Shame, but thanks, Tomas. I thought it might be a limitation.
Will write an RFE for it.
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PDG/TOPs » Fetch COPs result in PDG?
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- MathiasJ
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PDG/TOPs » Fetch COPs result in PDG?
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- MathiasJ
- 57 posts
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Is there a way to fetch the result of a COP network live into TOPs without having to render out?
Trying to make a TOP network to read in EXRs, rotate them in COPs, and then read them back into TOPs to convert to MP4 with FFMPEG.
Closest I've got is using 'ROP Composite Output' but I can't get it to not render the result, and just output it as work items.
Trying to make a TOP network to read in EXRs, rotate them in COPs, and then read them back into TOPs to convert to MP4 with FFMPEG.
Closest I've got is using 'ROP Composite Output' but I can't get it to not render the result, and just output it as work items.
Technical Discussion » [Python] Updating UI color scheme with shelf tool?
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- MathiasJ
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These functions were added in 20.5.203 that might help:
Added HOM UI methods to reload color scheme and get current color scheme.
currentColorScheme()
Return the currently applied Houdini color scheme name.
reloadColorScheme()
Reloads all Houdini UI color settings from the configuration files (by default, in
$HFS/houdini/config and $HOUDINI_USER_PREF_DIR/ houdini/config).
Added HOM UI methods to reload color scheme and get current color scheme.
currentColorScheme()
Return the currently applied Houdini color scheme name.
reloadColorScheme()
Reloads all Houdini UI color settings from the configuration files (by default, in
$HFS/houdini/config and $HOUDINI_USER_PREF_DIR/ houdini/config).
Edited by MathiasJ - 2024年7月24日 17:29:52
Solaris and Karma » Isolate meshes from primitive into individual primitives
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- MathiasJ
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Ah like that. I'll have to read up on layering some more.
Thanks for taking the time antc!
Thanks for taking the time antc!

Solaris and Karma » Isolate meshes from primitive into individual primitives
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- MathiasJ
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Sounds like a decent solution outside of fixing it in export. Thanks for explaining guys.
Just curious, you happen to know why it is that the meshes show up again, even though they are deleted in SOPs?
It feels like it's Solaris reverting the primitive back to its old state before the SOP operation for some reason?
Because the point/prim count doesn't match up with the previous name attributes or something?
Just curious, you happen to know why it is that the meshes show up again, even though they are deleted in SOPs?
It feels like it's Solaris reverting the primitive back to its old state before the SOP operation for some reason?
Because the point/prim count doesn't match up with the previous name attributes or something?
Solaris and Karma » Isolate meshes from primitive into individual primitives
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- MathiasJ
- 57 posts
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antc
Deleting stuff in USD can actually be quick tricky once there's multiple layers involved, which is the case in most of your examples. The good news is USD has a non-destructive "soft" delete called "active" which you can author without going into sops.
And that lightens the scene load even though the meshes still appear under their parent primitive?
Edited by MathiasJ - 2024年7月12日 04:08:38
Solaris and Karma » Isolate meshes from primitive into individual primitives
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- MathiasJ
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It's actually one Primitive with individual meshes inside, i.e. Pillar primitive with Pillar 01/02/03 meshes inside it.
Where I want to delete meshes, to isolate specific ones for layout. Specifically when importing USDs with Asset Reference/Reference LOP.
I might have misunderstood how USD works though, this isn't a thing, and I should just fix it in export.
Deleting meshes like this just seemed like a basic thing to me.
I've attached your example with some different attempts I've made.
Using Group Import on SOP Create gives the result I want, where it isolates meshes, but it doesn't seem to work with SOP Modify and isn't possible with Asset Reference/Reference LOP which is what I want to use it for.
Where I want to delete meshes, to isolate specific ones for layout. Specifically when importing USDs with Asset Reference/Reference LOP.
I might have misunderstood how USD works though, this isn't a thing, and I should just fix it in export.
Deleting meshes like this just seemed like a basic thing to me.
I've attached your example with some different attempts I've made.
Using Group Import on SOP Create gives the result I want, where it isolates meshes, but it doesn't seem to work with SOP Modify and isn't possible with Asset Reference/Reference LOP which is what I want to use it for.
Image Not Found
Solaris and Karma » Isolate meshes from primitive into individual primitives
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- MathiasJ
- 57 posts
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Hi Rob, and thanks.
Sorry but I've modified the scene since the post and can't get it back to that point.
If I remember right, it was also just the single mesh like in render.
You're saying it should work like this though? By simply blasting meshes inside a SOP Modify to isolate?
Sorry but I've modified the scene since the post and can't get it back to that point.
If I remember right, it was also just the single mesh like in render.
You're saying it should work like this though? By simply blasting meshes inside a SOP Modify to isolate?
Solaris and Karma » Isolate meshes from primitive into individual primitives
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- MathiasJ
- 57 posts
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Hey all,
I have some kitbash assets that contain several pieces per file i.e. pillar01-03 contains both pillar 01, 02 and 03.
I've tried using a SOP Modify to delete two of the meshes, and it looks like it deletes their meshes from the primitive corrently, but they still show up in the scene like they're not really effected, or being merged into the remaining mesh.
Is there a way to isolate meshes from primitives into new individual primitives?
Or do I really have to save out each one as its own file?
I have some kitbash assets that contain several pieces per file i.e. pillar01-03 contains both pillar 01, 02 and 03.
I've tried using a SOP Modify to delete two of the meshes, and it looks like it deletes their meshes from the primitive corrently, but they still show up in the scene like they're not really effected, or being merged into the remaining mesh.
Is there a way to isolate meshes from primitives into new individual primitives?
Or do I really have to save out each one as its own file?
Edited by MathiasJ - 2024年6月29日 08:08:33
Technical Discussion » Disable .fbm textures from being generated on import?
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- MathiasJ
- 57 posts
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The FBX files we're importing keep generating .fbm folders with the model's embedded textures in it on import.
We're replacing the original materials after import though, so they're just generating a bunch of textures we won't be using anyway, bloating our project.
Is there a way to disable this behaviour on file import?
We've tried using File/FBX Archive SOPs but can't find any settings for it.
We're replacing the original materials after import though, so they're just generating a bunch of textures we won't be using anyway, bloating our project.
Is there a way to disable this behaviour on file import?
We've tried using File/FBX Archive SOPs but can't find any settings for it.
Technical Discussion » [Python] Updating UI color scheme with shelf tool?
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- MathiasJ
- 57 posts
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AslakKSI thought that might be the case. Thanks!
I have submitted a RFE for this(#145610), currently there is no way to change the UI color scheme through python
Wish I could upvote your RFE

