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Found 64 posts.

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3rd Party » Black Friday Deal: 40% Off Modeler!

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anon_user_95266836
64 posts
オフライン
 2023年11月22日 02:28:29
aloeks
Looks great. Two questions:

Does this work with H20?

Do you plan on moving on to Modeler 2024, and if you do, will you be required to purchase this tool again?

Thanks!

This plugin works in Houdini 20. I am currently working on a new major version 2024. The approximate release date for v2024 is not yet known, as there is still a lot of work and testing to be done. Updates to such a version happen once a year and cost between $30-$40. After the release of a major version, all updates are free. These updates include not only bug fixes but also new features.
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3rd Party » Black Friday Deal: 40% Off Modeler!

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anon_user_95266836
64 posts
オフライン
 2023年11月21日 04:33:07
Black Friday Deal: 40% Off Modeler for Houdini!
Elevate Your Projects Today!
https://alexeyvanzhula.gumroad.com/l/modeler2023/X0301RD [alexeyvanzhula.gumroad.com]
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Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26

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anon_user_95266836
64 posts
オフライン
 2023年10月27日 16:54:41
GCharb
PaQ WaK
I myself "have" to use Alexey Modeler for Hou to make poly modeling a bit easier, I'm pretty sure that guy would prefer the Blender Market, not because Hou sucks, but because it will help him to live from his work.
Have you looked at Polymarvels for tutorials on direct modelling in Houdini?

https://www.youtube.com/@polymarvels/videos
I've watched some of his videos. It would be great if he showed the process of modeling the vintage car that he used in the video; then it would be clear how "convenient and logical" it is to model in Houdini.

I remember one guy in Houdini on YouTube recorded several videos about modeling a Lamborghini. Everything was good, but then, when it came to a slightly more detailed part, he stopped and said something like the game is not worth the candle.

Let's at least not bring up the topic of modeling in Houdini in this thread. We know that Houdini is a super program.
Edited by anon_user_95266836 - 2023年10月27日 16:59:11
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Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26

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anon_user_95266836
64 posts
オフライン
 2023年10月26日 07:58:06
Regarding Qt. Let's take Maya as an example, where every element of the interface is indeed translated to Qt.
1. In Houdini, it is not the same, and the problem is not that we can't do whatever we want with UI, but that errors related to Qt periodically appear in the console.
2. Why is there still no possibility to take the QWidget of the viewport? It is so convenient, considering that interactive tools using the Qt event system work slightly faster than buggy Python States.
3. Or here is an example with Python Panels that allow embedding the Qt interface. For example, if you start navigation in the viewport using Alt+RMB and release the mouse over the python panel, the navigation gets distorted. This does not happen if you release the mouse over the standard Houdini panel. It may seem like a minor thing, but it actually isn’t.

That's just the first thing that came to mind.
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Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26

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anon_user_95266836
64 posts
オフライン
 2023年10月26日 07:01:13
Houdini Fan Club is so sweet
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Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26

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anon_user_95266836
64 posts
オフライン
 2023年10月25日 14:49:41
Sygnum
Alexey_Vanzhula
Judging by some comments, it’s time to create PRISMS 2.0

Lol. That guy by the name "damm" answered my post over at cgpress where you got it from... :-D
cgpress.org [cgpress.org]
Edited by anon_user_95266836 - 2023年10月25日 14:50:30
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Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26

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anon_user_95266836
64 posts
オフライン
 2023年10月25日 11:09:13
Judging by some comments, it’s time to create PRISMS 2.0
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Technical Discussion » Remove all Unassigned Materials ?

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anon_user_95266836
64 posts
オフライン
 2023年10月17日 07:36:11
Jonathan de Blok
Alexey_Vanzhula
Jonathan de Blok
So loop over your main material nodes
This will not be an automatic search across entire scene.

If you get all instances of the relevant material types is should be scene wide.

So once you've gathered a list of relevant material nodes using the node.dependents(..) is an easy way to check if they are used somewhere.

