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Houdini Indie and Apprentice » How to disable display of a selected node in Scene Viewer
- pabcou
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Houdini Indie and Apprentice » How to disable display of a selected node in Scene Viewer
- pabcou
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Houdini Lounge » Navigation nodes in large network
- pabcou
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For two nodes, you can select them and store a quickmark with Ctrl+1, etc., since it saves the selection. You can then restore it and press R to flip the render flag between them.
Houdini Learning Materials » How do yo make the viewport look like this?
- pabcou
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My guess is that this could have been using the Labs MatCap Shader. Now, in Houdini 19, there is built-in support for MatCaps in the viewport. The feature is at Viewport Display Options > Material > MatCap Material. You can try any from e.g. this library [github.com] (you have to linearize them first).
Houdini Lounge » Recent file list
- pabcou
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Technical Discussion » Thicken Node
- pabcou
- 61 posts
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The GameDev toolset evolved into SideFX Labs. The corresponding node is Labs Thicken SOP [www.sidefx.com].
Technical Discussion » What happened to the search/filter in the vex/node doc pages
- pabcou
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These search functions are available when running a local help server. Perhaps not as convenient as having them on SideFX's website, and it can be slow, but it's still a way.
Houdini Indie and Apprentice » Custom HDA allow editing of content.
- pabcou
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You can make a black-boxed asset. Select your HDA, and then open Assets > Create Black Boxed Asset from Selection... Make sure not to overwrite your editable asset, nor to store the black-boxed one in the same OTL file.
Houdini Lounge » Obj merging hair: should it work?
- pabcou
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"merged_hair" renders fine for me if I enable "Render Polygons as Hair" in its Redshift OBJ properties. My guess is that Redshift treats Hair Generate nodes differently, and for the rest we need to tick that parameter.
Houdini Indie and Apprentice » TAB Menu - Reverse Search
- pabcou
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It's not quick nor direct, but you can drop the node, open its Operator Type Properties, and look in Interactive > Shelf Tools > Context > TAB Submenu Path.
Technical Discussion » GLTF Exporter
- pabcou
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You can export glTF with Houdini Indie.
Bear in mind that there are some limitations in Houdini's implementation; last I checked, support for animation wasn't developed yet.
Bear in mind that there are some limitations in Houdini's implementation; last I checked, support for animation wasn't developed yet.
Solaris and Karma » Merge LOP order after SOP Create in reference mode
- pabcou
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Solaris and Karma » Merge LOP order after SOP Create in reference mode
- pabcou
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I came across an unexpected behavior with Merge LOP when fed with SOP Create nodes in reference mode, where the references come out in a right-to-left ordering. My expectation was that they would be merged in left-to-right order, as when using sublayers. See the picture below for illustration.
After poking around I found that the SOP Import inside the SOP Create is behaving like a Reference LOP whose “Reference Operation” parameter is set to any of the “Append List” options. Maybe this is the reason? If so, would it make sense to add a “Reference Operation” parameter to the SOP Import, and expose it on the SOP Create?
After poking around I found that the SOP Import inside the SOP Create is behaving like a Reference LOP whose “Reference Operation” parameter is set to any of the “Append List” options. Maybe this is the reason? If so, would it make sense to add a “Reference Operation” parameter to the SOP Import, and expose it on the SOP Create?
Houdini Indie and Apprentice » Losing Desktops and Shelf settings when installing Labs
- pabcou
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There is now a fix for this, according to the changelog:
Houdini 18.0.398 - Fix computing HOUDINI_USER_PREF_DIR so that installing SideFXLabs will no longer cause shelves, desktops, etc to be saved inside the SideFXLabs subdirectory in some situations. Items erroneously saved there may need to be moved to their correct location.
Edited by pabcou - 2020年3月3日 10:44:28
Solaris and Karma » Workflow for converting geometry in SOPs/OBJs into USD?
- pabcou
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I'd appreciate some input on how to best convert geometry, programmatically, from SOPs/OBJs into USD.
