Bake Texture in HDA

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HI.
Im trying to put Bake Texture node inside a hda,
but cant get the Uv object 1 and High res Object 1 paths
to work. I have an object network node inside the hda and there
Im using object merge to bring the objects inside the hda from /obj level. that part
seems to work. atleast those geos are visible. the problem is how
I make the Bake Texture to find these geos. Ive tried ../objnet/low etc. combinations
and also following line which I found from one video:
'opfullpath(“..”) + “/objnet/low”'
video link: ( https://www.sidefx.com/tutorials/games-baker-rop/ [www.sidefx.com] )
that wont work either.
please help.
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Bake Texture uses the renderer (Mantra), so I'm not sure how that will work on an installation without it.
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I dont get your answer, I dont think I have to include mantra to a hda?
in the video link the hda has a Bake Texture node inside it, so it should work.
and btw `opfullpath('..') + ‘/objnet/low’` seems to be more correct syntax.
atleast it has working code highlighting, but still doesnt work.
I also tried to put a ropnet inside a geo hda as that would put all my stuff inside a
single hda. couldnt get it to work, just got errors:

Error Command Exit Code: 139
8688: Fatal Error: Segmentation fault

How are the object references different in Bake Texture node compared to
Object Merge, as in that one you can use ../objnet/low type references and they work.
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No, you don't have to include Mantra (it's not possible anyway), but be aware you cannot use the HDA on a machine with just Houdini Engine installed.

As far as referring to other nodes, you should always use a relative path, rather an absolute one. They are no different in Bake Texture than anywhere else AFAIK.
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Yeah, Im only going to use the hda inside houdini.
Anyway, I cant make the bake texture node to work if I place it inside a hda.
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Ok, just by recreating the objnet & ropnet parts in my geo hda and
using ../../objnet/low style paths, I got things working!
Edited by kojala - Aug. 10, 2017 09:52:55
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