Interestingly, I can't recreate the problem when the source image comes from a "colorwheel".
I've added a convert and extend node so when querying the node information, all the properties match the colorwheel node;
eg range, frame rate, extend, planes (C{rgb} 16 bit float, A 16 bit float)
This suggests there's something in the input image that's breaking the cornerpin node.
The source image is a jpg, loaded in with a file node with all settings default.
Found 16 posts.
Search results Show results as topic list.
Technical Discussion » Cop2 cornerpin ignoring alpha
- reform
- 16 posts
- Offline
Technical Discussion » Cop2 cornerpin ignoring alpha
- reform
- 16 posts
- Offline
Also, the documentation mentions a mask input. My cop2 cornerpin node doesn't have a mask input or any mask parameters.
https://www.sidefx.com/docs/houdini/nodes/cop2/pin.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/cop2/pin.html [www.sidefx.com]
Technical Discussion » Cop2 cornerpin ignoring alpha
- reform
- 16 posts
- Offline
Hi there,
I'm trying to do a simple cornerpin setup, but it appears to be ignoring the alpha of the source.
I have an image with alpha=0.
I add a ChannelCopy node, set the target to "new plane" and set that to A, and set the source to 1.
My image now has solid alpha.
I then add a cornerpin node. Move the handles, then check the alpha. The alpha is black.
The corner_pin "plane scope" is set to *.
Is this a bug?
Thanks in advance for any help.
I'm trying to do a simple cornerpin setup, but it appears to be ignoring the alpha of the source.
I have an image with alpha=0.
I add a ChannelCopy node, set the target to "new plane" and set that to A, and set the source to 1.
My image now has solid alpha.
I then add a cornerpin node. Move the handles, then check the alpha. The alpha is black.
The corner_pin "plane scope" is set to *.
Is this a bug?
Thanks in advance for any help.
Houdini Engine for Unity » Heightfield to Unity terrain rotated
- reform
- 16 posts
- Offline
Hi!
I'm trying to learn how to build terrains in Houdini using mapbox, and then be able to use them as assets in Unity using the engine.
One thing I've not got my head around is the fact that when I do this, the terrain heightfield appears to be rotated in relation to what it is in Houdini. This results in the rgb being rotated 90 degrees to the actual terrain, and then any objects I create in houdini (eg buildings being based on osm) also being rotated 90 degrees to the actual heightfield.
I can't figure out how a) to fix the terrain rotation on export from houdini b) how to rotate the uv/rotation of the heightfield map in Unity.
Has anyone else had rotation issues when importing houdini HDA's containing heightfields in to Unity?
Thanks in advance for your help!
I'm trying to learn how to build terrains in Houdini using mapbox, and then be able to use them as assets in Unity using the engine.
One thing I've not got my head around is the fact that when I do this, the terrain heightfield appears to be rotated in relation to what it is in Houdini. This results in the rgb being rotated 90 degrees to the actual terrain, and then any objects I create in houdini (eg buildings being based on osm) also being rotated 90 degrees to the actual heightfield.
I can't figure out how a) to fix the terrain rotation on export from houdini b) how to rotate the uv/rotation of the heightfield map in Unity.
Has anyone else had rotation issues when importing houdini HDA's containing heightfields in to Unity?
Thanks in advance for your help!
Houdini Engine for Unity » Setting up your development environment for the plugin using .env file (using assets from outside the Unity project)
- reform
- 16 posts
- Offline
Does this apply to when you open your hda via HoudiniEngine/debug/OpenSceneInHoudini?
I can't seem to debug my HDAs because the HEU_ENVPATH_ prefixed env vars are not being passed to the spawned houdini session. Is that an expected behaviour?
Thanks!
I can't seem to debug my HDAs because the HEU_ENVPATH_ prefixed env vars are not being passed to the spawned houdini session. Is that an expected behaviour?
Thanks!
PDG/TOPs » Labs Mapbox and PDG
- reform
- 16 posts
- Offline
Technical Discussion » How to use scipy with Houdini 17 on windows?
- reform
- 16 posts
- Offline
Thanks for the update. I've got pip install working. One issue though, I don't seem to be able to use sidefxlabs with this release of Houdini. I get the following error. Is that the same for you too? Or have I broken my install somehow?
Traceback (most recent call last):
File “<console>”, line 1, in <module>
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.510/houdini/python3.7libs\sidefxlabs.py”, line 8, in <mod
ule>
import urllib2
ModuleNotFoundError: No module named ‘urllib2’
Traceback (most recent call last):
File “<console>”, line 1, in <module>
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.510/houdini/python3.7libs\sidefxlabs.py”, line 8, in <mod
ule>
import urllib2
ModuleNotFoundError: No module named ‘urllib2’
Technical Discussion » Houdini 18.0.510 Python3 Sidefx Labs error
- reform
- 16 posts
- Offline
I've just installed the python3 release of houdini for testing.
Is it the case that the sidefxlabs package isn't ported yet?
