I would like to use the partition by attribute TOP to partition items from the first input with items from the second input. However it seems the partition by attribute will partition anything from all inputs together if they match with no control for isolating inputs. The partition by combination creates combinations from the different inputs, but doesn't allow matching by attribute. Is there a way to combine both functionalities into one?
Here's what I'm trying to do. I have 3 work items in the first input. They have an attribute "combination" which matches a work item in one of the second inputs. I would like to make unique combinations between the first and second inputs, however because two of the items in the first input have the same combination value, they both get put into the same partition. I'm sure the python partitioner would work, but I haven't figured out how to isolate inputs with that either.
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PDG/TOPs » Partition by attribute by combination?
- ndasilva
- 60 posts
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PDG/TOPs » @pdg_input only returns first input
- ndasilva
- 60 posts
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PDG/TOPs » @pdg_input only returns first input
- ndasilva
- 60 posts
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PDG/TOPs » @pdg_input only returns first input
- ndasilva
- 60 posts
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Thanks for that clarification. What if I want to get a list of all the inputs, because they are changing so I don't always know how many there are?
PDG/TOPs » @pdg_input only returns first input
- ndasilva
- 60 posts
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I'm trying to query my inputs that are coming from a partition sop. I have a partition that has 5 files in it, but when I run @pdg_input in a python expression top it only returns the first input. This seems like a bug to me?
I've tried programmatically getting the inputs, but I can't figure out the syntax to make it work?
I've tried programmatically getting the inputs, but I can't figure out the syntax to make it work?
PDG/TOPs » How to export an FBX for each work item of a HDA Processor?
- ndasilva
- 60 posts
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Hey Garth
FBX exports can be tricky. I've also not been able to use the TOP's FBX output node successfully. What I've done to get FBX exports working is to create an obj network and a rop network, create a geo container in the obj network and then drop in a file sop inside. I point the file SOP to the output of the HDA processor (you will likely need to save an intermediary file to disk, which can be loaded by the file SOP). In the rop network create an FBX export ROP and point it to the geo container in the obj network. Inside TOP's use a ROP fetch to fetch the FBX ROP in the top network. This workflow works for me every time.
Hopefully this helps!
FBX exports can be tricky. I've also not been able to use the TOP's FBX output node successfully. What I've done to get FBX exports working is to create an obj network and a rop network, create a geo container in the obj network and then drop in a file sop inside. I point the file SOP to the output of the HDA processor (you will likely need to save an intermediary file to disk, which can be loaded by the file SOP). In the rop network create an FBX export ROP and point it to the geo container in the obj network. Inside TOP's use a ROP fetch to fetch the FBX ROP in the top network. This workflow works for me every time.
Hopefully this helps!
PDG/TOPs » Exporting multiple bakes using PDG
- ndasilva
- 60 posts
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I've had issues in the past running certain HDA's in TOPs if the HDA has any UI related python code. The HDA processor doesn't handle that well. I'm not saying that is what is causing your issue, but it might be. I would recommend saving the Labs GameRes node as a new custom node for yourself and strip out anything you don't need, and ensure that the UI is not using any python callbacks etc.
It's sounds more complicated than it is, it will probably only take you 10-15 min to do this. From there you will likely have better results using the new node with the HDA processor.
It's sounds more complicated than it is, it will probably only take you 10-15 min to do this. From there you will likely have better results using the new node with the HDA processor.
PDG/TOPs » Work item attributes to geometry attributes (and export geo)
- ndasilva
- 60 posts
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I have not figured out how to modify geometry attributes directly in TOPs. Usually when I have to do any Houdini attribute manipulation I create an HDA that does what I need, and then run my workflow through TOP's using an HDA processor.
Hopefully this helps!
Hopefully this helps!
Edited by ndasilva - 2023年11月3日 12:18:53
PDG/TOPs » Consolidating files in one folder and renaming them
- ndasilva
- 60 posts
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My guess is because you have partitioned the files together that the rename is only renaming the first one. I doubt it's designed to handle the files in the partition. You likely need to expand the partition first before doing the rename operation.
Technical Discussion » Automatically frame object within a camera at an exact size?
- ndasilva
- 60 posts
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jiejia
You can try with my file.
Wow, this is cool! Thank you! This definitely works. I'd prefer not to have to run it through a solver, but it's quite a nice solution!
Some of the limitations here is that it's doing an offset directly in the z axis, so if the camera is not looking directly down z and is rotated differently the offset doesn't work properly. For now, I'm just applying the inverse rotation of my render camera to the geometry and then applying your offset to it, and then rendering from the not rotated camera. Jumping through a few hoops, but at least it solves my problem.
Thanks again!
Technical Discussion » Automatically frame object within a camera at an exact size?
