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Houdini Lounge » H20 - SideFX still doesn't get it imho - re artists...
- AndreasOberg
- 117 posts
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For me it is really helpful when the documentation is good. For example the new clouds has good documentation and some great examples. THAT is what we need more of. But some of the new parts have very little documentation and no help. I have found that most of the problematic things in Houdini can be helped with documentation, but sometimes there just is no documentation to get and then you are doomed.
Houdini Lounge » H20 - SideFX still doesn't get it imho - re artists...
- AndreasOberg
- 117 posts
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I think LukeP raises a valid point and should be listened to. We should also remember that there may be many more like him out there that could buy the program if some of his concerns were addressed.
Some issues:
- When a new release comes I often lack examples of the new features. I had some problems first testing the new cloud features but then found the documentation which was written well and had examples.
- I tried the new white water which I was really excited about. I could only find the wave system trigger some white water. However it would have been much cooler if you could actually render it and it would look good.
- Then I wanted to try out some of the new Karma features. I started but quickly wished there was an example file to try out, maybe there is one but I could not find it right away.
A few things that I believe would help
- Those Flip Setups like Lava is super helpful. Add more examples that setup basic things for you. It would be great if they would also be ready to render as well. This I think would be the biggest way to help new starters. It was very useful when they let you download explosion example files that looked great. So basically have more examples that look good, and maybe have descriptive tooltips for them too. We could have tons of examples, how to do bubbles, lava, volcanoes, explosions, smoke, water spray etc. They are not that hard to do when you know how to do them, but they can be super tricky to master the first time.
- I wish there were more example materials available. H20 seems to add some from AMD so this is promising.
- The errors could have more solutions in them. I went into Solaris and it begun spamming an error. It complained something about camera missing in the render pass. I had a camera setup so I did not understand how to solve it. If it would describe more how to fix it this would be helpful.
- More tooltips and comments would be helpful. Especially if the tooltips were a bit more in depth, not just a line of text.
- More tutorials. Right now I often feel that if there is a new feature it will not be possible to use unless there is a tutorial or a course on it. The example files would solve this. I think it would be a good thing if SideFX has an example file for every major new feature and at least a quick tutorial how to use it.
I think that SideFX are working on all of the above points, I just wish it was a bit more. A bit more examples and better tooltips.
Cheers,
Andreas
Some issues:
- When a new release comes I often lack examples of the new features. I had some problems first testing the new cloud features but then found the documentation which was written well and had examples.
- I tried the new white water which I was really excited about. I could only find the wave system trigger some white water. However it would have been much cooler if you could actually render it and it would look good.
- Then I wanted to try out some of the new Karma features. I started but quickly wished there was an example file to try out, maybe there is one but I could not find it right away.
A few things that I believe would help
- Those Flip Setups like Lava is super helpful. Add more examples that setup basic things for you. It would be great if they would also be ready to render as well. This I think would be the biggest way to help new starters. It was very useful when they let you download explosion example files that looked great. So basically have more examples that look good, and maybe have descriptive tooltips for them too. We could have tons of examples, how to do bubbles, lava, volcanoes, explosions, smoke, water spray etc. They are not that hard to do when you know how to do them, but they can be super tricky to master the first time.
- I wish there were more example materials available. H20 seems to add some from AMD so this is promising.
- The errors could have more solutions in them. I went into Solaris and it begun spamming an error. It complained something about camera missing in the render pass. I had a camera setup so I did not understand how to solve it. If it would describe more how to fix it this would be helpful.
- More tooltips and comments would be helpful. Especially if the tooltips were a bit more in depth, not just a line of text.
- More tutorials. Right now I often feel that if there is a new feature it will not be possible to use unless there is a tutorial or a course on it. The example files would solve this. I think it would be a good thing if SideFX has an example file for every major new feature and at least a quick tutorial how to use it.
I think that SideFX are working on all of the above points, I just wish it was a bit more. A bit more examples and better tooltips.
Cheers,
Andreas
Edited by AndreasOberg - 2023年11月15日 06:56:40
Technical Discussion » Cannot set file path by python property script
- AndreasOberg
- 117 posts
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It seems like no matter how I do it there is no way to have a File import of exr sequences with $F4 in the name. If I type it by hand it works, but it will never work if I set it by python or by a link to another property. The result will always be "cannot find file"
Technical Discussion » Cannot set file path by python property script
- AndreasOberg
- 117 posts
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Enivob
Show us what the filenames look like. Does your file contain four zero padded digits?
vfx_complex_01a_12x11_F132.0001.exr
I can make it read the file if I point only at the first so I have 0001.exr in the end. But the second I try to use $F4 then it stops working and it complains that the file cannot be found.
So just to iterate. If I would type this exact string in the file node then it works.
