Maybe this helps...
Alembic files are already USD/Solaris compatible and you can reference them directly.
It filters only usd files, just set the file pattern to "*".
VDB files can be loaded through the "Volume" LOP.
There is "Geometry Sequence" LOP that can load .bgeo files directly.
Don't know about deadline though.
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Solaris and Karma » How to use bgeo in USD
- stheo
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Solaris and Karma » Render Gallery Image Paths
- stheo
- 16 posts
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The images in the render gallery db are saved wth absolute paths.
Is there a way to set it to use relative paths (based on $HIP or $JOB)?
Is there a way to set it to use relative paths (based on $HIP or $JOB)?
Technical Discussion » Instancing Variants of an Asset in Solaris
- stheo
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Two ways to solve this:
- let the 'Default Primitive Path' in the 'Collection' LOP at the default value '/collections'
- reference the collection in the 'Instancer' LOP with '%/tree_collection.collection:tree_collection'
You can look it up in the help 'Primitive matching patterns'
- let the 'Default Primitive Path' in the 'Collection' LOP at the default value '/collections'
- reference the collection in the 'Instancer' LOP with '%/tree_collection.collection:tree_collection'
You can look it up in the help 'Primitive matching patterns'
Houdini Learning Materials » Viewport Grid overlay?
- stheo
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OBJ Cameras have this functionality already implemented. You can use any SOP as a view mask overlay.
Go to the Camera "Parameter Interface" and add from the "Render Properties" the "View Mask" Folder.
Then you can define the SOP to use.
Set the aspect to ch("resx")/ch("resy") to automate it.
Create your SOP View Mask in the X/Y 0 to 1 Space.
You can even put that SOP Network inside the camera for a cleaner setup.
Very important to enable the "Camera View Mask" in the Display Options - Guides.
Waiting for the LOP Camera implementation in H20...
Go to the Camera "Parameter Interface" and add from the "Render Properties" the "View Mask" Folder.
Then you can define the SOP to use.
Set the aspect to ch("resx")/ch("resy") to automate it.
Create your SOP View Mask in the X/Y 0 to 1 Space.
You can even put that SOP Network inside the camera for a cleaner setup.
Very important to enable the "Camera View Mask" in the Display Options - Guides.
Waiting for the LOP Camera implementation in H20...
Solaris and Karma » Pixel Values - How?
- stheo
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Solaris and Karma » Problem Accessing Mesh in Component Builder Mtl Assign
- stheo
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I did check out the attached hip.
The only thing I did was press the 'Nested Variants' on the 'Explore Variants' LOP for the materials to show up.
Also I described what to do when using the Set Variant Node.
The only thing I did was press the 'Nested Variants' on the 'Explore Variants' LOP for the materials to show up.
Also I described what to do when using the Set Variant Node.
Edited by stheo - 2023年8月25日 16:21:08
Solaris and Karma » Problem Accessing Mesh in Component Builder Mtl Assign
- stheo
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(1)
Because of the different material variation names, press the 'Nested Variants' Button in the 'Explore Variants' LOP.
Note that if you use the 'Set Variant' LOP, set the geo variant first and in a second 'Set Variant' LOP set the mtl variant. The second LOP is needed to populate the list of mtl variants correctly.
Or you can set them by index.
As for the (2) ¯\_(ツ)_/¯
The only thing to suggest is to work on the variants individually and writing them out.
Because of the different material variation names, press the 'Nested Variants' Button in the 'Explore Variants' LOP.
Note that if you use the 'Set Variant' LOP, set the geo variant first and in a second 'Set Variant' LOP set the mtl variant. The second LOP is needed to populate the list of mtl variants correctly.
Or you can set them by index.
As for the (2) ¯\_(ツ)_/¯
The only thing to suggest is to work on the variants individually and writing them out.
Solaris and Karma » Problem Accessing Mesh in Component Builder Mtl Assign
- stheo
- 16 posts
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You can use the 'component material' to assign materials per instance, see attached.
Of course you can use a different material library per variant.
Watch this video for more details:
https://www.youtube.com/watch?v=EgTqz6y_oAs [www.youtube.com]
Of course you can use a different material library per variant.
Watch this video for more details:
https://www.youtube.com/watch?v=EgTqz6y_oAs [www.youtube.com]
Houdini Lounge » Can't read USD with file sublayer on OSX on M1
- stheo
- 16 posts
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Technical Discussion » VERY high CPU temps
- stheo
- 16 posts
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It's normal for the 13900K to get very hot when pushed to 100% by rendering or simulating.
Otherwise it's very efficient. Games and daily OS tasks can not really push it that much.
Motherboard manufacturers push it even further. There should be a BIOS setting to fix this (a little).
In ASUS motherboards it's called 'ASUS Multicore Enhancement' - 'Enforce all limits'.
It's still gonna get toasty though.
Don't know about watching the render vs not.
Maybe there is setting in the OS which throttles the background apps? Like a power saving mode?
Otherwise it's very efficient. Games and daily OS tasks can not really push it that much.
Motherboard manufacturers push it even further. There should be a BIOS setting to fix this (a little).
In ASUS motherboards it's called 'ASUS Multicore Enhancement' - 'Enforce all limits'.
It's still gonna get toasty though.
Don't know about watching the render vs not.
Maybe there is setting in the OS which throttles the background apps? Like a power saving mode?
Houdini Lounge » Houdini 20 Rumors
- stheo
- 16 posts
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matsnyman
I tried these HDAs and they all have the same problem of lagging behind the camera when moving it. This is super annoying to work with. It also sometimes messes with the camera move speed where your camera will all of the sudden move really slow in the middle of adjusting the location of it.
There is "Export view Continuously" in the viewport cam menu to improve the lag.
Houdini Lounge » Houdini 20 Rumors
- stheo
- 16 posts
- Offline
OBJ Cameras have this functionality already implemented. You can use any SOP as a view mask overlay.
Go to the Camera "Parameter Interface" and add from the "Render Properties" the "View Mask" Folder.
Then you can define the SOP to use.
Set the aspect to ch("resx")/ch("resy") to automate it.
Create your SOP View Mask in the X/Y 0 to 1 Space.
You can even put that SOP Network inside the camera for a cleaner setup.
Very important to enable the "Camera View Mask" in the Display Options - Guides.
Waiting for the LOP Camera implementation in H20...
Go to the Camera "Parameter Interface" and add from the "Render Properties" the "View Mask" Folder.
Then you can define the SOP to use.
Set the aspect to ch("resx")/ch("resy") to automate it.
Create your SOP View Mask in the X/Y 0 to 1 Space.
You can even put that SOP Network inside the camera for a cleaner setup.
Very important to enable the "Camera View Mask" in the Display Options - Guides.
Waiting for the LOP Camera implementation in H20...
Solaris and Karma » Access LOPS loop variables inside a SOP modify ?
- stheo
- 16 posts
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Try creating a custom parameter on the SOP Modify LOP, set it to @ITERATION and reference that parameter from inside.
Solaris and Karma » Component Builder Loop
- stheo
- 16 posts
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There is a recent fix:
19.5.340
Fixed the case where Component Geometry Variants with input Component Material nodes would loose their materials.
Technical Discussion » Site for Free Project downloads?
- stheo
- 16 posts
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Technical Discussion » How to properly manage KitBash .obj and .fbx files in Houdini
- stheo
- 16 posts
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Hi
If you import through File>Import FBX you should get a subnetwork with individual objects.
If you import through File>Import FBX you should get a subnetwork with individual objects.
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