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Found 125 posts.

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Technical Discussion » hair stretching with no limit

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NAHASSIA
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 2024年3月5日 10:59:40
Thx a lot Enivob very very much.

You just reverted everythong to default ?

Cheers
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Technical Discussion » hair stretching with no limit

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NAHASSIA
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 2024年3月4日 17:43:32
Hi
simple vellum sim, the hair is pined to the ground and attached to a ballon climbing with negative gravity...
Why is my hair tretching continuously ?


Relay need you help on this one. (as usual )
Edited by NAHASSIA - 2024年3月4日 17:45:41
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Technical Discussion » match size weirdness

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NAHASSIA
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 2024年1月21日 10:47:20
I have noticed a strange behaviour with the match_size node.

If i use it without a secondary input geometry it suposedly use a 1*1*1 bounding box to do the justification, but when I in put a 1*1*1 box in the secondary input it does not give the same result ????




In the case with no geometry attached it seems that the blue guide geometry is moving depending on the settings of the nodes


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Technical Discussion » HDA IN UNREAL

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NAHASSIA
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 2024年1月8日 11:18:58
Hi everyone, happy and good...

I am working with a regular houdini paid licence buyed by my client.
I'm implanting a rather complex hda in Unreal with houdini engine.The Hda is (laboriusly) generating a Skeletal Mesh.
When my client tries to do the same at his offcie with a free licence he does not get the same result, he gets a static mesh instead!!!!

Is ther some limitation due to the type of licence he is using ?

Thanx
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Technical Discussion » The selected subnet has references to nodes outside...

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NAHASSIA
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 2023年12月28日 06:47:04
Hi everyone,

I know I know this topic is recurent, relative path absolute path etc etc.

Bur in my case I dont know how to deal with the annoying error.

I need to have an HDA capable of reading files on disc once it is in Unreal so Y have a file parameter on my HDA parameters and a ref to this parm in a file inside the HDA...
is there a way to avoid the warning ???

Cheers
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Technical Discussion » Middle click buffer

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NAHASSIA
125 posts
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 2023年4月7日 05:21:29
HI

Since one or two version, I'v lost the linux-like behaviour of the middle clic in vex and python edditing where there was a buffer of the previously selected string. That was very handy.

I wonder may-be its dependent on the install or settings and I could retrieve may linux-like mouse?

Cheers
Edited by NAHASSIA - 2023年4月7日 05:21:42
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Technical Discussion » new install

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NAHASSIA
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 2023年4月5日 13:36:42
Hi

I like the houdini_launcher but since I use it I deeply regret not to have in my windows application folders the direct link to other applicationw like mplay, command line,geometry viewer and so on....




What is your view on this, and coul'nt we have the possibility to add them when we install through houdini_launcher.


Cheers
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Technical Discussion » HDA 2 outputs

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NAHASSIA
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 2023年4月3日 07:17:50
Hi

here I have an HDA with 2 outputs, one polygonal and one a curve. When I import tis HDA in Unreal 5.1 via Houdini engine, the curve does not come through.

I would realy apreciate if some Houdini to Unreal Guru could tell me why. I've reported it as a bugg to sideFx but I maight be doing something wrong, it happend before

Thanks for your help

Cheers
Image Not Found
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Technical Discussion » Curves from H to U (again!)

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NAHASSIA
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 2023年3月30日 11:33:27
cant find a solution on trying to output curve from an hda in unreal.

has someone encountered this error ?

LogHoudiniEngine: Error: Hapi failed: HAPI Error: Trying to get an input curve info on a non-input curve (C:\cygwin\home\prisms\builder-new\Nightly19.5CMake\dev\engine\unreal\5.1\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngine\Private\HoudiniSplineTranslator.cpp:269)

and found a solution ?