However if I have another node with a string/file property and I copy and paste relative, then it does NOT work.
This is in the img file node, that I try to load for compositing.
Cheers,
Andreas
Technical Discussion » Cannot set file path by python property script
- AndreasOberg
- 117 posts
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I'm trying to set a file path property by referencing another property in the scene.
So I have PropertyA which has this file name:
"D:/vf/Library/Tech/Fusion/FusionComplexSetup/FramesFusion/a/vfx_complex_01a_12x11_F132.$F4.exr"
Then I have a File node that references this property.
But it never works. It says cannot find the file. I think that it is the $F4 that causes the problem.
If I link to the file manually it says exactly the same as the file above so the spelling is 100% correct.
Any idea what I can do to make it work?
So I have PropertyA which has this file name:
"D:/vf/Library/Tech/Fusion/FusionComplexSetup/FramesFusion/a/vfx_complex_01a_12x11_F132.$F4.exr"
Then I have a File node that references this property.
But it never works. It says cannot find the file. I think that it is the $F4 that causes the problem.
If I link to the file manually it says exactly the same as the file above so the spelling is 100% correct.
Any idea what I can do to make it work?
Technical Discussion » How to make object emissive in viewport?
- AndreasOberg
- 117 posts
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Technical Discussion » How to make object emissive in viewport?
- AndreasOberg
- 117 posts
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I'm adding some text in the viewport that shows debug information. Problem is if I chose the black background then I cannot see the text because its just black.
What is the best way to have it always lit?
I also render with Redshift so I guess I may have to make an emissive material to render with too.
What is the best way to have it always lit?
I also render with Redshift so I guess I may have to make an emissive material to render with too.
Technical Discussion » The best way to create a UI from Python in Houdini?
- AndreasOberg
- 117 posts
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animatrix_
Any Qt tutorials can help. If you get lost in the syntax, you can look up the PySide2 equivalent code or just PySide2 specific tutorials.
Thanks. I have been meaning to check out Qt. Does it work well within houdini?
Technical Discussion » How to run a python script node?
- AndreasOberg
- 117 posts
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Hiya SWest.
I implemented the button approach above. It works quite well. I think only downside I see is that if I give this to my artists they would either have to create this setup every time the want to use the scripts or more likely they would have to open a file with this node in it and copy from it.
I implemented the button approach above. It works quite well. I think only downside I see is that if I give this to my artists they would either have to create this setup every time the want to use the scripts or more likely they would have to open a file with this node in it and copy from it.
Technical Discussion » How to run a python script node?
- AndreasOberg
- 117 posts
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I found this tutorial which shows how to add my own Run button. Works I guess but a bit fiddly.
https://www.tokeru.com/cgwiki/index.php?title=HoudiniPython#Make_a_general_python_input_window [www.tokeru.com]
Technical Discussion » How to run a python script node?
- AndreasOberg
- 117 posts
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I created a python script node in the obj, but how do I start it??
lets say it says Print("run silly script")
I'm just trying to find a easy way in my scene to have a local script to this scene that I can trigger somehow.
I want to load external libraries and do all kinds of things to my scene.
I can:
1. Create a button on the UI, but I do not want to use that since this script has setup for each scene while buttons are global.
2. use Python Source Editor, But then it starts the script every time I start the level which I do not want
3. I can make a python SOP, but that will run every time I enable the node, so very easy to trigger the script by mistake and I have a large batch script that I run
Frustrating! It feels like they forgot to add the Execute/Run/Play button on the script nodes.
Any ideas where best to place scripts like this
lets say it says Print("run silly script")
I'm just trying to find a easy way in my scene to have a local script to this scene that I can trigger somehow.
I want to load external libraries and do all kinds of things to my scene.
I can:
1. Create a button on the UI, but I do not want to use that since this script has setup for each scene while buttons are global.
2. use Python Source Editor, But then it starts the script every time I start the level which I do not want
3. I can make a python SOP, but that will run every time I enable the node, so very easy to trigger the script by mistake and I have a large batch script that I run
Frustrating! It feels like they forgot to add the Execute/Run/Play button on the script nodes.
Any ideas where best to place scripts like this
Technical Discussion » How to change viewport color, disable grid from Python
- AndreasOberg
- 117 posts
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Thanks that is helpful. I still have a few issues with the beauty pass
For example it will still render the objects with visible edges if that was set in the viewport (which is normally what I have while working). But yes, it fixed the background and got rid of gizmos which is useful.
One weird thing is that the lighting is much darker with the beauty pass. Hmm, I notice mplay looks fine, but the jpg that I save are darker when I use the beauty pass. Not sure why
For example it will still render the objects with visible edges if that was set in the viewport (which is normally what I have while working). But yes, it fixed the background and got rid of gizmos which is useful.
