api = unreal.HoudiniPublicAPIAssetWrapper _g_wrapper = api.create_wrapper(None,MyHoudiniAssetActor)
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Houdini Engine for Unreal » PublicAPI: How to use existing AHouAssetActor for APIWrapper
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- Kaiserlicht
- 18 posts
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For anyone else struggling like me to translate this to python. Here is a solution:
Houdini Engine for Unreal » Instancer custom data
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- Kaiserlicht
- 18 posts
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Oh dear, forget about it. I was on 18.5.499 all the time. Sorry for being stupid, and thanks again for the help

Houdini Engine for Unreal » Instancer custom data
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- Kaiserlicht
- 18 posts
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Thanks again for the effort! I'm starting to feel stupid but I still can't get this to work. I apply my material to the "static mesh (instanced)" output of my instancer, correct? I had to rebuild your hda because engine won't allow me to import indie assets with a fx license. Can you try if the attached asset works for you?
Houdini Engine for Unreal » Instancer custom data
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- Kaiserlicht
- 18 posts
- Online
Houdini Engine for Unreal » Instancer custom data
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- Kaiserlicht
- 18 posts
- Online
Houdini Engine for Unreal » Instancer custom data
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- Kaiserlicht
- 18 posts
- Online
Can somebody help me with this setup? I can't get this to work. I want to assign a random color to my instances. I'm using the attribute instancer with the unreal_instance attr. set on my points. Then I add an unreal_num_custom_floats integer attribute set to 3 and then three float attributes unreal_per_instance_custom_data0,1,2 set to different values.
Inside Unreal I'm using PerInstanceCustomData in my material assigned to the object I'm instancing. But apparently it doesn't contain any values, it's always black. Any help would be greatly appreciated!
Inside Unreal I'm using PerInstanceCustomData in my material assigned to the object I'm instancing. But apparently it doesn't contain any values, it's always black. Any help would be greatly appreciated!
Technical Discussion » File browser always defaults to thumbnail preview.
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- Kaiserlicht
- 18 posts
- Online
Yes, this drives me crazy as well. In a folder with several 8k images this always means time for a coffee break.
Technical Discussion » Gas Surface Tension Mask
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- Kaiserlicht
- 18 posts
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Thank you very much for your help. I'm still struggling to get this to work. I've set the “field to match” to surface in the volumesource. Although I really don't understand why, because by default when sourcing flip surface it's set to density. This whole dops/field thing is sooo confusing.
Another error (I suppose) was that I was sourcing my mask only on the first frame, I've set the activation to constant now. But still it's not behaving like I want it to, which is blending in the effect of surfacetension from one direction. Now the fluid is exploding in a weird way…
Any more help would be fantastic!
Another error (I suppose) was that I was sourcing my mask only on the first frame, I've set the activation to constant now. But still it's not behaving like I want it to, which is blending in the effect of surfacetension from one direction. Now the fluid is exploding in a weird way…
Any more help would be fantastic!
Technical Discussion » Gas Surface Tension Mask
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- Kaiserlicht
- 18 posts
- Online
Technical Discussion » Gas Surface Tension Mask
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- Kaiserlicht
- 18 posts
- Online
Hi!
I want to use mask field of the Gas Surface Tension DOP to control surface tension with an attribute, but whatever I try seems to have no effect. I'm using the volumefromattr sop to create a vdb and try to source that in dops, but no luck. Any help would be greatly appreciated!
Cheers,
Felix
I want to use mask field of the Gas Surface Tension DOP to control surface tension with an attribute, but whatever I try seems to have no effect. I'm using the volumefromattr sop to create a vdb and try to source that in dops, but no luck. Any help would be greatly appreciated!
Cheers,
Felix
Technical Discussion » Use component selection on HDA creation
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- Kaiserlicht
- 18 posts
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Basically I want exactly the same behavior as the translate SOP but for my own HDA. So when I create my HDA the selected components are put into the group field and their average position used as a pivot. Any ideas? Thanks!
Technical Discussion » vex: adding attributes
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- Kaiserlicht
- 18 posts
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Technical Discussion » vex: adding attributes
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- Kaiserlicht
- 18 posts
- Online
Ok, this is driving me nuts. Can someone explain to me why the attached scene doesn't work?
Inside the geometry I'm defining a vector attribute and add it to P. If I do it in the same wrangle it works. Defining the attribute in another wrangle doesn't. Using a pointvop however works?
Thanks in advance!
Inside the geometry I'm defining a vector attribute and add it to P. If I do it in the same wrangle it works. Defining the attribute in another wrangle doesn't. Using a pointvop however works?
Thanks in advance!
