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Houdini Engine for Maya » Multiple curves input
- kahuna031
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Any plan to support multiple curves as inputs? There's no combine function for them in Maya so this is a fairly big limitation for us.
Technical Discussion » Alembic and packed objects question
- kahuna031
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I've been using packed primitives/Alembic workflow for my Houdini simulation->Maya workflow. It works very well but when I ran into an issue (tried to get the objects pivot points data) I realized it's all a bit black boxed. I understood through contact with support that what I wanted wasn't possible as the tech is still in it's early days.
That said, it's still way better than splitting geo up into different obj nodes. Exporting it all as geo cache O would loose transform data which isn't an option for me.
For static geometry I might go for unpacked polys through Alembic as that gives you a transparent preview of the geo. I've also worked with FBX but I wouldn't recommend it as I've spent a lot of time trying to track down data lossy data conversions. It's a bit stupid but best approach I had to read geo in Maya was an with Engine for Maya from where I loaded an HDA with a simple file node that I was pointing to a bgeo. This avoided conversion function on attributes that was happening in export/import for FBX.
That said, it's still way better than splitting geo up into different obj nodes. Exporting it all as geo cache O would loose transform data which isn't an option for me.
For static geometry I might go for unpacked polys through Alembic as that gives you a transparent preview of the geo. I've also worked with FBX but I wouldn't recommend it as I've spent a lot of time trying to track down data lossy data conversions. It's a bit stupid but best approach I had to read geo in Maya was an with Engine for Maya from where I loaded an HDA with a simple file node that I was pointing to a bgeo. This avoided conversion function on attributes that was happening in export/import for FBX.
Technical Discussion » DOP to Alembic with pivot placed in centroid?
- kahuna031
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I exported the pivots as points and made the adjustment after I imported the objects in Maya.
Was in contact with support about the issue and it can't be done atm. The packed prims workflow is still in its early days.
Was in contact with support about the issue and it can't be done atm. The packed prims workflow is still in its early days.
Technical Discussion » DOP to Alembic with pivot placed in centroid?
- kahuna031
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when importing animation our game engine expects the pivots to be in the centroid of the object but the Houdini Alembic writer places the pivot at the origin for the first frame and then calculates the xform relative to this. Can one control how this is done?
Houdini Engine for Maya » Print messages in maya
- kahuna031
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NM. Don't know what I did beside restart Maya but now I can see my hdaModule prints in the script editor and they do read the attribute editors settings so it's all good.
Houdini Engine for Maya » Print messages in maya
- kahuna031
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How can I send messages to the maya user depending on the current tool settings? I tried to use “print” from the otl's hdaModule using attributes callback script but for buttons it only seem to run once automatically when the asset and not when it's pressed. For other parameters like menus it doesn't seem to do anything at all.
Technical Discussion » Curve SOP handle not in sync with prefs
- kahuna031
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Well, for one the m button doesn't seem to do anything to the handle. And I don't seem to affect the handles when changing the MMB indirect mapping pref. Maybe it's a lack of visual feedback, I generally don't know if anything have any effect when changing the prefs.
The underlying handles should share a lot of the codeThat's good news. Is it a big ask then to move multiple points at the same time? Ideally moving the whole edit GUI into the Curve and Add nodes?
Technical Discussion » Curve SOP handle not in sync with prefs
- kahuna031
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When editing points on a curve SOP the GUI has a different handle compared to the usual editing GUI. As a result it doesn't seem to be affected by my prefs. Is this per design? Wouldn't it make more sense to just get the bring the edit sop capabilities into the Curve SOP? The same thing could be said about the Add SOP.
Houdini Engine for Maya » fails to plug in fluid object
- kahuna031
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That's exactly what I said. Turns out there was a script (https://www.youtube.com/watch?v=BwuDtaoWaSw). [youtube.com] It looks rather clumsy against a Houdini solution but I get why volumetrics inputs isn't the highest priority.
Houdini Engine for Maya » fails to plug in fluid object
- kahuna031
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Aha, I misread the sticky. Didn't see it was only available as Output.
I've got a request from an artist on converting fluid velocities to image data. This to generate a flow map in a game.
I've got a request from an artist on converting fluid velocities to image data. This to generate a flow map in a game.
