Yes, your Maya Python skills will be directly translatable to Houdini. It sounds like quite a task to learn vex, python and qt at the same time but I think you're doing it right messing around in sops. When you find a useful setup you can continue to the python.
Maybe one can generalize the aproach to
1. Make tool in Houdini.
2. Wrap tool in Python. (Stuff user shouldn't have to worry about - load plugg, load hda, connect input, custom i/o extract results to your pipeline, etc). Could be shelf buttons.
3. Qt wrapper. Custom gui, scene behaviour, cooking controls, access or auto run python functions etc.
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Houdini Engine for Maya » Environment Artist: Question About Building Tools with Houdini for Maya.
- kahuna031
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Houdini Engine for Maya » Is Wire Solver Simulation Supported in Maya?
- kahuna031
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This works fine, we've had a tool for this working for over a year now. It could be difficult to tell Houdini when to resim in some cases but never had problem to get the sim run in the first place.
Test the debug option in the Engine menu in Maya to get a Houdini file for your setup. If this outputs a simulation that you can't see in Maya you've found a bug.
Test the debug option in the Engine menu in Maya to get a Houdini file for your setup. If this outputs a simulation that you can't see in Maya you've found a bug.
Houdini Engine for Maya » Environment Artist: Question About Building Tools with Houdini for Maya.
- kahuna031
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Hey! I spend most my days working on python wrappers for engine tools in Maya. My environment artists are happy with this aproach as they can direct the ux and the tool features and then I find ways either in qt or Houdini to implement it.
For smaller tools artists are ok with only the attribute editor but with complexity this breaks down. Especially to deal with custom workflow requests like ‘changing the behaviour for a selected object’.
I also do things like writing out files through Houdini Python operators and read them in Maya when Engines I/O is not sufficient.
For smaller tools artists are ok with only the attribute editor but with complexity this breaks down. Especially to deal with custom workflow requests like ‘changing the behaviour for a selected object’.
I also do things like writing out files through Houdini Python operators and read them in Maya when Engines I/O is not sufficient.
Technical Discussion » Python: Set Current HDA Definition
- kahuna031
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No, in the asset manager “duplicate” and “Use this definition” affects existing nodes and turn that definition green in the list. Iaw, the expected behavior.
Technical Discussion » Python: Set Current HDA Definition
- kahuna031
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Technical Discussion » Python: Set Current HDA Definition
- kahuna031
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After these commands I expect the hda in my document folder to be used in the Asset Manager (even if I refresh). It seems to me the setIsPreferred is a soft command, is there any reasoning to why we can't have a forced function like the said path drop down menu in the parameter tab or “Use this definition” in the Asset Manager's RMB menu?
Technical Discussion » Python: Set Current HDA Definition
- kahuna031
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Thanks for the quick response. Similar to VFXLife's setup above I'm using changeNodeType and setIsPreferred but it's not doing anything. I though this was an exclusive flag, do I need to set it to be False on the other definitions?
Technical Discussion » Python: Set Current HDA Definition
- kahuna031
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This was quite a painful experience. I tried to copy the hda from our shared dir to the prefs dir but couldn't get Houdini to use the definition from the new file. Ended up to deleting the old file which sorted it but would appreciate a more direct workflow. Iaw, an equivalent python function to switching path in the definition dropdown menu (see attachment).
Technical Discussion » Procedurally Chipping geometry edges
- kahuna031
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Depends if your model is compatible with the Boolean node. If it is then you just need to scatter some geo along the edges and make them boolean>subtract from your model. To find the edges I recommend checking out the game development [github.com] tools where you got the curvature tool.
Technical Discussion » python command to get hda's license state?
- kahuna031
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Houdini Engine for Maya » Ramp parameter support!
- kahuna031
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Finally got around to implement this, hit some issues that someone helped me deal with:
https://forums.autodesk.com/t5/maya-programming/wrapping-ramp-parameter-in-qt-interface/m-p/7493161/highlight/false#M6668 [forums.autodesk.com]
https://forums.autodesk.com/t5/maya-programming/wrapping-ramp-parameter-in-qt-interface/m-p/7493161/highlight/false#M6668 [forums.autodesk.com]
Technical Discussion » Right-click menu in Viewport
- kahuna031
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Pretty sure this menu isn't accessible for HDA's and there's not a lot of customizability around the viewport to allow you to work around it. Network editor's rmb is probably your best entry.
Technical Discussion » Advect vdb using a volume
- kahuna031
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Technical Discussion » Advect vdb using a volume
- kahuna031
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I got a velocity volume and I want to use it to advect a vdb but the “advect vdb” SOP only takes vdb's.
Houdini Engine for Maya » ETA for support of parallel dg in HEngine for Maya?
- kahuna031
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Technical Discussion » Compile blocks within nested loops?
- kahuna031
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Of course! Thanks so much, really needed that last push. Here's the final setup for anyone who runs into the same issue.
Edited by kahuna031 - Aug. 16, 2017 14:54:34
Technical Discussion » Compile blocks within nested loops?
- kahuna031
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You mean the “block begin” nodes? That's what I'm using in the picture?
If that's what you're refering to I don't understand how I should design the network to not cross the hulls when I'm passing geo from the outer loop to the inner?
If that's what you're refering to I don't understand how I should design the network to not cross the hulls when I'm passing geo from the outer loop to the inner?
Technical Discussion » Compile blocks within nested loops?
- kahuna031
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Technical Discussion » Compile blocks within nested loops?
- kahuna031
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Will the inside loop be threaded within the outside loop iterations even though the compile block is wrapping the outer? That goes against my understanding of what the compile block is, I thought it was a single operation?
Technical Discussion » Compile blocks within nested loops?
- kahuna031
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I got a feedback loop and inside that a foreach and I'm trying to wrap the inside loop to a compile block. I fail to enclose this properly as it's referencing the per piece geometry from the outside loop - see attachment.
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