In the scene I have, the different “assets” are divided into groups (the attached .hip is a simplified example). Initially I searched for a way of using the groups to convert the geometry to USD, but couldn't find any, so I broke the geo into one OBJ node per group, for feeding into a Scene Import LOP, followed by a USD ROP (in the .hip, under ‘/obj/geo1/lopnet__SceneImport’). This worked to produce one .usd per object, although it based the file paths on Houdini node paths:
To work around this, the only way I found was to use a custom output processor (.py attached) that removes unwanted parts from the save paths. I also needed to disable “Error Saving Layers With Implicit Paths” on the ROP node, so it would downgrade the errors about paths to warnings, and cook successfully. With this, .usd files were saved where I want them, although still with warnings:
To have more control, I ended up scripting the creation of SOP Import, Configure Layer, and other LOPs – one set of them per object (in the .hip, under ‘/obj/geo1/obj_to_lop1/lopnet’). This gave me .usd files exactly where and as I want them (that is, with the intended USD structure); however, I'm worried about the overhead of having to manage these nodes, especially if the number of objects to process is very large. But perhaps this wouldn't be an issue except in extreme scenarios (e.g. thousands of objects)?
So this is what I'm mostly interested in getting some feedback about: Is the last approach the expected way to deal with this scenario – where many assets (at best, separated into OBJs; at worst, separated by attribute/group) are to be converted into USD?
Edit: Reworded for clarity.
In the scene I have, the different “assets” are divided into groups (the attached .hip is a simplified example). Initially I searched for a way of using the groups to convert the geometry to USD, but couldn't find any, so I broke the geo into one OBJ node per group, for feeding into a Scene Import LOP, followed by a USD ROP (in the .hip, under ‘/obj/geo1/lopnet__SceneImport’). This worked to produce one .usd per object, although it based the file paths on Houdini node paths:
To work around this, the only way I found was to use a custom output processor (.py attached) that removes unwanted parts from the save paths. I also needed to disable “Error Saving Layers With Implicit Paths” on the ROP node, so it would downgrade the errors about paths to warnings, and cook successfully. With this, .usd files were saved where I want them, although still with warnings:
To have more control, I ended up scripting the creation of SOP Import, Configure Layer, and other LOPs – one set of them per object (in the .hip, under ‘/obj/geo1/obj_to_lop1/lopnet’). This gave me .usd files exactly where and as I want them (that is, with the intended USD structure); however, I'm worried about the overhead of having to manage these nodes, especially if the number of objects to process is very large. But perhaps this wouldn't be an issue except in extreme scenarios (e.g. thousands of objects)?
So this is what I'm mostly interested in getting some feedback about: Is the last approach the expected way to deal with this scenario – where many assets (at best, separated into OBJs; at worst, separated by attribute/group) are to be converted into USD?
Edit: Reworded for clarity.
Edited by pabcou - 2020年1月15日 21:20:42
PDG/TOPs » Showing the TOP status icon at the container HDA node level
- pabcou
- 61 posts
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PDG/TOPs » Showing the TOP status icon at the container HDA node level
- pabcou
- 61 posts
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I have a TOP Network inside a SOP HDA, whose cook controls I promoted to the HDA interface. I can control it from there, but in order to see its cook progress I need to go inside. Is there a way of promoting the TOP status icon to the level of the HDA node, similar to how it displays for the TOP Geometry SOP?
PDG/TOPs » Showing an external command's output on the node info window
- pabcou
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PDG/TOPs » Showing an external command's output on the node info window
- pabcou
- 61 posts
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I need to handle the external command's return code, so I gave the Python Processor a try. It captures the command output with no additional work on my part, but only if I run it out-of-process. If I run it in-process, I need to use code like the above in order to grab and show the command output in the node info window. Is this as expected?
Houdini Indie and Apprentice » Losing Desktops and Shelf settings when installing Labs
- pabcou
- 61 posts
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I experienced something like this, but I don't remember which exact steps I followed to solve it. It involved grabbing the preference files wrongly stored to houdini18.0/SideFXLabs/version/ and putting them on houdini18.0/. After this, Houdini went back to storing preference changes in the usual place.
Since then I switched to manually installing and updating Labs in a different path, outside the user preferences directory.
I know this isn't very specific, but I hope it can help.
Since then I switched to manually installing and updating Labs in a different path, outside the user preferences directory.
I know this isn't very specific, but I hope it can help.
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