Thanx alot
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Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA

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NAHASSIA
125 posts
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 2023年3月30日 04:55:13
@tamte thx
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Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA

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NAHASSIA
125 posts
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 2023年3月30日 04:23:26
Thanks tamte

Ok I get that its not a good idea, but.... it is working for createNode...
I'v tryed to call a kill conction on my HDA.module but as I call it from a python inside the hda it gives the same result
I will see if there is some other place where I could trigger this kill fonction. Somesthing like "on recook"
Any way thanks a lot for giving me a direction to where to look.
By the way, I'm not sure to undeerstand why it's a "bad idea"

cheers
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Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA

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NAHASSIA
125 posts
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 2023年3月29日 19:55:35
Hi

How come I can create nodes inside an HDA with Python, but I cant delete them later ?

I need to dynamicaly create shaders on the fly, but need my material network not to get overcrowded with nodes after a few iterations. But I could'nt find a way to clean my network at the beggining of each new "cyle".

Any clue on how to workaround this annoying "cannot delete nodes while cooking" error?

THX
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Technical Discussion » Vellum orient

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NAHASSIA
125 posts
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 2023年3月20日 18:44:28
THX alot tamte I will try it.
Cheers
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Technical Discussion » Vellum orient

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NAHASSIA
125 posts
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 2023年3月20日 17:40:16
Very nice Enivob THX
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Technical Discussion » Vellum orient

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NAHASSIA
125 posts
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 2023年3月20日 15:25:23
Hi

Is tehre a way to keep initial orient on "attach to geomeetry" vellum cloth point. It seems that its only transform constraint and no rotation constraint. I would like it to behave the same way as vellum hair "pin to target" points.

in the mp4:
in blue cloth with attach to geo
in orange hair with pin tot target

stretch stiffness and bend stiffness are the same on both.

Or maybe a workaround?

THX
Edited by NAHASSIA - 2023年3月20日 15:27:15
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Technical Discussion » Vellum update colliders

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NAHASSIA
125 posts
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 2023年2月11日 14:21:34
Hi


I would like to update my collider geometry during the vellum sim. I cant even find a way to "source" new static collider during the sim.

Any help appréciated

THX
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Technical Discussion » WEDGE ISSUE

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NAHASSIA
125 posts
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 2023年1月18日 06:34:58
Hi, I need a PDG master for this one.

Let say I want to wedge an attribute with three values driving diferent versions of my sop network.

For each version I want a second wedge to process some assets, but I need different number of work items on this second wedge depending on the version.

I explored many ways to generate or cook these twoo wedges but I always have the same number of work items for each version on the second wedge depending on the selected work item on the first wedge at the time I re genrate and/or cook the top network.

Any idea ?

Thx
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Technical Discussion » kinefix to Unreal via HDA

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NAHASSIA
125 posts
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 2022年12月28日 10:41:19
Hi

Does someone knows if it is possible to have an hda to generate kinefx and geometry inside a HDA for unreal and have them both working in unreal, skinning and all ???

And of course if someone does, it would be nice to know how it is done.

The doc for Houdini Engine for Unreal is not clear about this.

In the output section it first says that the only outputs suported by Houdini engine for Unreal are:
Houdini Engines for Unreal currently supports outputting four types of geometries from Houdini Assets:

Static Meshes, Instancers And Foliage, Landscapes, Spline Component

But in the skeletal mesh section you can read:
The Houdini Unreal Engine plugin allows Skeletal Meshes and Skeletal Mesh components to work with HDAs


thanks for any help.


Cheers
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Technical Discussion » Vellum as in Sig2022 John Lynch pbm

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NAHASSIA
125 posts
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 2022年12月11日 18:30:32
Hi Tomas

a very big thanks for your answer, what a hidden "bug" !!! I wonder how you came to discover it!!!!

THX again

Malik
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Technical Discussion » Vellum as in Sig2022 John Lynch pbm

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NAHASSIA
125 posts
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 2022年12月10日 09:38:26
Hi

realy need help on this one

Trying to follow @John-Lynch example in his sig2022 video (https://www.sidefx.com/houdini-hive/siggraph-2022/#vellum) starting at 19:00 I cant get my vellum sim to work. I must be doing something wrong but I cant get My head around it????

Please

THX
Edited by NAHASSIA - 2022年12月10日 09:38:57
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