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Found 39 posts.

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Houdini Engine for Unreal » Utility Widget - World Input

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TRex92
43 posts
オフライン
 2024年9月10日 20:19:21
still doesn't seem to work for me
Hopefully this is a better image
Edited by TRex92 - 2024年9月11日 08:46:09
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Houdini Engine for Unreal » Utility Widget - World Input

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TRex92
43 posts
オフライン
 2024年9月10日 17:20:14
Cody Spahr


https://www.sidefx.com/docs/houdini/unreal/apihda.html [www.sidefx.com]

The API docs should have you covered here. You can use the `Create Empty Input` node and set its class to WorldInput. Set the input objects to your selection. There are several ways to get the assets in your world, if you already have them selected, you can use I `Get Selected Assets` node and feed that output directly into the `Set Inputs Object` node.

Follow all the outputs/inputs for wrappers and Houdini API from that image and that should have you cooking(pun intended).

Thank you for your help. I had another question if you don't mind? Basically I'm promoting an object merge as an input for my HDA and the set input doesn't seem to work. Either that or the "bind event on post instantiation" doesn't seem to be getting called for some reason. I did a print log and my step one prints but the step 2 for the bind event does not print not sure what I am doing wrong. Or if I am setting the input correctly for the object merge param on my HDA?
Edited by TRex92 - 2024年9月10日 17:20:34
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Houdini Engine for Unreal » Utility Widget - World Input

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TRex92
43 posts
オフライン
 2024年9月9日 10:11:35
I just watched the videos on utility widgets. [www.sidefx.com] Does anyone have any examples of how to use the World input in a blueprint widget? I have a selection of grouped geo taht I want to input into a world input but not sure how to implement in the blueprint. Any help would be much appreciated.
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Houdini Lounge » Houdini is clamping my png's

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TRex92
43 posts
オフライン
 2024年8月15日 12:47:53
Ah ok thank you yeah I thought it was floating point not integer that is where I went wrong
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Houdini Lounge » Houdini is clamping my png's

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TRex92
43 posts
オフライン
 2024年8月1日 17:29:18
I'm trying to export a texure where the positions of points are stored as colors. The problem I am having is that when I export a png sequence Houdini is clamping the values to not exceed 1. I am exporting as a 16 bit float and under the Metadata tab I have set the png option to unpremultiplied. I'm not sure what else to set and not sure why it is clamping my values since png's should be able to store pixel values above 1. Any ideas?
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Houdini Engine for Unreal » Different unreal instances for each point in copy to points

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TRex92
43 posts
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 2024年6月24日 18:00:00
You would use a multiparm block(list) folder as a parameter on the digital asset with a string inside and use the multiparm value to set the unreal_instance attrib. I attached a quick example modify how you like. You could also use the unreal_ref
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Houdini Engine for Unreal » unreal_output_name only works on prims not point clouds bug?

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TRex92
43 posts
オフライン
 2024年6月24日 16:09:56
Seems like this may be a bug, if it is please let me know and I'll log it. The situation is if I set the output of and HDA to a point cloud to use in Unreal and set the unreal_output_name attrib to have diferent names per point it will only create an output of the first points name. The unreal_split_attr does not seem to work on a point cloud either.

If the HDA is set packed prims and the attribute is on the primitive level it will work.

What I am trying to accomplish and the reason I cannot use a packed prim is I'm using an unreal_instance to set the mesh per point, but I want to be able to name them something logical in the outliner (and not just "StaticAsset1, StaticAsset2, StaticAsset3, etc") any ideas?
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Houdini Engine for Unreal » Trouble setting UProperty GeneratedFoliageDefaultSettings

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TRex92
43 posts
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 2024年5月30日 12:41:40
I receive the following error trying to set the Uproperty GeneratedFoliageDefaultSettings on the Houdini side: LogHoudiniEngineRuntime: Warning: Could net set object property GeneratedFoliageDefaultSettings: ObjectProperty's object class (FoliageType_InstancedStaticMesh) does not match referenced object class (Class)!