(it's the same method as the OP uses manually using the UI)

I forgot about the dependents method and used hou.Node.parmsReferencingThisinstead. Thank you for the tip. But why consider the type of relevant materials? We could just go through all the free vop nodes that are located at the root of the vop network. Such nodes are most likely materials. That’s if we are talking about a completely automatic search for materials for users who don’t know Python. Although, of course, this won’t work if materials are assigned in VEX.

nodes_to_remove = []
for vop_type in hou.vopNodeTypeCategory().nodeTypes().values():
    for node in vop_type.instances():
        if node.parent().isMaterialManager() and not node.dependents():
            nodes_to_remove.append(node)

if nodes_to_remove:
    ids = hou.ui.selectFromList([ node.name() for node in nodes_to_remove ],
                                default_choices=range(len(nodes_to_remove)),
                                title="Remove Unused Materials", column_header="Unused Nodes",
                                clear_on_cancel=True, height = hou.ui.scaledSize(500))
    
    [ nodes_to_remove[id].destroy() for id in ids ]
Edited by anon_user_95266836 - 2023年10月17日 07:40:35
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Technical Discussion » Remove all Unassigned Materials ?

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anon_user_95266836
64 posts
オフライン
 2023年10月16日 16:05:32
Jonathan de Blok
So loop over your main material nodes
This will not be an automatic search across entire scene.
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Technical Discussion » Open Recent File, Python method

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anon_user_95266836
64 posts
オフライン
 2023年10月15日 11:11:07
And a more elegant way of selection from a Qt menu

import os
from hutil.Qt.QtWidgets import QMenu
from hutil.Qt.QtGui import QCursor
from hutil.Qt.QtCore import QPoint

def getRecentHipFiles():
    userdir = hou.getenv('HOUDINI_USER_PREF_DIR')
    file = os.path.join(userdir, "file.history")
    
    validfiles = []
    with open(file) as f:
        lines = f.readlines()
        for line in lines:
            newline = line.strip()
            if newline == "}":
                break;
                
            if newline != "{" and newline != "HIP":
                if os.path.exists(newline):
                    validfiles.append(newline)
        
    validfiles.reverse()
    return validfiles
    
files = getRecentHipFiles()

if files:
    menu = QMenu(hou.qt.mainWindow())
    menu.triggered.connect(lambda action: hou.hipFile.load(action.text()))
    [ menu.addAction(f) for f in files ]
    menu.setActiveAction(menu.actions()[0])
    menu.exec_(QCursor.pos() - QPoint(hou.ui.scaledSize(8), hou.ui.scaledSize(8)))
Edited by anon_user_95266836 - 2023年10月15日 11:11:46
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Technical Discussion » Open Recent File, Python method

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anon_user_95266836
64 posts
オフライン
 2023年10月15日 10:07:50
My version

import os

def getRecentHipFiles():
    userdir = hou.getenv('HOUDINI_USER_PREF_DIR')
    file = os.path.join(userdir, "file.history")
    
    validfiles = []
    with open(file) as f:
        lines = f.readlines()
        for line in lines:
            newline = line.strip()
            if newline == "}":
                break;
                
            if newline != "{" and newline != "HIP":
                if os.path.exists(newline):
                    validfiles.append(newline)
        
    validfiles.reverse()
    return validfiles

files = getRecentHipFiles()
    
if files:
    ids = hou.ui.selectFromList(files, default_choices=(0,), exclusive=True,
                                title="Open Recent Scene", column_header="Recent Scenes",
                                clear_on_cancel=True, width=hou.ui.scaledSize(700))
    
    if ids:
        hou.hipFile.load(files[ids[0]])
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Technical Discussion » Remove all Unassigned Materials ?

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anon_user_95266836
64 posts
オフライン
 2023年10月15日 09:08:02
In this example, a list of all material nodes that are not used anywhere is displayed. You can disable the nodes that need to be kept by clicking on them with Ctrl.
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Technical Discussion » Remove all Unassigned Materials ?