Houdini Engine for Maya » fails to plug in fluid object
- kahuna031
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I try to set a fluid as the the input but getting:
// Error: file: FProgram Files/Side Effects Software/Houdini 15.0.393/engine/maya/maya2014/scripts/AEhoudiniAssetTemplate.mel line 628: Selection has no supported object that can be used for input. //
If I do the same thing for a poly object it works as usual.
// Error: file: FProgram Files/Side Effects Software/Houdini 15.0.393/engine/maya/maya2014/scripts/AEhoudiniAssetTemplate.mel line 628: Selection has no supported object that can be used for input. //
If I do the same thing for a poly object it works as usual.
Technical Discussion » Setting the H15 Tweak tool to screen space...
- kahuna031
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Not everyone is aware of the state of artistic workflows in Houdini. Many users just stay away from manual tweaking.
If resources is the explanation behind the slow development it's completely understandable but it should be prioritized before another modeling feature.
If resources is the explanation behind the slow development it's completely understandable but it should be prioritized before another modeling feature.
Technical Discussion » Setting the H15 Tweak tool to screen space...
- kahuna031
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Exactly this. People have also been vocal on this during the Beta phase.
I got a quite similar discussion on our inhouse game engine's GUI where I make the point: “We've been here for a decade now, another bug ticket isn't going to fix it. It's the process. It's engineers making art tools that is the issue.”
I feel this looks like a similar situation. Somewhere SESI needs to get material on this. Maybe do some speed modeling comparisons against other apps or invite experienced 3d artist for honest opinions.
H15 got great features and work put into it but the viewport GUI is a bottleneck for all sorts of artistic tweaking. At least we need recognition that this is the case.
I got a quite similar discussion on our inhouse game engine's GUI where I make the point: “We've been here for a decade now, another bug ticket isn't going to fix it. It's the process. It's engineers making art tools that is the issue.”
I feel this looks like a similar situation. Somewhere SESI needs to get material on this. Maybe do some speed modeling comparisons against other apps or invite experienced 3d artist for honest opinions.
H15 got great features and work put into it but the viewport GUI is a bottleneck for all sorts of artistic tweaking. At least we need recognition that this is the case.
Technical Discussion » Setting the H15 Tweak tool to screen space...
- kahuna031
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OneBigTrees point stands though, it's quite bad. We need a well tested system for all viewport actions, including animations. Handles, orientations, shortcuts and menus need a redesign.
But we should start with just having a simple screen space transform intuitively accesible. Construction plane is a special case.
But we should start with just having a simple screen space transform intuitively accesible. Construction plane is a special case.
Technical Discussion » reflection/raytrace grain
- kahuna031
- 897 posts
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What's up with this scene? Off the shelf light and material and I get grain with all render engines?
Technical Discussion » menu parameter ref inside strcmp not working?
- kahuna031
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Jeez, someone have done way too much thinking there.
Thanks a bunch. I'm glad I didn't have to find that one on my own.
Thanks a bunch. I'm glad I didn't have to find that one on my own.
Technical Discussion » menu parameter ref inside strcmp not working?
- kahuna031
- 897 posts
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When referencing my menu parameter by chs(“../type”) I get the result I expect but when I'm placing the expression inside a strcmp function it returns “”.
Technical Discussion » Some Qt questions
- kahuna031
- 897 posts
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running H14.0.395 and getting
>>> QtGui.QApplication.instance().styleSheet()
u''
Quite new to Qt but surely this isn't right? The style sheet doesn't do anything if I try to apply it on a GUI.
>>> QtGui.QApplication.instance().styleSheet()
u''
Quite new to Qt but surely this isn't right? The style sheet doesn't do anything if I try to apply it on a GUI.
Technical Discussion » Available node types
- kahuna031
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I'm writing a python script for copying nodes from one vop network to another but not all vop nodes are available in every kind of vop network. For example, “computenormal” is available in VOPSOP but not in Attribute VOP. How can I find what works where?
Technical Discussion » OBJNAME in dops dependent on creation/copy method
- kahuna031
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In attached file, every second object goes inactive by an expression on an “active value node” based on the dop name suffix:
This returns zero for all pieces when I change the way I create my objects. Difference being the copy order inside the rbdfractured object. When switching around the sopgeo and copyobject order (see picture) the OBJNAME variable isn't accessible in expressions later in the graph.
opdigits($OBJNAME)%2
This returns zero for all pieces when I change the way I create my objects. Difference being the copy order inside the rbdfractured object. When switching around the sopgeo and copyobject order (see picture) the OBJNAME variable isn't accessible in expressions later in the graph.
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