My vex code is in a detail wrangle as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "/Script/CoreUObject.Class'/Script/HoudiniEngineRuntime.HoudiniInputFoliageType_InstancedStaticMesh'";

I've also tried setting using the string value as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "Foliage Type Instanced Static Mesh";


The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
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PDG/TOPs » Labs Filter by Value

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TRex92
43 posts
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 2023年5月15日 11:47:29
So I'm having an issue where the Labs filter node is returning this error.

Error on child node /obj/GDX_Import1/GDX_Top/filter_by_source/pythonprocessor1:
Traceback (most recent call last):
File "filter_by_source_pythonprocessor1.generate", line 76, in <module>
AttributeError: 'NoneType' object has no attribute '__getitem__'

The previous Topnode does not have any errors and all nodes are processed. Any ideas what might cause this?
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PDG/TOPs » workitem by index in sops

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TRex92
43 posts
オフライン
 2022年11月14日 20:51:42
I found the answer to my own question for anyone else interested
node = hou.node(path to pdg node)
pdg_node = node.getPDGNode()

#Get work item by index make sure it's unique per work item
work_item = pdg_node.workItems[index]

#Access attributes using python workItem methods ex.
name = work_item.stringAttribute("name")
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PDG/TOPs » workitem by index in sops

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TRex92
43 posts
オフライン
 2022年11月14日 13:53:15
Is there a way to access a particular pdg node and workitem by its index in a python sop?
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Solaris and Karma » USD Materials

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TRex92
43 posts
オフライン
 2022年8月18日 23:55:04
Thank you for this. I have a script that takes usd materials and converts them to principled shaders so that I can export to gltf. This isn’t yet available in Solaris so I was trying to find an automated way to do so
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Solaris and Karma » USD Materials

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TRex92
43 posts
オフライン
 2022年8月18日 19:57:16
Is there a way to access the materials that are stored in a USD file? They also only seem visible using the file node instead of the USD import node. I did see another thread talking about this, but it went in a different direction. Basically I just want the materials to be put into a material library instead of having to recreate them manually. Is this possible?
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Technical Discussion » Python Multiprocessing in Houdini

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TRex92
43 posts
オフライン
 2022年8月18日 15:39:33
ah ok got it. Thank you
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Technical Discussion » Python Multiprocessing in Houdini

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TRex92
43 posts
オフライン
 2022年8月18日 13:50:52
is it possible to run this code using a python node? Every time I try to run the code Houdini ends up freezing. Seems like you can't use the multiprocessing module does anyone know if this is the case?

import hou
from multiprocessing import Pool

def create_geo(type):
    node = hou.node("/obj/geo1")

def demo():
    type = ["sphere", "tube", "box"]
    with Pool() as pool:
        pool.map(create_geo, type)

def main():
    demo()

main()
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Solaris and Karma » Python LOPs Materials

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TRex92
43 posts
オフライン
 2022年7月28日 15:40:01
Thank you I will start there
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Solaris and Karma » Python LOPs Materials

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TRex92
43 posts
オフライン
 2022年7月28日 01:06:28
How would I go about finding the primitives and assigned materials using python in LOPs?
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Solaris and Karma » USD Export to glTF

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TRex92
43 posts
オフライン
 2022年7月6日 20:34:56
Is there a way to export a lop using the glTF Rop? I want to export the textures and materials. Or do I need to reconstruct the asset in sops and assign the materials there?
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Houdini Engine for Unreal » How to bake an asset at runtime?

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TRex92
43 posts
オフライン
 2022年3月17日 18:55:50
You can set these as detail attribs and it should work.

i@unreal_uproperty_bBakeAfterNextCook = 1;
i@unreal_uproperty_bReplacePreviousBake = 1;
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2

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TRex92
43 posts
オフライン
 2022年2月28日 10:28:51
Does anyone know how to set the autobake property on a houdini asset component to be on by default in unreal. I tried setting i@unreal_uproperty_autobake = 1; I also tried just using i@AutoBake and i@Auto_Bake to 1, but that doesn't seem to work either.

For anyone else that is interested I found the solution is:

To set Autobake on by default:
i@unreal_uproperty_bBakeAfterNextCook = 1;

To set replace previous bake on by default:
i@unreal_uproperty_bReplacePreviousBake = 1;

Will the docs be getting an update to include some of these names for parameters on the Houdini asset?
Edited by TRex92 - 2022年3月17日 16:42:16
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