Here's the error when I attempt to run the shelf from the menu :
Traceback (most recent call last):
File “<stdin>”, line 3, in <module>
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.510/houdini/python3.7libs\sidefxlabs.py”, line 8, in <module>
import urllib2
ModuleNotFoundError: No module named ‘urllib2’
Any suggestions?
Thanks!
p.
Is it the case that the sidefxlabs package isn't ported yet?
Here's the error when I attempt to run the shelf from the menu :
Traceback (most recent call last):
File “<stdin>”, line 3, in <module>
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.510/houdini/python3.7libs\sidefxlabs.py”, line 8, in <module>
import urllib2
ModuleNotFoundError: No module named ‘urllib2’
Any suggestions?
Thanks!
p.
Technical Discussion » Deadline + Hython QtGui problem
- reform
- 16 posts
- Offline
I'm trying to submit a script job to Houdini via Deadline.
I've updated the standard Houdini Deadline plugin to enable this.
The problem is that my script requires access to QtGui (even though I appreciate this is a non Gui session).
Has anyone found a way to add QtGui to a Hython session via Deadline?
The code I am using works fine in cmdline sessions of Nuke and Maya so I'm curious why I it's not working in Houdini.
Thanks in advance for any suggestions.
p.
I've updated the standard Houdini Deadline plugin to enable this.
The problem is that my script requires access to QtGui (even though I appreciate this is a non Gui session).
Has anyone found a way to add QtGui to a Hython session via Deadline?
The code I am using works fine in cmdline sessions of Nuke and Maya so I'm curious why I it's not working in Houdini.
Thanks in advance for any suggestions.
p.
Technical Discussion » HOUDINI_PATH and Shotgun not playing well
- reform
- 16 posts
- Offline
Problem solved.
It appears the Shotgun implementation actually sets its own HOUDINI_PATH variable prior to executing the app_launch hook.
Appending my studio houdini config path to HOUDINI_PATH rather than simply setting the variable has solved the problem.
I'm still feeling that I shouldn't be doing things this way and that I should be able to edit my ui menus using a path on HSITE rather than HOUDINI_PATH. Can anyone clarify that for me?
It appears the Shotgun implementation actually sets its own HOUDINI_PATH variable prior to executing the app_launch hook.
Appending my studio houdini config path to HOUDINI_PATH rather than simply setting the variable has solved the problem.
I'm still feeling that I shouldn't be doing things this way and that I should be able to edit my ui menus using a path on HSITE rather than HOUDINI_PATH. Can anyone clarify that for me?
Technical Discussion » HOUDINI_PATH and Shotgun not playing well
- reform
- 16 posts
- Offline
Hi there,
Relative Houdini newbie here so be kind!
I'm trying to set up my environment so I can have site and user configurations sitting on top of the default houdini install. In particular, a custom menu using MainMenuCommon.xml in my studio houdini config path.
If I set my HOUDINI_PATH as follows (in my Shotgun app_launch hook):
houdini_path = zstudio_configs/houdini/15.5
os.environ = houdini_path + os.pathsep + ‘&’
when I open Houdini via the shotgun launcher, Shotgun fails to initialise, and using hconfig -ap my Houdini_path looks like :
“Zdev/users/joe.bloggs/repos/hvhoudini/15.5;&Zdev/users/joe.bloggs/repos/hvhoudini/15.5;&”
if I don't set the HOUDINI_PATH, then when I launch Houdini and run hconfig -ap, the Houdini_path is :
HOUDINI_PATH := “cusers/joe.bloggs/appdata/local/temp/tk-houdinivsmfzt;Zdev/release/shotgun/studio/install/app_store/tk-houdini/v1.0.10/startup;&Zdev/users/joe.bloggs/repos/hvhoudini/15.5;&”
With this config, I DO get Shotgun, but I don't get the menus I've defined in Zdev/users/joe.bloggs/repos/hvhoudini/15.5/MainMenuCommon.xml
Some observations.
- In the first test, the Houdini path has two copies of the path + ‘&’ path that I only defined once in my app_launch hook.
- In the second test, there is an unusual space after the HOUDINI_PATH when running hconfig.
I think I am approaching this the correct way, and my feeling is that there might be a bug with the Shotgun engine where it appends the Shotgun paths to any existing paths in HOUDINI_PATH. I will post a ticket with SG as well as this post to see if they can see where the problem lies.
Does anyone have any experience getting a studio HOUDINI_PATH to work alongside Shotgun?
Can anyone see what I might be doing wrong?
Thanks in advance for your help.
Patrick
Relative Houdini newbie here so be kind!
I'm trying to set up my environment so I can have site and user configurations sitting on top of the default houdini install. In particular, a custom menu using MainMenuCommon.xml in my studio houdini config path.
