Platform for share HDA's
https://www.orbolt.com/ [www.orbolt.com]
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Houdini Lounge » HDAs hub and Labs
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- mandrake0
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Houdini Lounge » Labs Mapbox node....has this been discontinued
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- mandrake0
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Yes because of changes in the mapbox usage terms.
https://www.sidefx.com/forum/topic/98431/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/98431/ [www.sidefx.com]
3rd Party » Will there ever be Houdini Engine for Godot?
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- mandrake0
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When i have time i will add info note in the github project that there is also a Houdini Engine for Godot.
Houdini Lounge » Will Houdini incorporate more AI functions into its producti
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- mandrake0
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Well it is a 2 years research project with about 50 people and 20 universitys. It looks very intressting but research is research to make it production ready is another question. At least there is a python api.
Houdini Lounge » NVidia Digits
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- mandrake0
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Currently there is no linux ARM build.
The new AMD ryzen ai max cpu/gpu do look also intressting but karma can't use the gpu for rendering.
The new AMD ryzen ai max cpu/gpu do look also intressting but karma can't use the gpu for rendering.
Houdini Engine API » Houdini from outside Python script
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- mandrake0
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You can use Hython with a custom python script. Have no example for this.
https://www.sidefx.com/docs/houdini/hom/commandline.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/hom/commandline.html [www.sidefx.com]
Houdini Lounge » Labs exoside Quadremesher
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- mandrake0
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Edited by mandrake0 - 2024年11月8日 13:10:49
Houdini Lounge » what happened to the Houdini 21 post?
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- mandrake0
- 649 posts
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SideFX is implementig (some) requested features 
There was on the end too much bad wording.

There was on the end too much bad wording.
Houdini Lounge » The future of Houdini if Solaris / USD is not for you.
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- mandrake0
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USD is the native Scene file format for the Karma or Renderman Renderer. The question is will Redshift, Arnold, Octane, Vray.... change there native format to USD or not. I would say in the long run the current old Rendering process will go away just because no Renderengine Company will invest to update all there custom plugins for each DCC Software when they can have just one Plugin for all.
every layer of functionality gives more options but also more complexity. it is never easy to change the pipeline but in the long run it will be beneficial.
every layer of functionality gives more options but also more complexity. it is never easy to change the pipeline but in the long run it will be beneficial.
Houdini Lounge » Mobile version of houdini?
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- mandrake0
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ttnix
I absolutely love Houdini, it’s an amazing program. Just finished watching the 20.5
Keynote on YouTube and I’m so excited with what’s new.
As technology advances and grows, I’m wondering if it’s time to revisit this conversation since the last post was in 2011. Today you can use programs like nomad for 3D sculpting, Zbrush is being developed with a beta coming coon on iOS. DaVinci Resolve and Final Cut Pro are now available as well on the iPad.
Inspiration comes at times when we are not sitting at our desks, it would be so beneficial if we could just open our tablet (iOS, Android, Windows) and ride that inspiration wave with either modelling, texturing, lighting, etc., that we can just transfer to our main computer and continue. Also move aspects of our work from our computer and take it on the go.
Not looking to replace my desktop with a tablet as that just wouldn’t be possible. Just looking for a mobile option to use as I’m traveling For modeling.
What are your thoughts?
it makes a lot of sense for sculpting on a tablet or NLA for social media shorts. well you can use houdini today on windows tablet or convertible. i have one and i use the pen nearly never in houdini.
just as a history fun thing Blender had a port to a iPAQ in 2001!
https://x.com/tonroosendaal/status/673845432792047616 [x.com]
Technical Discussion » The proper way of doing asyncio in Houdini 20's python node?
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- mandrake0
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Houdini Lounge » Houdini 20.5 Rumors
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- mandrake0
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Houdini Lounge » Blender import node?
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- mandrake0
- 649 posts
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There are two ways that should be simple to integrate.
It looks like Commandline is very simple to use.
https://blenderartists.org/t/how-to-export-mesh-object-to-fbx-from-command-line/1144571 [blenderartists.org]
- Commandline : https://docs.blender.org/manual/en/latest/advanced/command_line/index.html [docs.blender.org]
- Python Module : https://docs.blender.org/api/current/info_advanced_blender_as_bpy.html [docs.blender.org]
- HAPI(not ideal for your case): https://www.sidefx.com/docs/houdini/hapi/ [www.sidefx.com]
It looks like Commandline is very simple to use.
https://blenderartists.org/t/how-to-export-mesh-object-to-fbx-from-command-line/1144571 [blenderartists.org]
Houdini Lounge » Karma CPU vs Arnold/Vray etc.
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- mandrake0
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oldteapot7
By the way i have question about workflow. Iam still learning and havnt touched materials and shading part yet.
But is there easy way to render scene in Karma XPU as preview (for client corects and stuff)
And then render same scene in Arnold or Octane as final stage. Render for production and postprocess stage.
So.. is there any easy way for that? Or i have to make duplicate materials and lights and all for 2 different renderers?
i know that Octane in Solaris has some strange glitches had last year teached my brother and they use Octane with C4D and Maya.
the first bug was we couldn't change Render Resolution! the Plugin is over 1 year out and it can't read the Camera Resolution in the USD File WTF! and then there where many other small bugs.
In theory you can setup the scene with Solaris (Geometry, Camera, Light) define for each Render Engine a custom Shader and in the future you only need a mtlx shader. But depending on Render Engine there can be a mismatch of Render Functionality and a different stage of USD Support that need custom Camera and Light Parameters.
when you can use just one Render Engine you have less problems in my view.
Houdini Lounge » Clarisse workflow in Houdini
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- mandrake0
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andraskavalecz
Thank you for the tips)
We modeled our assets in dcc's like Maya and Modo and brought them into in its own clarisse project, applied materials...made combiners ....and then referenced in those project files into our layout scenes. pretty straight forward.
Correct me if I am wrong, but from highlevel... : import geo into houdini, apply karma materials (do variants) and save USD, reference the USDs into the Solaris/Stage and do the layout.
i would say that is the way how you will work mostly with houdini in Solaris to get a near clarisse feeling. there is the classic way of working in SOP (/obj) and then load the geometry in solaris because before solaris everything was in SOP and then rendered with some nodes in ROP. you can also do it in the classic way, end of the day you must be happy

