Wow! Impressive.
-b
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3rd Party » Asset Handler
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- bonsak
- 459 posts
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Houdini Lounge » Nodes . Batch rename.
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- bonsak
- 459 posts
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Hi
Im not sure how you can make the search recursive with wildcards but you can enter more than one path at the top:
"/obj/* /obj/*/* /obj/*/*/*"
This will find all 6 nodes in your file.
A little clunky but it works
I thought maybe you could use opchange in the text port but im not sure if opchange can change nodenames. I tried a couple of combos but couldnt figure it out
https://www.sidefx.com/docs/houdini/commands/opchange.html#examples [www.sidefx.com]
-b
Im not sure how you can make the search recursive with wildcards but you can enter more than one path at the top:
"/obj/* /obj/*/* /obj/*/*/*"
This will find all 6 nodes in your file.
A little clunky but it works

I thought maybe you could use opchange in the text port but im not sure if opchange can change nodenames. I tried a couple of combos but couldnt figure it out

https://www.sidefx.com/docs/houdini/commands/opchange.html#examples [www.sidefx.com]
-b
Houdini Lounge » Nodes . Batch rename.
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- bonsak
- 459 posts
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Hi
You can use wildcards in the "In" parm in Find and Replace.
So you can write "/obj/*" and it will search everything under the obj path.
Hope this helps.
-b
You can use wildcards in the "In" parm in Find and Replace.
So you can write "/obj/*" and it will search everything under the obj path.
Hope this helps.
-b
Houdini Indie and Apprentice » Zooming out but still viewing extents of camera
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- bonsak
- 459 posts
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Not sure if i understand you correctly, but if you just make the viewport narrower wont that reveal what's outside the the camera view?
-b
-b
Technical Discussion » Vex: how to get the name of a node into a string
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- bonsak
- 459 posts
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Hi
In your wrangle, reference a parameter on the wrangle node like this:
Then write this expression into the 'node_name' parm:
That will set s@prev_node_name to the name of the previous node.
Bonsak
In your wrangle, reference a parameter on the wrangle node like this:
s@prev_node_name = chs('node_name');
opinput('.',0)
Bonsak
Edited by bonsak - 2020年12月23日 15:07:26
Technical Discussion » Syntheyes to Houdini 18.5
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- bonsak
- 459 posts
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So i just tried the fbx file with 18.0.597
18.0.039 works
18.0.597 messed up camera
18.5.351 messed up camera
18.0.039 works
18.0.597 messed up camera
18.5.351 messed up camera

Technical Discussion » Syntheyes to Houdini 18.5
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- bonsak
- 459 posts
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Sorry for the typo. I tried with 18.0.039 and 18.5.351 
18.0.039 works fine but with 18.5.351 the camera is not correct.
-b

18.0.039 works fine but with 18.5.351 the camera is not correct.
-b
Technical Discussion » Syntheyes to Houdini 18.5
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- bonsak
- 459 posts
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Here is the file i did the test with.
Footage also attached.
-b
Footage also attached.
-b
Edited by bonsak - 2020年11月11日 03:04:32
Technical Discussion » Syntheyes to Houdini 18.5
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- bonsak
- 459 posts
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Just tried a simple track with SE 2007 1048 and 18.5.351 and there is definitely something wrong or different with fbx import.
Tried the same fbx file in 18.039 and that works just fine.
-b
Tried the same fbx file in 18.039 and that works just fine.
-b
Technical Discussion » Houdini Redshift Alpha channel issue, help please!
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- bonsak
- 459 posts
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That doesn't solve it