- ndasilva
- 60 posts
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Andr
You could use the Match Size SOP to scale each object to the 0-1 range. Afterwards, manually adjust the camera to get the object's desired resolution. It might require some trial and error, but you should do it only once.
Or with an orthographic camera, set the orthowidth parameter for framing. Its value indicates the camera view size.
For instance, with an orthowidth of 2 and a camera resolution of 2000, you should adjust your object's size to 1.6 to achieve a width of 1600 pixels in the render.
The match size doesn't quite give me what I need. It will normalize the scale of the objects within standard x,y,z axis, but it doesn't guarantee that it will be correct from the view of the camera. I need pixel accurate framing of different objects from the view of any given camera.
I'll play around with the orthowidth, thanks for the tip!
Technical Discussion » Automatically frame object within a camera at an exact size?
- ndasilva
- 60 posts
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I have a unique challenge that hopefully someone can help me with.
I am trying to batch render a bunch of objects of different sizes in solaris. I need each object to be in the exact center of the camera and an exact size within the raster of the render. For eg. a render of 2000 x 2000 and the object needs to be 1600 pixels on its largest axis (either width or height). I don't care if I have to scale and re-position the object or if I have to manipulate the camera to achieve the result.
Can anyone suggest a good procedural way to achieve this?
Much appreciated!
I am trying to batch render a bunch of objects of different sizes in solaris. I need each object to be in the exact center of the camera and an exact size within the raster of the render. For eg. a render of 2000 x 2000 and the object needs to be 1600 pixels on its largest axis (either width or height). I don't care if I have to scale and re-position the object or if I have to manipulate the camera to achieve the result.
Can anyone suggest a good procedural way to achieve this?
Much appreciated!
PDG/TOPs » Can't submit to deadline using a command send in server
- ndasilva
- 60 posts
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I’d like to add that the exact same code works in a hython session, so something about how PDG is running it is not the same as a standard hython session.
Edited by ndasilva - 2023年9月8日 22:36:58
PDG/TOPs » Can't submit to deadline using a command send in server
- ndasilva
- 60 posts
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I'm trying to batch process a bunch of scenes and then submit them all to deadline from hython inside TOPs. When I run the python code in Houdini, the submission to deadline works, but when I try to run it inside TOP's using a Houdini server and a command send TOP it does nothing. Any thoughts on why this code doesn't work in that context?
rops = hou.node('/stage/ropnet/').allSubChildren() for r in rops: if r.type().name() == "deadline": r.parm('dl_Submit').pressButton()
Houdini Engine for Unreal » Landscape tiles output not working for UE5 World Partition
- ndasilva
- 60 posts
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This is still an issue as of 19.0.622 and official UE5.0 release. Can anyone from Side FX comment on the status at least so we know if it's on your radar?
Houdini Engine for Unreal » Landscape tiles output not working for UE5 World Partition
- ndasilva
- 60 posts
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Houdini Engine for Unreal » How to use unreal_bake_outliner_folder
- ndasilva
- 60 posts
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Hi all
I'm trying to specify the folder that my baked objects get added to in the world outliner. I'm using the "unreal_bake_outliner_folder" string attribute and giving it just a name, hoping it will automatically create a folder with that name and place the baked actors inside. It's currently not doing anything.
Can anyone explain how to properly use this attribute?
I'm trying to specify the folder that my baked objects get added to in the world outliner. I'm using the "unreal_bake_outliner_folder" string attribute and giving it just a name, hoping it will automatically create a folder with that name and place the baked actors inside. It's currently not doing anything.
Can anyone explain how to properly use this attribute?
Houdini Engine for Unreal » Landscape tiles output not working for UE5 World Partition
- ndasilva
- 60 posts
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Houdini Engine for Unreal » Can I get landscape layer info in houdini digital asset?
- ndasilva
- 60 posts
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This does not seem to support landscape streaming proxies from Unreal into Houdini. None of the layers show up. Is this a bug?
Houdini Engine for Unreal » Houdini Engine setting Collision Geo as LOD0
- ndasilva
- 60 posts
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Hi
I'm currently outputting 3 LOD's and a collision group to Unreal through Houdini Engine. The collision group does show up correctly under simple collisions, but it's also setting that geo as LOD0. I should mention that this is being packed as well to separate pieces and the LOD's and collision group is being defined before packing.
Does anyone know the correct way to do this if I'm doing something wrong?
Thanks!
I'm currently outputting 3 LOD's and a collision group to Unreal through Houdini Engine. The collision group does show up correctly under simple collisions, but it's also setting that geo as LOD0. I should mention that this is being packed as well to separate pieces and the LOD's and collision group is being defined before packing.
Does anyone know the correct way to do this if I'm doing something wrong?
Thanks!
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