Hello,
Is there a way to add to an HDA an event handler similar (or something similar) to those available in the "Scripts" page when an HDA is "Bake" in Unreal ?
It's just to switch to "1" an integer parameters on my HDA.
This is what it looks like with an "On Deleted" Event Handler, but it doesn't work as I expected in Unreal.
Thank you for your help
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Houdini Engine for Unreal » How to add an event "On Bake" to an HDA
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- RonanCroyal
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Technical Discussion » Normal corners-Replicate "Stretch Around Corners" from sweep
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- RonanCroyal
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Technical Discussion » Normal corners-Replicate "Stretch Around Corners" from sweep
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- RonanCroyal
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Hey, thanks a lot !
It's working fine for planar curve indeed. Do you have an idea how to adapt that to primitives like in my example ?
I will find a way to adapt your solution to my problem otherwise.
Thank you !
It's working fine for planar curve indeed. Do you have an idea how to adapt that to primitives like in my example ?
I will find a way to adapt your solution to my problem otherwise.
Thank you !
Technical Discussion » Normal corners-Replicate "Stretch Around Corners" from sweep
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- RonanCroyal
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Hello,
I need to get the correct normal length on the points corners like the sweep node does with the "Stretch Around Corners" option turned on or when using PolyExtrude.
Thank you
I need to get the correct normal length on the points corners like the sweep node does with the "Stretch Around Corners" option turned on or when using PolyExtrude.
Thank you
Technical Discussion » Rotate line to be align to axis
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- RonanCroyal
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akirasun_sh: It doesn't work properly on other line. Thank you anyway 
vusta: What's up with the “what the ???”.
If you refer to my question, I'm not really good at math, it might seem like a stupid question for you, but yeah, I wasn't able to figure that out by myself.
And for the triangle in my scene, it was just a test I did because i thought this could help.
Anyway, your solution works perfectly ! Thanks a lot

vusta: What's up with the “what the ???”.
If you refer to my question, I'm not really good at math, it might seem like a stupid question for you, but yeah, I wasn't able to figure that out by myself.
And for the triangle in my scene, it was just a test I did because i thought this could help.
Anyway, your solution works perfectly ! Thanks a lot
Technical Discussion » Rotate line to be align to axis
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- RonanCroyal
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Hi,
I need some help to solve this.
I want to be able to find the amount of rotation necessary to align this line to the axis.
For example, the amount to find here is “14.25”, but proceduraly.

Thank you
I need some help to solve this.
I want to be able to find the amount of rotation necessary to align this line to the axis.
For example, the amount to find here is “14.25”, but proceduraly.
Thank you
Edited by RonanCroyal - 2020年4月3日 11:17:16
Technical Discussion » Mimic Partition SOP in VEX
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- RonanCroyal
- 31 posts
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animatrix_: Perfect, thank you !
tamte: Thanks for the heads up, I will definitively keep that in mind
tamte: Thanks for the heads up, I will definitively keep that in mind

Technical Discussion » Mimic Partition SOP in VEX
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- RonanCroyal
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Just an other one I need.
I also often use the Partition SOP to group from my “name” attribute, like in the screenshot.
How would you do that in VEX ?
Thanks !
I also often use the Partition SOP to group from my “name” attribute, like in the screenshot.
How would you do that in VEX ?
Thanks !
Edited by RonanCroyal - 2020年1月20日 09:27:42
Technical Discussion » Mimic Partition SOP in VEX
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- RonanCroyal
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Technical Discussion » Mimic Partition SOP in VEX
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- RonanCroyal
- 31 posts
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Hi,
I would like to know how to mimic the Partition SOP in VEX, because it's currently not compilable.
I use it mainly like that, to put each point in his own group.
Thank you
I would like to know how to mimic the Partition SOP in VEX, because it's currently not compilable.
I use it mainly like that, to put each point in his own group.
Thank you
Edited by RonanCroyal - 2020年1月20日 04:58:23
Houdini Learning Materials » [solved] USD render with 3rd party engines
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- RonanCroyal
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Houdini Learning Materials » [solved] USD render with 3rd party engines
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- RonanCroyal
- 31 posts
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Hmm, I don't know, It's working for me, I've just changed this because I wanted to see the list of Integrator, but I don't think it's changed anything from the default
Houdini Learning Materials » [solved] USD render with 3rd party engines
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- RonanCroyal
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“Render Settings” > followed by a “USD Render ROP”, in which their is a dropdown menu where you can choose your renderer of choice.
Edited by RonanCroyal - 2019年12月4日 09:21:52
Houdini Indie and Apprentice » MapBox missing?
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- RonanCroyal
- 31 posts
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Technical Discussion » Already the end of the year (winter), when will Houdini 18?
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- RonanCroyal
- 31 posts
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This is not the end of the year, last time I check, we are in November, so not the end. And, as said in the Houdini launch presentation, H18 will be available late 2019.
Technical Discussion » Distance between points and stamping
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- RonanCroyal
- 31 posts
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Technical Discussion » When can I download Houdini 18 ?
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- RonanCroyal
- 31 posts
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Technical Discussion » Roof from curve
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- RonanCroyal
- 31 posts
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You can use a line with your desired curvature and sweep it on your closed curve. And then skin it.
Technical Discussion » Two questions regarding Input
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- RonanCroyal
- 31 posts
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Hello,
I have two questions regarding innput.
First one is: How to do that ?

I know you can just add a huge number in type Properties > Maximum Inputs, but I don't know how to let a separate single input.
And the second one is: How to automatically connect input with the same name (and color) automatically, like when you put down one RBD sop lvl node, or Vellum, and connect an other after.
Thank you !
I have two questions regarding innput.
First one is: How to do that ?
I know you can just add a huge number in type Properties > Maximum Inputs, but I don't know how to let a separate single input.
And the second one is: How to automatically connect input with the same name (and color) automatically, like when you put down one RBD sop lvl node, or Vellum, and connect an other after.
Thank you !
Edited by RonanCroyal - 2019年11月7日 19:34:13
Houdini Lounge » VEX editor - text editing basics
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- RonanCroyal
- 31 posts
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