One weird thing is that the lighting is much darker with the beauty pass. Hmm, I notice mplay looks fine, but the jpg that I save are darker when I use the beauty pass. Not sure why
Edited by AndreasOberg - 2022年10月21日 04:54:38
Technical Discussion » How to change viewport color, disable grid from Python
- AndreasOberg
- 117 posts
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I have been trying all day to set the viewport background to black and disable the grid from Python.
I got this far, so I managed to get the viewport and I set it to dark, but nothing happens.
Any ideas?
What I try to do is setup the scene so its better before generating a flipbook.
I got this far, so I managed to get the viewport and I set it to dark, but nothing happens.
Any ideas?
What I try to do is setup the scene so its better before generating a flipbook.
####To get the viewport
a = hou.ui.paneTabOfType(hou.paneTabType.SceneViewer)
b = a.viewports()
tviewport = b #this will get the perspective viewport
tviewport.home() #will focus it home
tview_settings = tviewport.settings()
tview_settings.setColorScheme = hou.viewportColorScheme.Dark
Technical Discussion » The best way to create a UI from Python in Houdini?
- AndreasOberg
- 117 posts
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What is the best way to create a UI for a python tool in Houdini?
I have not found any tutorials. Basically a window with text and numbers that the user can run before starting the tool.
Cheers,
Andreas
I have not found any tutorials. Basically a window with text and numbers that the user can run before starting the tool.
Cheers,
Andreas
Technical Discussion » Python Source Editor does not save when I close Houdini
- AndreasOberg
- 117 posts
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I would like to build a library with python functions that are available in all Houdini scenes.
Any idea on how to do this?
What I did setup the PYTHONPATH environment pointing to a folder, then I created a python file there vf.py
I can now import this from the Python Shell.
One big problem though if I change the code for this vf.py file it will not register in Houdini until I restart.
That means every time I change the script I need to restart which is not great.
I just cannot figure out a good workflow to work with python in Houdini yet.
Any idea on how to do this?
What I did setup the PYTHONPATH environment pointing to a folder, then I created a python file there vf.py
I can now import this from the Python Shell.
One big problem though if I change the code for this vf.py file it will not register in Houdini until I restart.
That means every time I change the script I need to restart which is not great.
I just cannot figure out a good workflow to work with python in Houdini yet.
Technical Discussion » Python Source Editor does not save when I close Houdini
- AndreasOberg
- 117 posts
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BabaJThe odd thing happeneing to me and my collegue is that it is saved sometimes. So I can open the file next day and then I have lost what I wrote in the evening. Not sure what is going on.SWest
Just storing it in an editor will vanish as you noticed.
Actually, it is saved - but only in the hip file in which it was created. New instances of Houdini won't have it.
Technical Discussion » Python Source Editor does not save when I close Houdini
- AndreasOberg
- 117 posts
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Thanks
If I put it in the shelf and open in external editor I see that its putting the shelf in the temp folder. Is that right, that does not sound like a good place to save the code.
If I put it in the shelf and open in external editor I see that its putting the shelf in the temp folder. Is that right, that does not sound like a good place to save the code.
Technical Discussion » Python Source Editor does not save when I close Houdini
- AndreasOberg
- 117 posts
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I had this happen a few times. I write code in the Python Source Editor, then I restart Houdini and all my changes are gone.
Just lost last evenings coding which is not great.
Am I doing something wrong? What would be a better way of writing the code? I downloaded pycharm, but not sure how to integrate it in Houdini.
Currently what I do is I write my functions in Python Source Editor and then I call functions in the Python Shell which is a bit primitive.
Just lost last evenings coding which is not great.
Am I doing something wrong? What would be a better way of writing the code? I downloaded pycharm, but not sure how to integrate it in Houdini.
Currently what I do is I write my functions in Python Source Editor and then I call functions in the Python Shell which is a bit primitive.
Technical Discussion » Flip Cache: How to save MULTIPLE cache nodes at once
- AndreasOberg
- 117 posts
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Nice idea Lucap1, will look into it.
The way I solved it was I wrote a Python script that triggers the different stages. The good thing is that then I can also time each stage. I always think that Houdini gives too few stats so I just gather them myself now. Calculation time, particle count etc.
The way I solved it was I wrote a Python script that triggers the different stages. The good thing is that then I can also time each stage. I always think that Houdini gives too few stats so I just gather them myself now. Calculation time, particle count etc.
Technical Discussion » Flip Benchmarks - AMD Threadripper 3990X vs 3975WX Pro
- AndreasOberg
- 117 posts
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animatrix_Aha, so you mean slicing the sim and running 2 sims at the same computer? Or just to do it over multiple computers?
You can also try slicing your sim and run in parallel, but memory could be a bottleneck depending on how much you have.
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