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
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Technical Discussion » Middle click buffer
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- NAHASSIA
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Technical Discussion » new install
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- NAHASSIA
- 120 posts
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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
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
Technical Discussion » HDA 2 outputs
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- NAHASSIA
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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
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
Technical Discussion » Curves from H to U (again!)
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- NAHASSIA
- 120 posts
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cant find a solution on trying to output curve from an hda in unreal.
has someone encountered this error ?
and found a solution ?
Thanx alot
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
Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA
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- NAHASSIA
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Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA
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- NAHASSIA
- 120 posts
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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
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
Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA
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- NAHASSIA
- 120 posts
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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
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
Technical Discussion » Vellum orient
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- NAHASSIA
- 120 posts
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Technical Discussion » Vellum orient
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- NAHASSIA
- 120 posts
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Technical Discussion » Vellum orient
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- NAHASSIA
- 120 posts
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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

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
Technical Discussion » Vellum update colliders
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- NAHASSIA
- 120 posts
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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
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
Technical Discussion » WEDGE ISSUE
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- NAHASSIA
- 120 posts
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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
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
Technical Discussion » kinefix to Unreal via HDA
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- NAHASSIA
- 120 posts
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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:
But in the skeletal mesh section you can read:
thanks for any help.
Cheers
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
Technical Discussion » Vellum as in Sig2022 John Lynch pbm
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- NAHASSIA
- 120 posts
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Hi Tomas
a very big thanks for your answer, what a hidden "bug" !!! I wonder how you came to discover it!!!!
THX again
Malik
a very big thanks for your answer, what a hidden "bug" !!! I wonder how you came to discover it!!!!
THX again
Malik
Technical Discussion » Vellum as in Sig2022 John Lynch pbm
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- NAHASSIA
- 120 posts
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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
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
Technical Discussion » MIDDLE CLICK LINUX LIKE BEHAVIOUR DISAPPEARED
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- NAHASSIA
- 120 posts
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Hi beratna 
I do not have the string memory buffer on the middle click in vex or in text pannels anymore.
Do I need to set up something to have it back ?
Is it a normal behaviour ? That bould be unfortunate;
Had someone encounter the same issue?
THX for your help.

I do not have the string memory buffer on the middle click in vex or in text pannels anymore.
Do I need to set up something to have it back ?
Is it a normal behaviour ? That bould be unfortunate;
Had someone encounter the same issue?
THX for your help.
Edited by NAHASSIA - 2022年10月25日 11:45:52
Technical Discussion » NEED HELP WITH TOP FILEPATH
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- NAHASSIA
- 120 posts
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Hi
Here a simple setup to wedge some parameters. Everything works perfectly, wedge, open gl, image magick, ffmpg... But when I want to delete the no more usefull images genarated by the fetch rop gl , I cant find an expression to retrieve the path from the fetch rop gl. Of course I could manualy point to the file path but I would like to make it procedural, the idea is to make an hda to automate wedging process.
Thanks
Here a simple setup to wedge some parameters. Everything works perfectly, wedge, open gl, image magick, ffmpg... But when I want to delete the no more usefull images genarated by the fetch rop gl , I cant find an expression to retrieve the path from the fetch rop gl. Of course I could manualy point to the file path but I would like to make it procedural, the idea is to make an hda to automate wedging process.
Thanks
Edited by NAHASSIA - 2022年6月9日 09:04:48
Technical Discussion » weird viscosity behaviour
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- NAHASSIA
- 120 posts
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Thanx a lot for the hint Sajadalavi
But I still don't understand why it has a different behaviour with and without viscosity.
But I still don't understand why it has a different behaviour with and without viscosity.
Technical Discussion » weird viscosity behaviour
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- NAHASSIA
- 120 posts
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Hi
I have this very simple setup wit a flip sphere falling. When I enable viscosity on the solver even wit very low viscosity value on the flip object as one in this example, the fluid get struc in the air and does not keep on falling. As you can see in the mp4, first part without viscosity , second part with.
I'm probably toing somthing wrong but I cant figure out what ?
any help very appreciated
Thanks
I have this very simple setup wit a flip sphere falling. When I enable viscosity on the solver even wit very low viscosity value on the flip object as one in this example, the fluid get struc in the air and does not keep on falling. As you can see in the mp4, first part without viscosity , second part with.
I'm probably toing somthing wrong but I cant figure out what ?
any help very appreciated
Thanks
Edited by NAHASSIA - 2022年5月17日 07:37:28
Technical Discussion » DISTRIBUTE RENDERING FRAME BY FRAME TOP
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- NAHASSIA
- 120 posts
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Hi,
Here is a situation:
I have a simulation, let say particle simulation, fairly long one.
Then I have a render with the same amount of frames fairly long one too
I would like to setup two rop_fetch in top and have the fisrt frame of my render execute when the first frame of sim is done, but I cant fin d a way to plug them other than each simulation frame generate all render frame.
I tryed diferent partitioners with no succes and I could'nt find a wéay to have the dependency going frame by frame ...
any clue? Thanx
Expansion of tasks
thx
one by one
Here is a situation:
I have a simulation, let say particle simulation, fairly long one.
Then I have a render with the same amount of frames fairly long one too
I would like to setup two rop_fetch in top and have the fisrt frame of my render execute when the first frame of sim is done, but I cant fin d a way to plug them other than each simulation frame generate all render frame.
I tryed diferent partitioners with no succes and I could'nt find a wéay to have the dependency going frame by frame ...
any clue? Thanx
Expansion of tasks
thx
one by one
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