-b
PS
Using 3.0.17 and unchecking “Background” results in correct alpha on my machine.
Edited by bonsak - 2020年9月30日 02:03:11
Technical Discussion » Update a common set of parameters across multiple projects?
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- bonsak
- 459 posts
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Hi
A crude way could be to put the common parameters in your env file:
MY_START_FRAME = 0
MY_END_FRAME = 250
etc
And just reference the env vars in your different files like this:
$MY_START_FRAME
$MY_END_FRAME
-b
A crude way could be to put the common parameters in your env file:
MY_START_FRAME = 0
MY_END_FRAME = 250
etc
And just reference the env vars in your different files like this:
$MY_START_FRAME
$MY_END_FRAME
-b
Houdini Lounge » H18 LOP fracture
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- bonsak
- 459 posts
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You could use SOP Create in LOPs and set up your fracturing there or do the fracturing in OBJ/SOPS and use SOP Import i LOPs the get the result into LOPs
-b
-b
Houdini Indie and Apprentice » About substance material sop
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- bonsak
- 459 posts
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Did you uncheck Production Builds Only in the Labs Update Toolset?
I think Substance SOP is only part of the experimental build (version 302 in my install)
-b
I think Substance SOP is only part of the experimental build (version 302 in my install)
-b
Work in Progress » Poly Carve SOP
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- bonsak
- 459 posts
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Technical Discussion » set channel-expression through python
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- bonsak
- 459 posts
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You could try hou.Parm.setExpression(…)
https://www.sidefx.com/docs/houdini/hom/hou/Parm.html [www.sidefx.com]
Scroll to Expression
-b
https://www.sidefx.com/docs/houdini/hom/hou/Parm.html [www.sidefx.com]
Scroll to Expression
-b
Technical Discussion » SOLVED: Seeing all active variables in houdini
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- bonsak
- 459 posts
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Try the menu Windows -> Shell and write “hconfig” on the promt. That should print all variables the are configured for your active H session.
And here is a link to all the possible Houdini env vars you can set:
https://www.sidefx.com/docs/houdini/ref/env.html [www.sidefx.com]
-b
And here is a link to all the possible Houdini env vars you can set:
https://www.sidefx.com/docs/houdini/ref/env.html [www.sidefx.com]
-b
Technical Discussion » Reference an attribute in a channel
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- bonsak
- 459 posts
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Try the point expression:
https://www.sidefx.com/docs/houdini/expressions/point.html [www.sidefx.com]
-b
https://www.sidefx.com/docs/houdini/expressions/point.html [www.sidefx.com]
-b
Technical Discussion » Parameter name for renderman matte id aov
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- bonsak
- 459 posts
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Technical Discussion » Houdini custom camera node: handles not showing.
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- bonsak
- 459 posts
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On the Handles tab of your asset, choose Create Handle and select Camera. Then in the right column there is a Bindings list. For starters fill in all the field names in the empty fields. This will give you the default camera handles for your asset.
-b
-b
Edited by bonsak - 2019年10月8日 15:56:26
PDG/TOPs » TOP Deadline scheduler node updated (Houdini 17.5.362)
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- bonsak
- 459 posts
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I would not use multiple slaves on a single machine. Because you have to specify the actual gpu ids for each slave instance. Its not very flexible and ist kind of cumbersome to maintain on many machines. The way we do it with Redshift and the Deadline ROP node is like this (haven't tried with TOP's yet as were still on 17.5.360):
- We have machines with a mix of 2 and 4 gpus
- We render Redshift jobs using 2 gpu's pr task as this seems to be the most efficient combination.
- In Monitor we set the Slave Property “Concurrent Task Limit Override” to 1 for our 2-gpu-machines and 2 for our 4-gpu-machines.
- When we submit jobs we set “Concurrent Tasks” to 2 but we check “Limit Tasks to Slave's Task Limit” on the Deadline ROP. “Limit Tasks to Slave's Task Limit” is not present on the Deadline Scheduler in 17.5.360 as far as i can see. Not sure how to set this option without the checkbox present in the UI.
- So when the job renders the default is to use 2 gpus pr task and render 2 tasks concurrently on each machine.
So to sum it up:
Machines with 2 gpu's has an override to only render 1 task concurrently and will therefore only use 2 gpu's. All the other machines will render 2 tasks at a time using 2 gpu's each.
When we render CPU jobs we unceck “Limit Tasks to Slave's Task Limit” and set concurrent tasks to 1.
So on the Deadline Scheduler in TOP's you would probably have to make a “Plugin File Key-Value” entry with “GPUsPerTask” with a value of 2 to mimic our setup. And set “Concurrent Tasks” to 2.
It might be that the Deadline ROP has some code to select gpu ids for different task so it might not work in TOP's
Ill test this as soon as we upgrade.
-b
- We have machines with a mix of 2 and 4 gpus
- We render Redshift jobs using 2 gpu's pr task as this seems to be the most efficient combination.
- In Monitor we set the Slave Property “Concurrent Task Limit Override” to 1 for our 2-gpu-machines and 2 for our 4-gpu-machines.
- When we submit jobs we set “Concurrent Tasks” to 2 but we check “Limit Tasks to Slave's Task Limit” on the Deadline ROP. “Limit Tasks to Slave's Task Limit” is not present on the Deadline Scheduler in 17.5.360 as far as i can see. Not sure how to set this option without the checkbox present in the UI.
- So when the job renders the default is to use 2 gpus pr task and render 2 tasks concurrently on each machine.
So to sum it up:
Machines with 2 gpu's has an override to only render 1 task concurrently and will therefore only use 2 gpu's. All the other machines will render 2 tasks at a time using 2 gpu's each.
When we render CPU jobs we unceck “Limit Tasks to Slave's Task Limit” and set concurrent tasks to 1.
So on the Deadline Scheduler in TOP's you would probably have to make a “Plugin File Key-Value” entry with “GPUsPerTask” with a value of 2 to mimic our setup. And set “Concurrent Tasks” to 2.
It might be that the Deadline ROP has some code to select gpu ids for different task so it might not work in TOP's
Ill test this as soon as we upgrade.
-b
Edited by bonsak - 2019年10月2日 09:00:08
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