If I set my HOUDINI_PATH as follows (in my Shotgun app_launch hook):
houdini_path = zstudio_configs/houdini/15.5
os.environ = houdini_path + os.pathsep + ‘&’
when I open Houdini via the shotgun launcher, Shotgun fails to initialise, and using hconfig -ap my Houdini_path looks like :
“Zdev/users/joe.bloggs/repos/hvhoudini/15.5;&Zdev/users/joe.bloggs/repos/hvhoudini/15.5;&”
if I don't set the HOUDINI_PATH, then when I launch Houdini and run hconfig -ap, the Houdini_path is :
HOUDINI_PATH := “cusers/joe.bloggs/appdata/local/temp/tk-houdinivsmfzt;Zdev/release/shotgun/studio/install/app_store/tk-houdini/v1.0.10/startup;&Zdev/users/joe.bloggs/repos/hvhoudini/15.5;&”
With this config, I DO get Shotgun, but I don't get the menus I've defined in Zdev/users/joe.bloggs/repos/hvhoudini/15.5/MainMenuCommon.xml
Some observations.
- In the first test, the Houdini path has two copies of the path + ‘&’ path that I only defined once in my app_launch hook.
- In the second test, there is an unusual space after the HOUDINI_PATH when running hconfig.
I think I am approaching this the correct way, and my feeling is that there might be a bug with the Shotgun engine where it appends the Shotgun paths to any existing paths in HOUDINI_PATH. I will post a ticket with SG as well as this post to see if they can see where the problem lies.
Does anyone have any experience getting a studio HOUDINI_PATH to work alongside Shotgun?
Can anyone see what I might be doing wrong?
Thanks in advance for your help.
Patrick
Houdini Indie and Apprentice » Licensing question - Indie for freelancers restrictions.
- reform
- 16 posts
- Offline
Houdini Indie and Apprentice » Licensing question - Indie for freelancers restrictions.
- reform
- 16 posts
- Offline
Just a quick one, I noticed that Indie includes Pyro. Does this mean that I, as a freelancer, can develop a pyro solution and then export a bgeo that my client can then render on their farm ?
How does Indie sit for freelance artists that might need to feed in to the workflow of a larger studio? Is this even allowed? My companies turnover is under the threshold, but my clients would definitely not….
Apologies if this has been covered already.
How does Indie sit for freelance artists that might need to feed in to the workflow of a larger studio? Is this even allowed? My companies turnover is under the threshold, but my clients would definitely not….
Apologies if this has been covered already.
Houdini Lounge » Take List - Workflows and feature requests
- reform
- 16 posts
- Offline
Houdini Lounge » Take List - Workflows and feature requests
- reform
- 16 posts
- Offline
Hi there,
I'm a pretty new user to Houdini, so apologies if I'm being a bit slow on the up-take.
First of all, I'm curious to hear what workflows people are using alongide the take-list. What pro's and con's have you found in a production environment especially when multiple users might use a scene.
Some ideas I had that I thought might improve the functionality of takes and the take-list :
Thanks for reading!
p.
I'm a pretty new user to Houdini, so apologies if I'm being a bit slow on the up-take.
First of all, I'm curious to hear what workflows people are using alongide the take-list. What pro's and con's have you found in a production environment especially when multiple users might use a scene.
Some ideas I had that I thought might improve the functionality of takes and the take-list :
- Allow editing of values set in the take-list. Currently these appear to be read-only.
- Add a button that would bring the network/parameter panel focus to the parameter selected. This would allow the take-list to become a on-the-fly bookmark list of parameters that you are testing/editing.
Thanks for reading!
p.
Technical Discussion » Node based alternative to takes
- reform
- 16 posts
- Offline
I'm new to Houdini so apologies if this query is based on wrong assumptions and lack of knowledge!
I want to be able to add a node(or nodes) downstream of either a ROP or a SOP or SUBNETWORK where I can speficy overrides of particular properties/attributes.
For example, if I have a ROP and I want to create a few variations that inherit all the properties of this ROP but have certain attributes overridden; eg object or light inclusions, sampling, etc. I would want to add a null (or nulls) after the parent node and then add interface items to override the attributes of items up the node-graph.
Am I right in saying that the Houdini way of doing this would be to use Takes?
I just noticed that there is the “Copy as reference” action which would pretty much achieve what I am asking, in which case, I guess the question is : what are people's thoughts on “best practice” when it comes to creating variations “in shot” of assets that are shared over multiple shots in a readable and robust way. I'm sure the approach depends on many things such as whether the node is a ROP, SOP, or subnet/primitive.
Thanks in advance for your thoughts!
Cheers
Patrick
I want to be able to add a node(or nodes) downstream of either a ROP or a SOP or SUBNETWORK where I can speficy overrides of particular properties/attributes.
For example, if I have a ROP and I want to create a few variations that inherit all the properties of this ROP but have certain attributes overridden; eg object or light inclusions, sampling, etc. I would want to add a null (or nulls) after the parent node and then add interface items to override the attributes of items up the node-graph.
Am I right in saying that the Houdini way of doing this would be to use Takes?
I just noticed that there is the “Copy as reference” action which would pretty much achieve what I am asking, in which case, I guess the question is : what are people's thoughts on “best practice” when it comes to creating variations “in shot” of assets that are shared over multiple shots in a readable and robust way. I'm sure the approach depends on many things such as whether the node is a ROP, SOP, or subnet/primitive.
Thanks in advance for your thoughts!
Cheers
Patrick
-
- Quick Links