Technical Discussion » [Python] Updating UI color scheme with shelf tool?
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- MathiasJ
- 57 posts
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animatrix_
Hi,
I was using viewport outline like this for camera lock but it can also be purposed for the cooking mode. I think something more subtle might work better for this since it's a very common workflow. I would likely outline only the cooking mode button itself, might be less distracting.
More ideas here:
https://www.sidefx.com/forum/topic/71012/?page=1 [www.sidefx.com]
Nice, I'll have a look at the link. Thanks.
Currently just made a colour adjustment to the network box which seems OK, but could be more subtle heh

Technical Discussion » [Python] Updating UI color scheme with shelf tool?
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- MathiasJ
- 57 posts
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Hey all. Bit silly perhaps, but trying to make a shelf tool that toggles between Auto Update and Manual cook modes, and then changes UI color schemes to clearly show when you're in Manual mode, to avoid user error like when locking a camera.
To work faster with a shortcut in scenes that autocook on any selection, like with Polyreduce or sims.
Below is just the color scheme part. Trying to use a method that sets a custom color scheme file inside the houdini.pref file under $HOME/Houdini20.0/ using 'hou.setPreference'
https://www.sidefx.com/docs/houdini/hom/hou/setPreference.html [www.sidefx.com]
(Since setting the default colors.scheme pref doesn't seem to change, I tried adding it as a custom pref, but can't tell from documentation if that would even overrule the default, or just creates a new custom pref completely unrelated to it)
The UI file is called 'UIManual.hcs' (labeled Houdini Manual) located under $HOME/Houdini20.0/config as well as the Houdini install config folder just in case.
While it sets the houdini.pref file to custom.colors.scheme correctly, for some reason it just won't update the Houdini UI.
Any idea, or perhaps a better approach?
I have limited coding experience by the way, and this is my first Python.
To work faster with a shortcut in scenes that autocook on any selection, like with Polyreduce or sims.
Below is just the color scheme part. Trying to use a method that sets a custom color scheme file inside the houdini.pref file under $HOME/Houdini20.0/ using 'hou.setPreference'
https://www.sidefx.com/docs/houdini/hom/hou/setPreference.html [www.sidefx.com]
(Since setting the default colors.scheme pref doesn't seem to change, I tried adding it as a custom pref, but can't tell from documentation if that would even overrule the default, or just creates a new custom pref completely unrelated to it)
The UI file is called 'UIManual.hcs' (labeled Houdini Manual) located under $HOME/Houdini20.0/config as well as the Houdini install config folder just in case.
While it sets the houdini.pref file to custom.colors.scheme correctly, for some reason it just won't update the Houdini UI.
Any idea, or perhaps a better approach?
I have limited coding experience by the way, and this is my first Python.
import hou hou.refreshPreferences() color_scheme = hou.getPreference("colors.scheme") hou.refreshPreferences() hou.setPreference("custom.colors.scheme", "Houdini Manual") hou.refreshPreferences()
MARDINI Daily Art Challenge 2022 » MISSING PRIZES
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- MathiasJ
- 57 posts
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Same. Filled out the form and it arrived the day after.
Thanks for the little recognition and a fun challenge SideFX! ^^
Thanks for the little recognition and a fun challenge SideFX! ^^
MARDINI Daily Art Challenge 2022 » IRON HEART WINNERS | Date Changed - you may need to repost
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- MathiasJ
- 57 posts
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MARDINI Daily Art Challenge 2022 » Day 31 Image | Solaris | Material Variation
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- MathiasJ
- 57 posts
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We did it! This was both really fun and incredibly frustrating at times, but I've learned a bunch in this one month I wouldn't have otherwise.
So cool to see everyone's takes on stuff which is so different from my own. Well done everyone!
I need sleep now.

So cool to see everyone's takes on stuff which is so different from my own. Well done everyone!

I need sleep now.
MARDINI Daily Art Challenge 2022 » Day 30 Image | Solaris | Light Mixer
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- MathiasJ
- 57 posts
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MARDINI Daily Art Challenge 2022 » Day 29 Image | Solaris | Background Plate
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- MathiasJ
- 57 posts
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MARDINI Daily Art Challenge 2022 » Day 28 Image | Solaris | Layout
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- MathiasJ
- 57 posts
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MARDINI Daily Art Challenge 2022 » Day 27 Animation | KineFX | Rig Match Pose
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- MathiasJ
- 57 posts
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