Since the Maya plugin's code is available on GitHub, if you urgently need support for 2016.5, you can always compile the code.
Since the Maya plugin's code is available on GitHub, if you urgently need support for 2016.5, you can always compile the code.
Houdini Engine for Maya » Detail attributes to control the output names of UV Sets
- awong
- 818 posts
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grayOlorin
a- If there are no UV Sets coming from maya, and I add UVSets in Houdini, can I use these attributes to determine how to name my houdini generated UV Sets in Maya? or does it just work with incoming UV Sets?
When the geometry is outputted into Maya, the Maya plugin refers to these attributes to determine how these geometry is outputted into the Maya world. So, inside the asset, you can indeed modify maya_uv_name and maya_uv_mapped_uv to control how the UV sets are named when the geometry is outputted back into Maya.
And the current uv set in Maya is set at:
maya_uv_current
grayOlorin
b- what are the equivalent detail attribute names for color sets? (are these documented anywhere?)
You can see the color equivalent ones by inputting a Maya mesh that has color sets. They are mapped to:
maya_colorset_name
maya_colorset_mapped_Cd
maya_colorset_mapped_Alpha
And the curernt color set in Maya is set at:
maya_colorset_current
I have actually been working on some basic docs that would have these documented. I'm hoping I can make them available soon.
Houdini Engine for Maya » Ramp working in Houdini Engine for Maya
- awong
- 818 posts
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This is because the asset uses the ramp points assuming that the points are sorted. In Houdini, the UI tries to keep the ramp points sorted, but this is actually not true in general. See the attached HIP file for an example of unsorted ramp points.
In Maya, the UI doesn't try to keep the points sorted at all, which is why you're seeing that behavior. It's possible for the asset to take this into account by sorting the points manually. See the attached asset for an example. I tried to workaround the issue by sorting the points inside the plugin, but it's not so straightforward.
In Maya, the UI doesn't try to keep the points sorted at all, which is why you're seeing that behavior. It's possible for the asset to take this into account by sorting the points manually. See the attached asset for an example. I tried to workaround the issue by sorting the points inside the plugin, but it's not so straightforward.
Houdini Engine for Maya » Ramp working in Houdini Engine for Maya
- awong
- 818 posts
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Houdini Engine for Maya » Compatibility Question
- awong
- 818 posts
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When we release a new Houdini version, I'd like to have the plugin available for the current Maya version and two older Maya versions. If you look at the current Houdini 15.0 release, plugin for Maya 2016 and all the way up to Maya 2012 are available. Though eventually, I'd like to drop Maya 2012 and Maya 2013. But it's safe to say that Maya 2016 will be available for a few more years.
If you're updating between 15.0.x builds, then the same Maya plugins would be available. In fact, I've actually added new Maya versions to existing Houdini release before too.
If you're updating between 15.0.x builds, then the same Maya plugins would be available. In fact, I've actually added new Maya versions to existing Houdini release before too.
Houdini Engine for Maya » Houdini Engine Breaks Renderman in Maya 2016 WORKAROUND
- awong
- 818 posts
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FVGDOTCOM
Suggest thin client should be made default and not in process server.
Yes, this is the intend. However, there are numerous issues that need to be resolved before I'm comfortable in defaulting the backend to thin client.
Houdini Engine for Maya » Houdini Engine for Maya 2016 broken: Bitfrost : WORKAROUND
- awong
- 818 posts
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Similar to the other post [sidefx.com]. This is likely due to library and symbol conflicts. Also, note that this issue is also very sensitive to the actual platform/OS. It's very possible that this only happens on OS X, or even specific versions of OS X.
These type of issues should go away once Maya has better support for Houdini Engine's thin client. Support is technically there already, but it involves some manual work to use. The Engine server has to be started/managed manually:
http://www.sidefx.com/docs/hengine2.0/_h_a_p_i__sessions.html#HAPI_Sessions_Thrift_Server [sidefx.com]
These type of issues should go away once Maya has better support for Houdini Engine's thin client. Support is technically there already, but it involves some manual work to use. The Engine server has to be started/managed manually:
http://www.sidefx.com/docs/hengine2.0/_h_a_p_i__sessions.html#HAPI_Sessions_Thrift_Server [sidefx.com]
Houdini Engine for Maya » Houdini Engine Breaks Renderman in Maya 2016 WORKAROUND
- awong
- 818 posts
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This is likely due to library and symbol conflicts. Also, note that this issue is also very sensitive to the actual platform/OS. It's very possible that this only happens on OS X, or even specific versions of OS X.
These type of issues should go away once Maya has better support for Houdini Engine's thin client. Support is technically there already, but it involves some manual work to use. The Engine server has to be started/managed manually:
http://www.sidefx.com/docs/hengine2.0/_h_a_p_i__sessions.html#HAPI_Sessions_Thrift_Server [sidefx.com]
These type of issues should go away once Maya has better support for Houdini Engine's thin client. Support is technically there already, but it involves some manual work to use. The Engine server has to be started/managed manually:
http://www.sidefx.com/docs/hengine2.0/_h_a_p_i__sessions.html#HAPI_Sessions_Thrift_Server [sidefx.com]
Houdini Engine for Maya » return value of houdiniAsset command
- awong
- 818 posts
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It's actually pretty silly. The relevant steps are:
1. create node
2. set command's return result to the node name
3. sync
The return result from (2) is what you want to get. But unfortunately, sync also sets the command's return result, which would overriding the previous return result.
The case where the result was returned “correctly” is actually when (3) fails. (3) fails when the asset doesn't generate any output initially, which is usually because the asset is expecting some input.
This means if the asset requires an input, then the result would return “correctly”!
1. create node
2. set command's return result to the node name
3. sync
The return result from (2) is what you want to get. But unfortunately, sync also sets the command's return result, which would overriding the previous return result.
The case where the result was returned “correctly” is actually when (3) fails. (3) fails when the asset doesn't generate any output initially, which is usually because the asset is expecting some input.
This means if the asset requires an input, then the result would return “correctly”!
Houdini Engine for Maya » return value of houdiniAsset command
- awong
- 818 posts
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Yup, I was able to reproduce it. It should be fixed in tomorrow/'s build(15.0.431). Thanks for reporting this!
Houdini Engine for Maya » Clear HARS cache?
- awong
- 818 posts
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Sorry for the late reply. It depends on which cache you're talking about. You could expose a button to execute the typical hscript commands (like geocache) for clearing caches. There shouldn't be cache specific to HARS though.
Another one could be the undo queue in Maya, which keeps the asset node around even after the node is deleted in the Maya scene. This can be cleared by flushing undo with the MEL command:
flushUndo
Another one could be the undo queue in Maya, which keeps the asset node around even after the node is deleted in the Maya scene. This can be cleared by flushing undo with the MEL command:
flushUndo
Houdini Engine for Maya » unloading Houdini Engine
- awong
- 818 posts
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Yeah, that's the expected behavior unfortunately. The license isn't released until Maya exits.
Houdini Engine for Maya » unloading Houdini Engine
- awong
- 818 posts
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Yup, flushUndo would be the MEL way to do this. This behavior should be the same as any Maya plugin. The reason is because Maya still keeps the node stored inside the undo queue, so the plugin is still “being used”.
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