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anon_user_95266836
64 posts
オフライン
 2023年10月15日 08:51:24
nodes_to_remove = []
for vop_type in hou.vopNodeTypeCategory().nodeTypes().values():
    for node in vop_type.instances():
        if node.parent().isMaterialManager():
            no_refs = True
            for parm in node.parmsReferencingThis():
                if parm.node() != node:
                    no_refs = False
                    break
            if no_refs:
                nodes_to_remove.append(node)

if nodes_to_remove:
    ids = hou.ui.selectFromList( [ node.name() for node in nodes_to_remove ],
                                 default_choices=range(len(nodes_to_remove)),
                                 title="Remove Unused Materials", column_header="All Unused Nodes",
                                 clear_on_cancel=True, height=hou.ui.scaledSize(500) )
    
    [ nodes_to_remove[id].destroy() for id in ids ]
Edited by anon_user_95266836 - 2023年10月15日 08:55:50
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Technical Discussion » Override Node State

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anon_user_95266836
64 posts
オフライン
 2023年10月13日 11:57:33
mabelzile
Alexey_Vanzhula
SWest
I would like to automatically start my own state. Is it possible?

If remembering correctly I used a subnet and converted it to a rig pose. Then I think if you get the scene_viewer there is some merhod like enterDefaultState maybe. Can check later if you need it. So I got the rig handles activated like that. It is a bit hackish but works for me.
Thanks, but I don't need to activate the state with Python; the problem lies elsewhere. I was wondering if it's possible to attach a custom state, written in Python, to a node, which could then be activated by pressing Enter. I knew this was probably not possible, but I wanted to make sure by hearing an answer from the Houdini developers. I received a response

You can only do that with an HDA node by setting the `Default State` input field with the state type name.
Yes, I know and use this. Just having the ability to replace the state of a simple node with your own would be a fantastic opportunity
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Technical Discussion » Override Node State

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anon_user_95266836
64 posts
オフライン
 2023年10月12日 14:57:26
SWest
I would like to automatically start my own state. Is it possible?

If remembering correctly I used a subnet and converted it to a rig pose. Then I think if you get the scene_viewer there is some merhod like enterDefaultState maybe. Can check later if you need it. So I got the rig handles activated like that. It is a bit hackish but works for me.
Thanks, but I don't need to activate the state with Python; the problem lies elsewhere. I was wondering if it's possible to attach a custom state, written in Python, to a node, which could then be activated by pressing Enter. I knew this was probably not possible, but I wanted to make sure by hearing an answer from the Houdini developers. I received a response
See full post 

Technical Discussion » Override Node State

User Avatar
anon_user_95266836
64 posts
オフライン
 2023年10月12日 12:40:58
mabelzile
C++ node states can not be replaced with a different state.
Thanks
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Technical Discussion » Override Node State

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anon_user_95266836
64 posts
オフライン
 2023年10月12日 09:55:42
Can I bind a custom Python state to SOP node? I mean node like PolyExtrude, not HDA. In Python script, I can activate custom state for any node. But if I exit the state and press Enter, the node's state is activated. I would like to automatically start my own state. Is it possible? There is no such information in the documentation.
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Technical Discussion » is it possible to have 2 different text editors?

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anon_user_95266836
64 posts
オフライン
 2023年10月10日 13:01:55
Just a simplified script:

EDITORS = {
    
'PyCharm' : 'C:/Program Files/JetBrains/PyCharm Community Edition 2021.1.1/bin/pycharm64.exe',
'Sublime' : 'C:/Program Files/Sublime Text 3/sublime_text.exe'

}

editor_id = hou.ui.displayMessage("Please choose your weapon.", buttons=tuple(EDITORS.keys()))
editor_path = tuple(EDITORS.values())[editor_id]

# set editor 1 for alt-e / HDA script edit
hou.putenv("EDITOR", editor_path)

# set editor 2 for right click edit in external editor
with open(hou.homeHoudiniDirectory() + "/ExternalEditor.cfg", 'w') as f:
    f.write(editor_path)
Edited by anon_user_95266836 - 2023年10月10日 13:02:50
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Technical Discussion » is it possible to have 2 different text editors?

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anon_user_95266836
64 posts
オフライン
 2023年10月10日 11:42:12
you can change EDITOR in Houdini on the fly by using hou.putenv method
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Technical Discussion » is it possible to have 2 different text editors?

User Avatar
anon_user_95266836
64 posts
オフライン
 2023年10月10日 07:38:07
labels_list = []
for k in ext_dict.keys():
    labels_list.append(k)

Edited by anon_user_95266836 - 2023年10月10日 07:38:59
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