I'm running into the same issue, did you find a solution by any chance ?
Thanks !
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Houdini Engine for Unreal » I want to bake the HDA into a single blueprint.
- cgtoolbox GJ
- 12 posts
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Houdini Engine for Unreal » H20 Houdini tool package search path not working ?
- cgtoolbox GJ
- 12 posts
- Offline
Hi Folks,
(Houdini 20.0.506, Unreal 5.2)
I'm trying to bundle some HDAs and other things in a custom unreal plugin. And I want to have an Houdini tool package in that plugin as well.
As seen in the documentation here:
https://www.sidefx.com/docs/houdini/unreal/houdinitools/settings.html [www.sidefx.com]
It seems that it's doable to have a search path set to /Plugins/YourStuff, but I can't make it works.
You can see in the 3 screenshots how I tried to set it up, but the assets doesn't show up in the HoudiniTools panels. If I have a package in the regular Content/HoudiniEngine/Tool folder, it works.
Any idea of how I could achieve this ?
Edit: I tried renaming the package file to "HoudiniToolsPackage", and it still doesn't work from a Plugins, it works from a folder in Content/ tho ...
Thanks !
(Houdini 20.0.506, Unreal 5.2)
I'm trying to bundle some HDAs and other things in a custom unreal plugin. And I want to have an Houdini tool package in that plugin as well.
As seen in the documentation here:
https://www.sidefx.com/docs/houdini/unreal/houdinitools/settings.html [www.sidefx.com]
It seems that it's doable to have a search path set to /Plugins/YourStuff, but I can't make it works.
You can see in the 3 screenshots how I tried to set it up, but the assets doesn't show up in the HoudiniTools panels. If I have a package in the regular Content/HoudiniEngine/Tool folder, it works.
Any idea of how I could achieve this ?
Edit: I tried renaming the package file to "HoudiniToolsPackage", and it still doesn't work from a Plugins, it works from a folder in Content/ tho ...
Thanks !
Image Not Found
Edited by cgtoolbox GJ - 2023年11月28日 11:16:11
Houdini Engine for Unreal » .env files setting not working with relative path
- cgtoolbox GJ
- 12 posts
- Offline
Hi Folks !
I'm looking into Houdini Engine for unreal pipeline. And I need to set some variable using an .env file.
I populate the setting "Houdini Environment Files" and it's working fine if I put the full path: C:/bla/bla/Content/Houdini/file.env, but it doesn't if I set it like this /Game/Content/Houdini/file.env
Is that intended or I'm missing something ? Having such paths relative to project would be super helpful.
Cheers,
Guillaume
I'm looking into Houdini Engine for unreal pipeline. And I need to set some variable using an .env file.
I populate the setting "Houdini Environment Files" and it's working fine if I put the full path: C:/bla/bla/Content/Houdini/file.env, but it doesn't if I set it like this /Game/Content/Houdini/file.env
Is that intended or I'm missing something ? Having such paths relative to project would be super helpful.
Cheers,
Guillaume
Houdini Engine for Unreal » Cooking an existing asset from Editor utilities actor
- cgtoolbox GJ
- 12 posts
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Hi folks !
I'm trying to cook an existing asset, from an blueprint of type editor utility actor ( dropped into my scene ).
And it seems that it needs a wrapper in order to tag the asset as recook needed. But I can't find how to use "create wrapper" with an existing asset ? ( by reference, path, name, whatever )
Does anyone have an idea how to do that ? that'd be super helpful
Thanks !
I'm trying to cook an existing asset, from an blueprint of type editor utility actor ( dropped into my scene ).
And it seems that it needs a wrapper in order to tag the asset as recook needed. But I can't find how to use "create wrapper" with an existing asset ? ( by reference, path, name, whatever )
Does anyone have an idea how to do that ? that'd be super helpful
Thanks !
Houdini Engine for Unity » Intancer splitting xform issue
- cgtoolbox GJ
- 12 posts
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Hello folks !
I'm having an issue with instancers when I split them using "unity_split_attr" system, on point cloud with unity_instance attr to instance prefabs.
It seems that the parent object of each output group have its position offset to 0 ( -asset position ), as show in the screenshot.
When I don't use the split attribute, it's all fine ( but obviously, I don't get two groups of instances ).
It also seems that the unity_split_attr is completly ignored when I use pack primitive instancers.
I attached a test asset which gather all the behaviours ( split attr, no split attr, and packed prims ).
Am I missing a option somewhere ?
I'm under Houdini 19.0.498 Py3.
Thanks !
I'm having an issue with instancers when I split them using "unity_split_attr" system, on point cloud with unity_instance attr to instance prefabs.
It seems that the parent object of each output group have its position offset to 0 ( -asset position ), as show in the screenshot.
When I don't use the split attribute, it's all fine ( but obviously, I don't get two groups of instances ).
It also seems that the unity_split_attr is completly ignored when I use pack primitive instancers.
I attached a test asset which gather all the behaviours ( split attr, no split attr, and packed prims ).
Am I missing a option somewhere ?
I'm under Houdini 19.0.498 Py3.
Thanks !
Houdini Lounge » Vex help in vscode
- cgtoolbox GJ
- 12 posts
- Offline
Hey folks,
For those who use vscode to write their vex code, I've just published a small vscode extension "Houdini vex help [marketplace.visualstudio.com]" which mimics the wrangle nodes behavior "Open help page from selected text", inside vscode directly.