andraskavalecz
Thank you for the tips)
Sorry for the houdini noob sounding qeustion. But does it mean the new (Solaris way) assets are not saved in native houdini files (hip, hda..) but rather in USDs?
I am tyring to keep it as simple as possible))
simple as possible and that with houdini? I like your thinking

very good question far far above noob level!
Project file are still for houdini the .hip but you can export the solaris graph data to USD (.usda -> ASCII to analyse what is inside / USD ROP). Functionality Tools are inside Houdini and currently there is no USD way to build something like a HDA. But that could maybe change in the future. Houdini way of working is always reference the files and never embed it into the hip file. NEVER...

currently sidefx has made some move to have parameters information and node network in the geometry data (APEX thing). this is still new and it will take time how the artist can use it in production. it also means for the future one data format for CPU, GPU Functions and no dependency for the houdini core HScript.
Fun Stuff: Houdini core is inspired by UNIX so it means there is a right management where you can set permission to nodes as in the unix world (https://www.sidefx.com/docs/houdini/commands/opchmod.html). but I think all that will be removed and don't used it in production bosses don't like it (didn't happen to me but read it somewhere studio department bosses can get angry).
Houdini Lounge » Karma CPU vs Arnold/Vray etc.
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- mandrake0
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There are many other factors that count too!
there are currently many developments in the rendering section with shifts from shader format (mtlx), scene description format (USD) and other technology's.
for indie artist you can select any render engine I would say most indie projects can be solved with any of these render engines. when you do architectural rendering vray could be preferred. when you have Autodesk products in your pipeline Arnold can be your ideal render. the state of capabilities, speed, and stability can change by time and project requirement. today you can get demo version with watermarks for free to learn and recrate the shader networks brings you more then just a forum post from a unknown person like me.
happy learning.
there are currently many developments in the rendering section with shifts from shader format (mtlx), scene description format (USD) and other technology's.
for indie artist you can select any render engine I would say most indie projects can be solved with any of these render engines. when you do architectural rendering vray could be preferred. when you have Autodesk products in your pipeline Arnold can be your ideal render. the state of capabilities, speed, and stability can change by time and project requirement. today you can get demo version with watermarks for free to learn and recrate the shader networks brings you more then just a forum post from a unknown person like me.

