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Technical Discussion » Create a consistent volumetric lattice
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- Jonathan de Blok
- 287 posts
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You could "texture" the cloth with some curves driven by the cloth's UVs, So basically drawing curves/threads across the surface that are locked down, and thus follow the deformatioz, by the UV coords.
Technical Discussion » HDA parameters disappear
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- Jonathan de Blok
- 287 posts
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I guess you might have added parms through the 'edit interface' button. For HDAs you need to uses 'edit type' and then go to the interface tab.
The difference is that the first method only adds parms to that specific instance of a node, the second method actually makes it part of the HDA asset.
The difference is that the first method only adds parms to that specific instance of a node, the second method actually makes it part of the HDA asset.
Technical Discussion » Embed a web viewer in a floating panel?
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- Jonathan de Blok
- 287 posts
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Technical Discussion » OpenGL rendering without lighting / flat color only
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- Jonathan de Blok
- 287 posts
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https://www.sidefx.com/docs/houdini/model/attributes.html#attributes [www.sidefx.com]
See the "viewport display attributes". I guess you're looking for this one:
"gl_lit: If this detail attribute is 0, the geometry always appears without lighting. This is currently ignored for guide geometry"
So simply create a detail attribute 'gl_lit' and set it to 0 to get a flat look.
See the "viewport display attributes". I guess you're looking for this one:
"gl_lit: If this detail attribute is 0, the geometry always appears without lighting. This is currently ignored for guide geometry"
So simply create a detail attribute 'gl_lit' and set it to 0 to get a flat look.
Technical Discussion » Python: How to get the active Network Editor pane?
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- Jonathan de Blok
- 287 posts
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See "paneTabUnderCursor()"
https://www.sidefx.com/docs/houdini/hom/hou/Desktop.html [www.sidefx.com]
That's usefull if you trigger a script from within the paneTab you're after. Or you run some polling routine that keeps track which paneTab/type had the last focus.
Alternatively you can get the size of the paneTab and assume the largest one is the main one.
https://www.sidefx.com/docs/houdini/hom/hou/Desktop.html [www.sidefx.com]
That's usefull if you trigger a script from within the paneTab you're after. Or you run some polling routine that keeps track which paneTab/type had the last focus.
Alternatively you can get the size of the paneTab and assume the largest one is the main one.
Technical Discussion » OpenGL rendering without lighting / flat color only
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- Jonathan de Blok
- 287 posts
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Technical Discussion » Caching over SMB to a NAS is extremely slow.
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- Jonathan de Blok
- 287 posts
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It depends on the workflow but another approach could be to save it locally and have some background tool push it to the NAS. That will be the fastest way to get it out of Houdini and get back into the UI.
And on a related note, when saving the hip file on the network gets slow check the HOUDINI_BUFFEREDSAVE env var options.
And on a related note, when saving the hip file on the network gets slow check the HOUDINI_BUFFEREDSAVE env var options.
Technical Discussion » ROP FBX Character Output doesn't save shop materialpath
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- Jonathan de Blok
- 287 posts
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I understand the problem, what I mean is that it will only save materials when the materials the @shop_materialpath points to do actually exist.
Solaris and Karma » skip rendered frames?
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- Jonathan de Blok
- 287 posts
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A complete hack, but with some python one could switch to a dummy LOP with no content and a dummy output name when an existing frame is detected.
Solaris and Karma » Help with implementing custom 'BackgroundRenderer'
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- Jonathan de Blok
- 287 posts
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(ohh nevermind, I remembered this but it was for the asset gallery, not render gallery)
I guess this approach might work..
https://www.sidefx.com/forum/topic/93833/?page=1#post-412140 [www.sidefx.com]
I guess this approach might work..
https://www.sidefx.com/forum/topic/93833/?page=1#post-412140 [www.sidefx.com]
Edited by Jonathan de Blok - 2025年3月16日 12:20:57
Technical Discussion » ROP FBX Character Output doesn't save shop materialpath
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- Jonathan de Blok
- 287 posts
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Do the materials actually exists in Houdini? if not there won't be an entry for them in the fbx, and thus no slots for them in UE
Technical Discussion » is there a FIND IN FILES for VEX?
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- Jonathan de Blok
- 287 posts
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in the find window you can search for code in vex, expressions etc using filters:
https://www.sidefx.com/docs/houdini/network/find.html#filters [www.sidefx.com]
https://www.sidefx.com/docs/houdini/network/find.html#filters [www.sidefx.com]
Technical Discussion » Apex Capture Weight Normalize
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- Jonathan de Blok
- 287 posts
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Not sure it's a bug, or I'm misreading the issue. Normalizing in this context means that if you add all weights assigned to a point the sum is 1.0.
So if you assign a 1.0 weight for joint A on a point and it already had a 0.5 weight for joint B the result will be.
A=1.0/sum_of_all_weights
B=0.5/sum_of_all_weights
A=0.66
B=0.33
So the sum of the point weights is now 1.0.
So if you assign a 1.0 weight for joint A on a point and it already had a 0.5 weight for joint B the result will be.
A=1.0/sum_of_all_weights
B=0.5/sum_of_all_weights
A=0.66
B=0.33
So the sum of the point weights is now 1.0.
Houdini Lounge » R&D Panel at HIVE Horizon
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- Jonathan de Blok
- 287 posts
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Rendering..
Desired workflow:
1) Render using a fixed camera, lopnet and/or frame. All without dependancies on the presence of a viewports with lopnet and what not.
2) Render gallery not being tied to a single lopnet. (I know, internal database thing, but still).
3)/obj rendering in Karma technically works but everything hurts.
1 can be done using a render clone, would be nice if that could be done locally as well.
2 is not that critical but ran into this limitation a few times when having separate lopnets, or have lopnets that import other lopnets etc.
3 To fix this properly I guess things need some mayor refactoring, like /obj level nodes smartly injecting USD directly into the stage without 10 seconds recooks when changing a material color.
Did a quick prototype of this and it's lightning fast ;
And there is also lots of really great stuff in there, but these are my painpoints that make me drop down that redshift node once again
Thx!
Desired workflow:
1) Render using a fixed camera, lopnet and/or frame. All without dependancies on the presence of a viewports with lopnet and what not.
2) Render gallery not being tied to a single lopnet. (I know, internal database thing, but still).
3)/obj rendering in Karma technically works but everything hurts.
1 can be done using a render clone, would be nice if that could be done locally as well.
2 is not that critical but ran into this limitation a few times when having separate lopnets, or have lopnets that import other lopnets etc.
3 To fix this properly I guess things need some mayor refactoring, like /obj level nodes smartly injecting USD directly into the stage without 10 seconds recooks when changing a material color.
Did a quick prototype of this and it's lightning fast ;
And there is also lots of really great stuff in there, but these are my painpoints that make me drop down that redshift node once again