Install the extension from the marketplace, select a function name in your code, execute the command "Open vex help", or press F2 and voila !
It's particulary useful with the great support of VEX language support f [marketplace.visualstudio.com]or vscode by mel massadian and houdini expr editor from cgtoolbox.com [cgtoolbox.com].
Guillaume
For those who use vscode to write their vex code, I've just published a small vscode extension "Houdini vex help [marketplace.visualstudio.com]" which mimics the wrangle nodes behavior "Open help page from selected text", inside vscode directly.
Install the extension from the marketplace, select a function name in your code, execute the command "Open vex help", or press F2 and voila !
It's particulary useful with the great support of VEX language support f [marketplace.visualstudio.com]or vscode by mel massadian and houdini expr editor from cgtoolbox.com [cgtoolbox.com].
Guillaume
Technical Discussion » hqueue and python job never stop get "abandoned"
- cgtoolbox GJ
- 12 posts
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Ok problem seems to be solved, if anyone has the issue:
Actually for some reason I had 2 server Service ( I'm on windows machine ), one from a bad setup, and another “good” one. But Both were running and then jobs were sent twice, and Hqueue doesn't like that
Actually for some reason I had 2 server Service ( I'm on windows machine ), one from a bad setup, and another “good” one. But Both were running and then jobs were sent twice, and Hqueue doesn't like that
Technical Discussion » hqueue and python job never stop get "abandoned"
- cgtoolbox GJ
- 12 posts
- Offline
Nobody have seen that kind of log before ??
A turn around would be to disable or increase the “number of failed job before my client is disabled” … but I don't even know if it's possible ?
A turn around would be to disable or increase the “number of failed job before my client is disabled” … but I don't even know if it's possible ?
Technical Discussion » hqueue and python job never stop get "abandoned"
- cgtoolbox GJ
- 12 posts
- Offline
Hi all,
I have an issue with Hqueue and Python job, when I send a job, this job can't stop being “Abandoned” then back to the queue, it can suceed after few try like that. The problem is because of that, my client got all the time disabled, any idea ?
here is the job's log:
September 23, 2014 04:15:07 PM Assigned to buidMachine (master)
September 23, 2014 04:15:08 PM setting status to running
September 23, 2014 04:15:42 PM Abandoning 1 (running) since the client isn't reporting on its status. Client says it's running , and I think it's running
September 23, 2014 04:15:42 PM setting status to abandoned
September 23, 2014 04:15:45 PM Re-activating job since client has reported progress again.
September 23, 2014 04:15:45 PM setting status to running
Thanks !
I have an issue with Hqueue and Python job, when I send a job, this job can't stop being “Abandoned” then back to the queue, it can suceed after few try like that. The problem is because of that, my client got all the time disabled, any idea ?
here is the job's log:
September 23, 2014 04:15:07 PM Assigned to buidMachine (master)
September 23, 2014 04:15:08 PM setting status to running
September 23, 2014 04:15:42 PM Abandoning 1 (running) since the client isn't reporting on its status. Client says it's running , and I think it's running
September 23, 2014 04:15:42 PM setting status to abandoned
September 23, 2014 04:15:45 PM Re-activating job since client has reported progress again.
September 23, 2014 04:15:45 PM setting status to running
Thanks !
Houdini Lounge » WIP python script: Isolate Tool
- cgtoolbox GJ
- 12 posts
- Offline
Yes , I store in a list which objects were or were not hidden, and switch back the display flag according to that.
The list lives in the current session only of course.
The list lives in the current session only of course.
Houdini Lounge » WIP python script: Isolate Tool
- cgtoolbox GJ
- 12 posts
- Offline
Houdini Lounge » WIP python script: Isolate Tool
- cgtoolbox GJ
- 12 posts
- Offline
Hiya,
I've been working on a python script, which allows the user to isolate an object ( hiding all other objects ).
The difference between this script and the tool from “download shelf” one, is that this one keeps in memory ( by a simple .tmp file in $TMP folder), which objects were displayed or hidden before the isolate process.
Like that, when you exit isolate mode, not every objects will be displayed again but the only the nodes displayed before.
The script is still WIP, any bugs or errors, let me know ( only tested on windows 7 for the moment).
How to use:
- Copy the .py file in “C:\Program Files\Side Effects Software\Houdini XX.X.xxx\python26\lib” or whatever python folder used by Houdini
- Create a new tool in a shelf: Right-clic -> new tool
- In tab “Script” write these two lines:
import IsolateSelection
reload(IsolateSelection)
Select an object to isolate that object by a clic on the tool just created, clic again the tool to display back all other nodes.
Thanks,
Guillaume
I've been working on a python script, which allows the user to isolate an object ( hiding all other objects ).
The difference between this script and the tool from “download shelf” one, is that this one keeps in memory ( by a simple .tmp file in $TMP folder), which objects were displayed or hidden before the isolate process.
Like that, when you exit isolate mode, not every objects will be displayed again but the only the nodes displayed before.
The script is still WIP, any bugs or errors, let me know ( only tested on windows 7 for the moment).
How to use:
- Copy the .py file in “C:\Program Files\Side Effects Software\Houdini XX.X.xxx\python26\lib” or whatever python folder used by Houdini
- Create a new tool in a shelf: Right-clic -> new tool
- In tab “Script” write these two lines:
import IsolateSelection
reload(IsolateSelection)
Select an object to isolate that object by a clic on the tool just created, clic again the tool to display back all other nodes.
Thanks,
Guillaume
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