Technical Discussion » Asset hierarchies in Houdini
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- Kaiserlicht
- 18 posts
- Online
Thanks for the input! My impression is that in Houdini there is a more strict separation between animation and shading steps. So for shading/material assignments giant SOPs with cached Animation are apparently the way to go. Although I still think it's super impractical to transform things or even layout larger scenes this way. So how are Animation scenes organized? I guess 99% are caches from other packages any way so not many people seem to care…
PS: Is it just me, or is subscribing to a topic not working? I never got any email…
PS: Is it just me, or is subscribing to a topic not working? I never got any email…
Technical Discussion » Asset hierarchies in Houdini
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- Kaiserlicht
- 18 posts
- Online
Hi!
This is another noob question. I tried reading through the various threads regarding this topic but I can't find a really good answer to this.
In XSI we used to have quite deep hierarchies with several SRT nulls/locators to control the individual parts of an asset. Material assignments were done per object or on groups of objects. Maya works similar.
What's the preferred way in Houdini to deal with large hierarchies/complex Assets, especially in regards to material assignments? There are so many ways to do this, but I suppose there must be a best practice common to most companies?
So far I've found the following ways:
Materials would be applied similar to above.
These two methods can also be quite confusing with the Show/Ghost/Hide objects mode of the viewport. Although maybe that's just something one hast to get used to.
To be fair, I only recently discovered the Input/Output mode for the tree view which does help a lot to navigate these networks.
All of these methods have the problem that Houdini doesn't seem to be very comfortable with lots of objects in separate object networks. For example I only recently discovered that you can't instance subnets in the viewport? How would you use such assets for large scene layouts? Or it's not possible to edit the mesh of two geometries at the same time.
Apply materials with material SOPs.
But building a flexible hirarchy here is almost impossible. You would need to build an inverse tree with merge and transform sops. There is no way to select the transform sops in the viewport. You can't move the transforms without the input objects (child compensation). Also transforming things in SOPs is much slower than on the object level i think? So of course for animation this really isn't an option (or is it?). So I think the only time this would be useful is when you're absolutely sure you don't want to transform things anymore in SOPs and don't care about the original hirarchy.
I've attached a small example scene. Any pro tips and hints here would be greatly appreciated!
Cheers!
This is another noob question. I tried reading through the various threads regarding this topic but I can't find a really good answer to this.
In XSI we used to have quite deep hierarchies with several SRT nulls/locators to control the individual parts of an asset. Material assignments were done per object or on groups of objects. Maya works similar.
What's the preferred way in Houdini to deal with large hierarchies/complex Assets, especially in regards to material assignments? There are so many ways to do this, but I suppose there must be a best practice common to most companies?
So far I've found the following ways:
- Classic hierarchy using only subnets, no nulls. Material assignments at object level
- Classic hirarchy with subnets and nulls
Materials would be applied similar to above.
These two methods can also be quite confusing with the Show/Ghost/Hide objects mode of the viewport. Although maybe that's just something one hast to get used to.
- Flat hirarchy, only one subnet with nulls for hirachy
To be fair, I only recently discovered the Input/Output mode for the tree view which does help a lot to navigate these networks.
All of these methods have the problem that Houdini doesn't seem to be very comfortable with lots of objects in separate object networks. For example I only recently discovered that you can't instance subnets in the viewport? How would you use such assets for large scene layouts? Or it's not possible to edit the mesh of two geometries at the same time.
- Everything in SOPS using groups and transforms
Apply materials with material SOPs.
But building a flexible hirarchy here is almost impossible. You would need to build an inverse tree with merge and transform sops. There is no way to select the transform sops in the viewport. You can't move the transforms without the input objects (child compensation). Also transforming things in SOPs is much slower than on the object level i think? So of course for animation this really isn't an option (or is it?). So I think the only time this would be useful is when you're absolutely sure you don't want to transform things anymore in SOPs and don't care about the original hirarchy.
- A combination. Use hirarchy for animation/transforms and a single Geometry for material assignments
- any other way ?
I've attached a small example scene. Any pro tips and hints here would be greatly appreciated!
Cheers!
Edited by Kaiserlicht - 2017年8月11日 06:57:13
Technical Discussion » Instance Subnets in Viewport
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- Kaiserlicht
- 18 posts
- Online
Well that's the same as setting the instance object directly to the box inside the subnet, no? This was a simple test, a real life scenario would be a subnet or digital asset with hundreds of nodes. Is this really not possible?
Technical Discussion » Instance Subnets in Viewport
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- Kaiserlicht
- 18 posts
- Online
Hi!
Is there a way to view instances of subnets in the viewport? Mantra renders the instances fine (Redshift unfortunately doesn't) but I can't see them in the viewport.
This is on 16.0.671, attached is a simple scene.
Thanks!
Is there a way to view instances of subnets in the viewport? Mantra renders the instances fine (Redshift unfortunately doesn't) but I can't see them in the viewport.
This is on 16.0.671, attached is a simple scene.
Thanks!
Technical Discussion » Expressions in node comments
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- Kaiserlicht
- 18 posts
- Online
As the title says, is there a way to use expressions in node comments? Would be nice to show node parameter values similar to what the file or group node does automatically.
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