happy learning.
Houdini Lounge » Clarisse workflow in Houdini
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- mandrake0
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for layout and scene setup Solaris (/stage) is the way to go as you have seen.
the difference to clarisse is Solaris supports multiple Render Engine where each one has it's own Shader Network. that should change with mtlx but still a progress.
Old stuff in Houdini: /ROP /shop /ch /img
ROP is the old way of rendering with Mantra it is EOL and in the future i guess it will be removed.
SHOP is the old Shader Network it gets replaced with MAT
CH still there for Signal Data / Audio Processing not sure what Sidefx has in mind to update it.
IMG is for 2D Image Compositing there are some rumours for a new Compositing System. (https://sidefx.bamboohr.com/careers/90)
Tutorials for Solaris:
https://www.sidefx.com/learn/solaris-karma/ [www.sidefx.com]
the difference to clarisse is Solaris supports multiple Render Engine where each one has it's own Shader Network. that should change with mtlx but still a progress.
Old stuff in Houdini: /ROP /shop /ch /img
ROP is the old way of rendering with Mantra it is EOL and in the future i guess it will be removed.
SHOP is the old Shader Network it gets replaced with MAT
CH still there for Signal Data / Audio Processing not sure what Sidefx has in mind to update it.
IMG is for 2D Image Compositing there are some rumours for a new Compositing System. (https://sidefx.bamboohr.com/careers/90)
Tutorials for Solaris:
https://www.sidefx.com/learn/solaris-karma/ [www.sidefx.com]
3rd Party » Will there ever be Houdini Engine for Godot?
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- mandrake0
- 649 posts
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aidexiaojike曼德拉草0ok 你好,我是来自中国的设计师,我想需要godot能读取HDA文件的插件,因为这样就可以实时编辑和预览效果了。谢谢你。
I played with godot and made a instance exporter as a test. In my view it would make sense to create the levels in houdini and export as .tsnc files.
YOUR MESSAGE: Hello, I am a designer from China. I think I need a plug-in for godot to read HDA files, so that I can edit and preview the effects in real time. Thank you.
the complexity to create a plugin with support and everything else is a lot of work. the idea was to make everything in houdini and then export the scene into godot. the advantage is if you want to support another game engine or use it with three.js it takes just a fraction of code changes and time.
For Effects and Animation there are no plans to support it because depending on concept it is a bigger task. but gltf can be exported from houdini to godot.
Note: there is also a small fix in the godot instancer code, it should show now the scene in the godot editor.
Edited by mandrake0 - 2024年3月31日 19:18:07
Houdini Lounge » Sticking Textures to a deforming mesh
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- mandrake0
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Well clay has normaly the same color. Don't use UV and just use a basic shader no texture that should not flicker. You can make some masking with curveture for edges but everything else i can't help.
When you have to add a texture say the zbrush guy can add UV's and make some vacation or run like forrest gump
I never had this problem in my project or friends... i feel your pain or pleasure of accepting challanges.
When you have to add a texture say the zbrush guy can add UV's and make some vacation or run like forrest gump

I never had this problem in my project or friends... i feel your pain or pleasure of accepting challanges.

Houdini Lounge » A Comprehensive Feature List Between Karma XPU + Redshift
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- mandrake0
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tbay312
And no, I don't believe this comparison is too early. SideFX has announced that XPU is "gold," which means that it should be able to compete with other software packages for its place in production pipelines, and it's been publicly released for about 5 years now.
Just as a small note Karma XPU was first released as alpha in H19 (oct 2021). That is about 2.5 years ago. Karma CPU was released about 5 years ago (H18 with solaris).
Same sqme but diffrent

Maybe you can have a talk with the XPU main developer brian sharpe?
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