Thx!
Edited by Jonathan de Blok - 2024年9月5日 16:32:34
Solaris and Karma » Working with multiple shots like Unreal Engine's Sequencer?
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- Jonathan de Blok
- 287 posts
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FYI: https://jdbgraphics.nl/script/prosequencer-2-0-houdini/ [jdbgraphics.nl]
Its a general sequencer I wrote for Houdini, It's not specifically geared towards Solaris but it's easy to reference the in/out points of tracks and use them in Solaris.
It will help in editing and managing shots.
Its a general sequencer I wrote for Houdini, It's not specifically geared towards Solaris but it's easy to reference the in/out points of tracks and use them in Solaris.
It will help in editing and managing shots.
Edited by Jonathan de Blok - 2024年8月16日 17:48:33
Technical Discussion » Callback Button Function for Display Flag
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- Jonathan de Blok
- 287 posts
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node is a method so you need to call it: node()
in the button callback entry it would be:
hou.pwd().setDisplayFlag(True)
The hou.pwd() is short for hou.node(".")
in the button callback entry it would be:
hou.pwd().setDisplayFlag(True)
The hou.pwd() is short for hou.node(".")
Edited by Jonathan de Blok - 2024年8月1日 11:19:01
Technical Discussion » Houdini 20.5 ignore ocio system variable?
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- Jonathan de Blok
- 287 posts
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While putting it houdini.env will probably work, better put it in a json package file. That is the more modern replacement for the error prone houdini.env
It gives much more control and can even contain some of basic if/then logic.
https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]
Ideally the houdini.env is just an empty file.
It gives much more control and can even contain some of basic if/then logic.
https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]
Ideally the houdini.env is just an empty file.
Solaris and Karma » 100% image zoom in Solaris viewport
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- Jonathan de Blok
- 287 posts
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One solution is to render using te clones, they output directly to the render gallery and don't use a viewport. You get your render in the correct/fixed resolution. And they are locked to a lopnet/camera/frame so it gives a predictable output as you'd expect.
The interesting bit is you can have multiple clones rendering at different frames for example, so when doing lookdev you can check lighting at different frames at the same time. There is still no 'render button" so you have to pause/enable them if you don't want trigger a new render at every single thing you adjust.
These things, lack of a VFB and render button, have been mentioned here by a lot of people so they are definitely aware of it. I assume/hope this will be fixed at some point.
The interesting bit is you can have multiple clones rendering at different frames for example, so when doing lookdev you can check lighting at different frames at the same time. There is still no 'render button" so you have to pause/enable them if you don't want trigger a new render at every single thing you adjust.
These things, lack of a VFB and render button, have been mentioned here by a lot of people so they are definitely aware of it. I assume/hope this will be fixed at some point.
Edited by Jonathan de Blok - 2024年7月24日 01:52:38
Solaris and Karma » Force view clone outputs in Render Gallery
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- Jonathan de Blok
- 287 posts
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That makes sense from a technical perspective but from a user perspective the renders simply don't show up. Maybe the render gallery can have a 'all databases from this hipfile' checkbox or something like that? or use multiple paths/wildcards?
(Workflow wise it could be a bit less rough when exclusively using clones for rendering and using multiple LOP networks)
(Workflow wise it could be a bit less rough when exclusively using clones for rendering and using multiple LOP networks)
Solaris and Karma » Force view clone outputs in Render Gallery
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- Jonathan de Blok
- 287 posts
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Nice to see the clones output all AOV to the render gallery, now it's of possible to have a visual framebuffer that's independent of viewports, locked to a specific camera, has a fixed lop node path and has the correct fixed resolution. (Like any other renderer has since the mid 90ies but that's another discussion
)

The clones won't output to the render gallery unless a LOP network/node is set in the render gallery's path (green circled bit). I understand the need for that for normal non-clone renders, but the clones have their own LOP network path etc so it can/should always be available in the render gallery independent of the render gallery path. Is there any reason they are not or is it simply an RFE-able oversight?

The clones won't output to the render gallery unless a LOP network/node is set in the render gallery's path (green circled bit). I understand the need for that for normal non-clone renders, but the clones have their own LOP network path etc so it can/should always be available in the render gallery independent of the render gallery path. Is there any reason they are not or is it simply an RFE-able oversight?
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